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SPELLS

SPELL CASTING ON OBOJIMA

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n Obojima, spellcasters harness magic in a multitude of ways. Each following arcane traditions passed down through
generations of budding witches and wizards, nomadic druids, and devoted paladins. Creating spells and practices that
would later transcend their original uses and become integral parts of island life and culture.

Omitted Spells
You are always free to use any Dungeons & Dragons spell that you wish in your game, but there are going to be some spells
that break the immersion of the world of Obojima. Because of that, we have curated the D&D spell list for you so that you and
your players can have the full Obojima experience using only spells that align with the fundamental metaphysics and unique
flavor of this world. We hope you enjoy it!

SPELLS NOT FOUND ON THE ISLAND OF OBOJIMA:


Astral Projection Legend Lore Speak with Dead True Resurrection
Commune Maze Teleport Wish
Demiplane Planar Ally Teleportation Circle
Disintegrate Plane Shift Time Stop
Finger of Death Power Word Kill Transport via Plants

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Spell List Ranger

This section lists the new spells that can be found throughout the magic items and creatures of this book, as well as the classes 1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL
that have access to those spells. Spells are arranged alphabetically, and lists are provided separating them by level and school. Armament At Your Side Butterfly Storm Gale Stallion Submerge
Forest Guard Beast Transmutation Conjure Ocean Summon Jack-o’-Lantern
Gift Control Animal
Bard Sand Structure Ember Belly
Sprout Foliage Monkey’s Grasp
CANTRIP 1ST LEVEL 2ND LEVEL 3RD LEVEL 5TH LEVEL Summon Vehicle Mushroom Ballista
Jolt Duplicate At Your Side Light Snare Create Spirit Train Stop Water Bullet Pillar of Force
Resilient Friendship Gift Beast Transmutation Festival King Whelm Weapon Rageful Nimbus
Vegetable Blade
Retrieve Pacify Person Counterspy Origami Bird Swarm Spell Signature
Root Grab Sand Structure Ember Belly Summon Jack-o’-Lantern Wind Sprint
4TH LEVEL
Task Summon Vehicle Obscure Object Pacify Monster Tamh Gon’s Fiery
Swallow Magic Pillar of Force Festival Feast Sorcerer
Whelm Weapon Spell Signature
Shared Vision 7TH LEVEL CANTRIP 1ST LEVEL 2ND LEVEL 3RD LEVEL 5TH LEVEL
Switched Form Divine Arrow Jolt Bubble Lift Control Animal Butterfly Storm Create Spirit Train Stop
Transparency Retrieve Duplicate Ember Belly Conjure Ocean Mass Levitate
Root Grab Forest Guard Monkey’s Grasp Dara Blocks Origami Bird Swarm
Cleric Task Gift Obscure Object Light Snare Submerge
Pacify Person Pillar of Force Plummet Summon Jack-o’-Lantern
CANTRIP 2ND LEVEL 3RD LEVEL 5TH LEVEL 7TH LEVEL Sand Structure Rageful Nimbus Vegetable Blade
Resilient Friendship At Your Side Light Snare Tamh Gon’s Fiery Divine Arrow Sprout Foliage Spell Signature 6TH LEVEL
Counterspy Festival Feast Water Bullet Shared Vision 4TH LEVEL Crustacean Form
1ST LEVEL Spell Signature 4TH LEVEL Whelm Weapon Switched Form Pacify Monster
Armament Shared Vision Pacify Monster Transparency Storm Stallion
Pacify Person

Druid Warlock

CANTRIP 1ST LEVEL 2ND LEVEL 3RD LEVEL 5TH LEVEL CANTRIP 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL
Resilient Friendship Bubble Lift At Your Side Butterfly Storm Submerge Jolt Counterspy Butterfly Storm Gale Stallion Origami Bird Swarm
Root Grab Forest Guard Beast Transmutation Conjure Ocean Summon Jack-o’-Lantern Task Obscure Object Dara Blocks Pacify Monster Submerge
Pacify Person Control Animal Plummet Spell Signature Light Snare Summon Jack-o’-Lantern
Sand Structure Counterspy Vegetable Blade 1ST LEVEL Switched Form Plummet
Sprout Foliage Monkey’s Grasp Duplicate Transparency 7TH LEVEL
Water Bullet Mushroom Ballista 4TH LEVEL Gift Divine Arrow
Whelm Weapon Pillar of Force Pacify Monster Pacify Person
Rageful Nimbus Storm Stallion Sand Structure
Spell Signature
Wizard

Paladin CANTRIP 1ST LEVEL 2ND LEVEL 3RD LEVEL


Jolt Armament At Your Side Butterfly Storm
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL Retrieve Bubble Lift Beast Transmutation
Armament Spell Signature Vegetable Blade Storm Stallion Root Grab Duplicate Counterspy
Gift Wind Sprint Task Gift Ember Belly
Pacify Person Obscure Object
Sand Structure Rageful Nimbus
Summon Vehicle Spell Signature
Swallow Magic Shared Vision
Water Bullet Switched Form
Whelm Weapon Transparency
Wind Sprint

