Kyrie’s Mystic Addendum Onward and Ever Forward Signed: Star Seeker Kyrie
Credits Writer/Editor/Producer: John Sanders https://twitter.com/OtakuSJohn Cover Illustrator: RemHydragrove https://twitter.com/RemHydragrove Interior Illustrator: Nozomi Matsuoka (page 9) https://www.artstation.com/nozomi-m On The Cover Conjuring a bow of light to pierce through and banish the terrible night is Kyrie herself casting the spell Rieze’s Silvery Bow. It’s said to be a spell made while talking things over with her DM in a D&D game. She turned that spell into an actual Magical Girl spell. The artist, RemHydragrove, has wonderfully captured the scene itself. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. The characters, illustrations, and all other original material in this work are copyright 2022 by John Sanders and published under the Community Content Agreement for Dungeon Masters Guild. 1 Kyrie’s Archive | Credits
Table Of Contents Magical Incantations 3 Disparaging Incantation 3 Linking Hands 3 March Heavensward 3 Our Wings of Hope 3 Pas De Deux 3 Pastry Party Incantation 3 Raise Through the Night 3 Stay Dry Incantation 3 Vanishing Incantation 3 Wonton Silence 3 Mystic Feats 4 Aplomb 4 Assuage 4 Ballon 4 Dancing on the Wind 4 Entr’acte 4 Faith Unending 4 Forge Ahead 4 Grand Pas 4 Will Unbending 4 Magical Girl Spells 5 Corps de Ballet 5 Create Disguise 5 Insomnia 5 Limit Action 5 Restrict Power 5 Sever Karma 5 Sever Transmigration 5 Magic Items 6 Dancer’s Chakrams 6 Dark Shroud 6 Her Majesty’s Seal 6 Lingering Armor 6 Nibelung Ring 7 Shadow Mask 7 Spell Card 7 Sphere of the Xiàng Sì 7 Starlight Weapon 7 Bestiary 8 Guardian 8 Myrian Starlight 9 Rythia (Reez) Williams 11 Tabitha (Tabi) Williams 11 2 Kyrie’s Archive | ToC
Magical Incantations Beginning at 3rd level, You gain two of the following magical incantations of your choice. You gain another incantation at 5th, 10th, and 13th level. As a bonus action, you can perform one of your incantations to create a magical circle beneath your feet. Your magical circle’s radius is shown in the Circle Radius column of the magical girl table. Your incantation requires concentration, as if you were concentrating on a spell, and can be used a number of times per long rest equal to your Wisdom modifier + your proficiency bonus. The incantation ends after a minute or when you leave the magical circle’s radius. A creature can only be under the effects of a single incantation at a time. The first incantation takes priority over others. When you gain an ability score improvement with this class, you can replace one incantation with another. Disparaging Incantation When you hit a creature with a weapon attack, the target creature can’t regain hit points until the start of your next turn. While transformed, if an allied creature hits a creature that is hostile to you, the target creature can’t regain hit points until the start of your next turn. Additionally, your attacks deal an extra 1d6 necrotic damage on your turn. Linking Hands (Prerequisite: 10th Level) While interlinking fingers with an allied caster, your spells are a level higher than the slot used to cast them. March Heavensward (Prerequisite: 8th Level) When an undead starts its turn in your circle or enters your circle for the first time, it must make a Charisma saving throw or take 2d8 radiant damage on a failed save and half as much on a success. While transformed, undead with a CR one fourth of your level rounded down or lower is destroyed on a failed save. When an undead with a soul is destroyed or has their hit points dropped to 0 by this incantation, their soul is forced to pass on. This damage increases by 1d8 at 11th, 15th, 17th, and 19th level. Our Wings of Hope (Prerequisite: 4th Level) You fly to a point that you can see within 30 feet. Until the end of your next turn, you have a flying speed equal to half your movement speed. While transformed, when you use this incantation, allied creatures in your circle can use their reaction to fly as far as their movement speed. Pas De Deux Music plays while you and another dance. Other illusory and sensory effects complement your duet, granting you a +2 to Performance ability checks for this dance. While transformed, the Performance bonus becomes +5, and you have advantage on the check. Pastry Party Incantation Ever replenishing pasties fill the space of your circle. These pastries are sweet and come in all varieties of flavors but have an exceptionally low chance of having any nutritional value. Roll 3d6, on a sum of 18, the pastries are nutritious and healthy but less tasty. Raise Through the Night (Prerequisite: 5th Level) Your circle produces bright light from its center out to its radius and dim light of the same distance beyond. While transformed, this bright light banishes magical darkness and dispels magic that produces magical darkness. Stay Dry Incantation Your circle creates a dome that prevents rain from falling through. The dome is invisible and remains for an hour even after your incantation ends. Vanishing Incantation Shouting “Teleportation!” as part of the incantation, you and your circle vanish from sight and become invisible. While transformed, you can choose a number of creatures within your circle to also become invisible so long as they remain in your circle. Wonton Silence (Prerequisite: 13th Level) Sound from beyond your circle can not reach into it. Spells that require a verbal component fail to permeate this barrier, including your own. When a spell that requires a verbal component is used to enter your circle, even if it is an AoE spell, the caster must make an ability check using their spellcasting ability against your Magical Girl spell save DC. On a failed save, the spell’s effect doesn’t reach through your circle. 3 Kyrie’s Archive | Magical Incantations
