Great Old Ones

Mythos magic seethes with the unnameable secrets of the Great Old Ones—alien beings from beyond space and time whose warped, eldritch minds are immeasurably superior to our own and whose sinister, loathsome agendas challenge not only our sanity but our very existence.

Many of the spells in this section refer to and take inspiration from specific Great Old Ones and Elder Gods of the Cthulhu mythos. These names can serve as narrative waypoints as you chart the cosmic apocalypse of a mythos?laden campaign. In the same spirit of collaboration that fueled Lovecraft’s circle of writers, you should feel free to develop your own Mythic entities.

Some of the Great Old Ones and Elder Gods central to mythos magic include: Cthulhu, Yog-Sothoth (the Beyond?One), Shub?Niggurath (the Black Goat of the Woods), Bokrug, Tsathoggua, Koth, Bran Mak Morn, Nodens, Nyarlathotep (the Crawling Chaos), Hastur, Hriggala (the Jaws of Vardesain), the Magnum Innominandum (the Not?to?Be?Named One), Yig (the Father of Serpents), and the White Goddess.

Creatures that aren’t affected by the field and that take a short rest inside it regain twice the usual number of hit points for each Hit Die spent at the end of the rest.

When you cast this spell, you can choose to reverse its magic; doing this will prevent affected creatures from leaving the area instead of from entering it, make them unable to hear sounds that originate outside the cylinder, and so forth. In this case, the field provides no benefit for taking a short rest.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius increases by 30 feet for each slot level above 7th.

Section 15: Copyright Notice

Deep Magic for 5th Edition (c) 2020 Open Design LLC; Authors: Dan Dillon, Chris Harris, and Jeff Lee.

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