Mystic Feats Feats represent a character’s mastery over a particular special ability. When a magical girl’s power is bestowed, be it something hidden in their heart, a gift given long ago, or a blessing bestowed by the magical girl queen, it can result in mystical abilities. Here are feats that grant mystic power, available if you use the optional feat rule. Consider handing them out as boons and rewards rather than something your magical girls need to level up for to gain. The magical girl queen is known to hand out boons to those who gather for her birthday or perform noble deeds of self-sacrifice or heroism. Aplomb In accordance with the plummet, you are exceptionally difficult to knock off balance. You gain the following benefits: Increase your Dexterity or Constitution by 1, to a maximum of 20. You can not, unwillingly, be made prone while conscious. Assuage Easing the plight of your allies, you try to make light their burdens granting you the following benefits: Increase your Strength or Dexterity by 1, to a maximum of 20. When an allied creature misses on an attack against a creature within 5 feet of you, you can use your reaction to make a melee attack against that creature. You have advantage on this attack. Ballon You seem to defy physics, appearing lightweight and light-footed while jumping. You gain the following benefits: You have advantage against falling prone. You can use your reaction when you fall to reduce any falling damage you take by an amount equal to your level times 2d4. Dancing on the Wind (Prerequisite: 12th Level) You gain the ability to move across air on your turn, treating it as a solid surface. When you make a vertical jump, you can land on air, treating it as a solid surface. Entr’acte Playing a magical piece, you gain the following benefits: You gain proficiency with an instrument of your choice. If you are already proficient with that instrument, you instead gain expertise. When another creature you can see within 30 feet of you completes an action, you can force that creature to end its turn as a reaction. The creature must succeed on a Wisdom saving throw against your Charisma modifier + your proficiency bonus + 8 or end its turn. Faith Unending The unflappable calm of your determination grants you the following benefits: Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. If you are subject to having your Intelligence, Wisdom, or Charisma score reduced, these ability scores can not be reduced any more than half their original score. Forge Ahead Because you are afraid, or… perhaps in spite of that fear, you choose to keep moving forward. You gain the following benefits: Increase your Wisdom by 1, to a maximum of 20. When you fail on a saving throw against being frightened, you can move up to your movement toward the source of that fear as a reaction. If the source was a creature, you can make a weapon attack against it as part of the same reaction. Grand Pas A solo dance made just for you, granting you the following benefits: Increase your Dexterity, Constitution, or Charisma by 1, to a maximum of 20. You gain a +5 bonus to Performance checks that require you to dance in a solo. Will Unbending The unbending steal of your resolve grants you the following benefits: Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20. If you are subject to having your Strength, Dexterity, or Constitution score reduced, these ability scores can not be reduced any more than half their original score. 4 Kyrie’s Archive | Mystic Feats
Magical Girl Spells More spells penned by Kyrie’s own hand to be used by her fellow magical girl. Any magical girl can learn the spells herein. Corps de Ballet 2th-level illusion (ritual) Casting Time: 1 minute Range: 100 feet Components: V, S Duration: 4 hours You conjure a breathtaking illusion of well-dressed dancers that could fill an entire theater stage. The dancers dance to an arrangement chosen when you cast this spell. The spell can include the musical arrangement and sound or be completely silent. The illusion fails to craft center-stage dancers. And each dancer, male or female, appears identical in facial features and body type. They step in perfectly synchronized movements. The spell gives whoever dances as the center advantage on Performance checks. Otherwise, the quality of the performance is determined by a Performance ability check using the caster’s spellcasting ability. Create Disguise 4th-level transmutation Casting Time: 1 minute Range: Touch Components: V, S Duration: Instantaneous You touch a humanoid and create a wearable disguise of that humanoid. This disguise can be worn by any humanoid, causing that humanoid to gain their appearance and allowing them to mimic their voice and countenance. Inspections, magical or otherwise, cause you to appear exactly as the person you are disguised. Insomnia 1st-level enchantment (ritual) Casting Time: 1 minute Range: Touch Components: V, S Duration: 8 hours A willing creature enchanted by this spell can not be put to sleep, magical or otherwise, or stunned for the duration. If the spell lasts its full duration, the creature gains one level of exhaustion. Limit Action 2nd-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a thin silver chain worth at least 15 gp per target creature’s hit die) Duration: 1 minute You befuddle a creature’s mind, confusing its decision making. A target creature must make a Wisdom saving throw. On a failed save, the target creature can not perform the same action twice in a row. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature within range for each spell slot level above 2nd. Restrict Power 4th-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 minute You seal away one ability or the attunement of a magic item to a creature. The target creature must make a Wisdom saving throw or become unable to gain the benefit of one of its features or have one of its attunement slots sealed. A creature can repeat this save at the end of its turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature within range for each spell slot level above 4th. Sever Karma 7th-level necromancy Casting Time: 1 action Range: 30 feet Components: V Duration: 1 hour You sever a creature’s connection to an extra planer entity, removing bane and boon equally. The target creature makes a Charisma saving throw or has one blessing, boon, or curse bestowed upon it by an extra planer entity sealed until the spell ends. Sever Transmigration 9th-level necromancy Casting Time: reaction to an extra planer creature dying Range: 60 feet Components: V, S, M (a relique worth 15,000 gp) Duration: Instantaneous You prevent a creature from returning to its home plane upon death. The target creature must succeed on a Charisma saving throw or die without returning to its home plane. 5 Kyrie’s Archive | Spells
Magic Items Across time, magical girls have used magical items to aid them in their journey. Many of these items were trinkets made in workshops. Some were bestowed as gifts from the queen of magical girls. The rarest of these items were born from a powerful wish. Dancer’s Chakrams Simple weapon (Chakram), rare (+1), very rare (+2), or legendary (+3) (requires attunement) These chakrams always come in a pair and appear made of metal, but the material is unknown. The chakram is a ring shaped weapon with a blade on the outer side. It deals 1d6 slashing damage on a hit, has the finesse, light, and thrown properties (range 20/60), and has a bonus to attack rolls and damage depending on the rarity of the Dancing Chakram. When you make an attack with the Dance’s Chakrams, you can make an off-hand attack as part of the same action, adding your modifier to the damage. Additionally, When you make a ranged weapon attack with these chakrams, they return to your hands at the end of your turn. Dark Shroud Wondrous item, legendary (requires attunement) This cloak appears to be made of raven’s feathers and grants a +1 bonus to your AC and saving throws. As an action, you can pull up the hood and transform into a raven. The transformation ends when you pull down the hood as an action, you fall unconscious, or your hit points drop to 0. While you are transformed, the following rules apply: Your game statistics are replaced by the statistics of a raven, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies and gain proficiency in Perception if you aren’t proficient already. While transformed, you retain your hit points and Hit Dice. These carry over when you revert to your normal form. You can’t cast spells that require somatic components, and your ability to take any action that requires hands is limited to the capabilities of your raven form. Transforming doesn’t break your concentration on a spell you’ve already cast, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. You retain the benefit of any features from your class, race, or other source and can use them if your raven form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision. Your equipment merges into your raven form or is worn by it, your choice. Worn equipment functions as normal, but the DM decides whether it is practical for a raven to wear a piece of equipment. Your equipment doesn’t change size or shape to match your raven form, and any equipment that your raven form can’t wear must merge with it. Equipment that merges with your raven form has no effect until you leave raven form. Her Majesty’s Seal Wondrous item, legendary (requires attunement) This stamp carries with it the weight and authority of the Magical Girl Queen. As an action, your can perform one of the following of her majesty’s celestial orders: Forward Charge! You and any allied creature that can see or hear you can use its reaction to move up to their movement toward a creature of your choice. Scheduled Appointment. You raise Her Majesty’s Seal for all to see. Any creature that sees it must make a Charisma saving throw DC equal to your Charisma modifier + your proficiency bonus + 8. On a failed save, the creature is charmed by you and believes that you have a scheduled appointment with whomever you tell them you are trying to meet with. To the End! You and a number of creatures of your choice within 120 feet of you that you can see. For the next minute, when a target creature’s hit points drop to 0, it can roll a Constitution saving throw DC the damage that dropped it to 0. On a success, it instead drops to 1 hit point. Lingering Armor Heavy armor (Plate), legendary (requires attunement) This armor is made from an unknown metal that weighs half as much as normal plate and is highly resilient. You have a +3 bonus to AC while wearing this armor, and you treat any critical hit as if it were a normal hit. If your hit points drop to 0, but you are not killed outright while wearing this armor, it will continue to fight until you die or the creature who dropped you to 0 hit points is dead. It uses your movement and attacks using your ability scores and with whatever weapon you were using before dropping to 0 hit points. If you were using a weapon that would normally vanish if you fall unconscious or drop to 0 hit points, the weapon stays while the armor is using it. 6 Kyrie’s Archive | Magic Items
Nibelung Ring Ring, common or rare (requires attunement by two individuals) These elegantly crafted rings come in a pair. Named for the ring that symbolized the love between an angel and a human. Only two who are in love with one another can wear these rings. While you and your partner are attuned to these rings, they can not be unwillingly removed. If either individual acts unfaithful, the rings become to large to wear. If one dies, ther other rings turns dim and loses its luster. The rare variant of these rings grants a +2 bonus to the AC of the pair wearing the rings. As an action, you can draw a saber from the other’s heart. This +2 weapon is a symbol of what lengths you both would go to protect your love. Shadow Mask Wondrous item, legendary This mask was crafted to capture the eyes of others at any masquerade. While wearing this mask, others who look at you cannot unveil your true identity and can not connect to the person before them and the person under the mask. Spell Card Wondrous item, legendary (requires attunement) While most people commonly see the individual cards as the magic items, Spell Card is actually an entire kit that comes with a set of six blank cards, pigments and various inks, an assortment of brushes, and a quill. If you are proficient in painter’s tools, you can make a skill check to imbue a card with a single spell. The DC for this check is 13 + the spell’s level. The process takes 8 hours, and you must have the spell you are imbuing prepared, spend the spell slot, and use any required material components for it. While imbuing a spell, you must choose one of two activations. Once a card has been activated, it returns to being a blank card. Set Play. Anyone with the card can speak its command word to activate the spell inside the card, using your spell casting ability when you made the card. Using spells such as identity does not reveal the card’s command word. Quick Play. You describe a circumstance while imbuing the card. For example, a spell card with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. The spell card activates immediately after the circumstance is met for the first time, whether or not you want it to. Sphere of the Xiàng Sì Wondrous item, legendary (requires attunement) This magical armillary sphere accurately depicts the position of objects in the sky relative to where you are standing. It can also accurately depict any celestial body’s trajectory and future positions. The sphere has 50 charges for the following properties. It regains 4d6 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 2d12 Charges. Spells. While holding this sphere you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: arcane eye (4 charges), clairvoyance (3 charges), commune (5 charges), contact other plane (5 charges), control weather (8 charges), divination (4 charges), earthquake (8 charges), fire storm (7 charges), find the path (6 charges), fizban’s platinum shield (6 charges), legend lore (5 charges), locate creature (4 charges), tsunami (8 charges), scrying (5 charges), true seeing (6 charges). You can also use an action to cast one of the following spells from the sphere without using any charges: augury, borrowed knowledge, detect magic, fortune’s favor, locate animals or plants, locate object, see invisibility. Starlight Weapon Weapon (any sword), legendary (requires attunement by a magical girl) A sword whose blade is made entirely of crystal. Enchantments have been etched into every cleave of the crystal making it nigh indestructible. Even the cuts it delivers are part of an enchantment rather than the actual blade of crystal. You gain a bonus to attack and damage rolls made with this magic weapon equal to half your proficiency bonus rounded down. When you hit with this weapon, it deals an extra 2d8 radiant damage. If you are a member of the Magical Warrior subclass, you can bond with this weapon as your Radiant Starlight Weapon. If you end the attunement with this item, it vanishes, appearing somewhere else to await the next magical girl who would wield it. If you somehow manage to attune to this magic item without being a magical girl, you are transformed into a magical girl version of yourself. Other magical girls know by looking at you that you are not a magical girl. 7 Kyrie’s Archive | Magic Items
Bestiary Listed here in alphabetical order are a few more creatures and individuals you might meet on your magical girl adventure. Or if you meet magical girls on your adventure. Guardians The rank and file of her majesty’s military. Led by field commander Myrian Starlight. These constructs are the main fighting force that the Crystal Palace deploys across the vast cosmos. Faceless Mannequins. Every single guardian looks exactly the same, with no markers or deviations in production. There exist exactly fifty thousand guardians, each outfitted with the same armor and weapons. The guardian’s body is a crystal mannequin made in the shape of a vague female appearance. Within their hardened bodies is a core crystal that acts as a pseudo soul for each guardian, allowing them to act with relative autonomy and power the magic in their crystalline frames. Guardian Equipt. A guardian’s armor and weapon are as much a part of them and their core crystal. More accurately, their armor and weapons manifest from this core. But even more special than the guardian’s equipment is their ability to be equipt. Anyone can equip a guardian, but magical girls have the highest success rate of 3%. Equipping a guardian causes a person’s abilities and combat power to grow exponentially. For example, defeating a magical girl from the Crystal Palace without their Guardian equipt would be like saying you defeated someone who had both their hands tied behind them while blindfolded. Valroia, the first Guardian. Valoria is the name of the first guardian who personally served alongside Kyrie during the battle against darkness. While one might call her a prototype, there are no noticeable distinctions or differences between it and other guardians, including base power output. Because of this, even though the other guardians know Valoria is still operational, not even they know which among them Valoria might be. 8 Kyrie’s Archive | Bestiary
Myrian Starlight Myrian is a magical girl from the Crystal Palace and one of the Noble Three. Also known as the Valiant One and the Maiden Vigilant, she is the commander-in-chief of her majesty’s military and the field commander of her majesty’s Guardian troops. The Noble Three. Myrian, Lumina, and her majesty, Roselle, are referred to collectively as The Noble Three as they stand at the top of the Crystal Palace hierarchy. At their current standing, Myrian is first in line to the throne. She would be the fifteenth scion of the Starlight family to be named queen and would undoubtedly adopt the name Victoria Starlight should that ever happen. She prays it does not. Starlight Productions. Myrian is the lead production manager and executive producer of Starlight Productions. An entertainment production company that deals in contracting content creators to produce various forms of entertainment. This is just a front, however. This is how Myrian keeps the activities of magical girls a secret. Longstanding Career. Myrian is one of the oldest magical girls, second only to her majesty. Because of this, she never leaves her magical girl form, forestalling her natural aging. While staying in this form can be empowering, it is also draining and takes Myrian significantly longer to recover. Even now, she is only slightly stronger than a single Guardian and relies on her innate ability to cast spells. No one has seen her cast a ninth level spell in over a decade. The Lich Maiden. Because of her longstanding renown, Myrian has earned many scary sounding titles. One such title is the Lich Maiden, which she earned battling against the lich Zermythrand. At the outset of the battle, Zermythrand drew his battle lines against Myrian, who confronted his army alone. Just as he commanded to overrun her with sheer numbers, Myrian bathed the battlefield in radiant light, transforming half of Zermythrand’s army into magical girls. Other titles include ‘Hells Brings’, ‘Gorilla Woman’, and ‘Godzilla’. Myrian Starlight Myrian is equipt with three legendary magic items. Her Starlight Weapon, Scion’s Tiara, and Heavenly Mantle 9 Kyrie’s Archive | Bestiary
10 Kyrie’s Archive | Bestiary
The Goblin Twins Minions of Darkness are a curse placed on mankind. When the despair and sorrow become too strong, when a person strays from the noble path, a dark reflection of themself is born. The lowest tier of minion is a shadow. The highest tier of minion can come in the form of a dragon or even a dark, shadowy, reflection of the original. Howard was one such dark reflection that manifested into the world with a vaguely humanoid form. He would fall in love with a human woman who would eventually give birth to the twins, Rythia and Tabatha Williams. Authoritively Defiant. Both girls are stubborn and refuse to listen to anyone who hasn’t earned their respect. They naturally reject any authority that is given to a person from a higher authority. The only way to get these girls to listen is through force and determination. Usually trials of combat. In a fight, the girls will use any trick they can think of. Reez “Cool Girl” Williams. is the oldest of the twins. She does her best to act cool in front of her younger sister and never backs down from a challenge. She has a more girly style compared to her sister but can be fondly crass or smug. She also likes the company of others who share her gaming hobbies. Tabi “Little Sister” Williams. is the youngest of the twins. She adores her sister and wants to be cool and reliable, just like her. As such, Tabi will often chat with other people to learn about their problems and do her best to help. She has a fairly tomboy-ish style compared to her older sister but is far more polite. She never apologizes for her sister, however. 11 Kyrie’s Archive | Bestiary