2 3
If the creature takes damage, you must make a Wisdom

SPELL DESCRIPTIONS
BUTTERFLY STORM (Animal Handling) check, with a DC equal to 10 or half the
3rd-level conjuration (Druid, Ranger, Sorcerer, Warlock, Wizard) damage it took, whichever number is higher. On a failure,
the creature regains control of its body, and the spell ends.
Casting Time: 1 action
Range: 120 feet At Higher Levels. When you cast this spell using a spell slot
Components: V, S, M (insect legs) of 3rd level or higher, the maximum challenge rating affected
Duration: Concentration, up to 1 minute by this spell increases by 1 for each slot level above 2nd.
The transformation lasts for the duration, or until the You create a chaotic cloud of butterflies in a 20-foot-radius
ARMAMENT target drops to 0 hit points or dies. The new form has the sphere centered on a point you choose within range. The COUNTERSPY
1st-level conjuration (Bard, Cleric, Paladin, Ranger Wizard) appearance of a humanoid of any race you choose. The area is heavily obscured, and resting smoke or fog in the 2nd-level abjuration (Bard, Cleric, Druid, Warlock, Wizard)
target’s game statistics, excluding mental ability scores, are area is dispersed.
Casting Time: 1 action Casting Time: 10 minutes
replaced by the statistics of a commoner. It retains its
Range: 10 feet Creatures of your choice in the area when you cast this Range: 5 feet
alignment and personality.
Components: V, S, M (metal powder) spell ignore the following effects. For the duration, the Components: V, S, M (a bag of sand and six candles)
Duration: 8 hours The target assumes the hit points of its commoner form. affected area is difficult terrain. When a creature attempts Duration: 1 hour
When it reverts to its normal form, the beast returns to the to leave the spell’s area, it must make a Strength saving
Up to five simple or martial weapons of your choice materi- You create an intricate arcane circle made of candles and
number of hit points it had before it transformed. If it throw. On a failed save, it is pulled back to an unoccupied
alize in an unoccupied space you can see within range. The sand centered on a point on the ground within range. The
reverts as a result of dropping to 0 hit points, any excess space closest to the center of the sphere.
weapons are nonmagical, but they are well made and stylis- circle can have a radius of 10 feet or less. If at any point
damage carries over to its normal form. As long as the
tically look however you would like. The weapons vanish before the spell ends a creature outside the circle can see
excess damage doesn’t reduce the beast’s normal form to 0
when the spell ends.
hit points, it isn’t knocked unconscious. CONJURE OCEAN or hear you through magical or nonmagical means, the
At Higher Levels. When you cast this spell using a spell slot 3rd-level conjuration (Druid, Ranger, Sorcerer, Wizard) candle’s flames will change color. If a spell or magical effect
The creature is limited in the actions it can perform by
of 2nd level or higher, you can summon three additional was used, you are aware of it and understand the extent of
the nature of its new form. Casting Time: 1 action
martial weapons of your choice for each slot level above 1st. its effects.
At Higher Levels. When you cast this spell using a spell Range: 60 feet
slot of 3rd level or higher, the spell’s duration increases by 1 Components: V, S, M (a piece of witches eye coral)
AT YOUR SIDE Duration: Concentration, up to 10 minutes CREATE SPIRIT TRAIN STOP
hour for each slot level above 2nd.
2nd-level transmutation (Bard, Cleric, Druid, Ranger, Wizard) You teleport a random 20-foot cube of water from the 5th-level conjuration (Bard, Sorcerer, Wizard)
bottom of the ocean to an area that you can see within Casting Time: 1 minute
Casting Time: 1 action BUBBLE LIFT
range. The water holds its cube shape as if held within a Range: 10 feet
Range: 30 feet
1st-level conjuration (Druid, Sorcerer, Wizard) container. A creature can enter and exit the water as it
Components: V, S Components: V, S, M (a blank ticket and high quality ink
Casting Time: 1 action normally would. worth at least 50 gp, which the spell consumes)
Duration: 1 hour
Range: 60 feet When the spell ends, the water loses its shape, crashing to Duration: 1 hour
You and up to three other willing creatures of your choice
Components: V the ground and spreading outward. Any creature inside the
within range form an arcane bond, which magically pulls As you cast the spell, you inscribe onto your blank ticket
Duration: 1 hour water at this time is carried 30 feet in a random direction.
you forward when moving towards each other. For the the code of a permanent train stop of your choice whose
duration, each target’s speed increases by 5 feet, and when- You blow a bubble around any solid, granular, or liquid stop number you’re already familiar with. A shimmer-
ever an affected creature ends its turn, other targets of the object that weighs 500 pounds or less, causing it to float CONTROL ANIMAL ing sign and small bench appears behind you as the spirit
spell can use their reaction to move up to half their speed 4 feet off the ground. No matter what the contents of the train arrives on tracks which materialize before it. Your
bubble are, the bubble weighs 10 pounds and can be pushed 2nd-level enchantment (Druid, Ranger, Sorcerer)
in the direction of another affected creature. ticket allows passage for you and up to eight creatures of
using an action. Strong winds or effects that would push Casting Time: 1 action your choice. It takes 1 hour to arrive at your destination, no
At Higher Levels. When you cast this spell using a spell
a creature also push the bubble. The bubble always floats Range: 60 feet matter the distance.
slot of 3rd level or higher, you can target one additional
at least 4 feet off the ground, and descends from a fall at a Components: V, S, M (a bit of matted fur)
creature for each slot level above 2nd. During your travel other stops may occur and are
speed of 10 feet per round. Duration: Concentration, up to 1 hour
determined by the GM. If you or any friendly creature
As an action, a creature can pierce the outside of the Choose a beast that you can see within range. The beast chooses to take a short rest while traveling and regains hit
BEAST TRANSMUTATION bubble, causing it to pop and releasing its contents. is affected if it has a challenge rating of 2 or lower; other- points at the end of the short rest by spending one or more
2nd-level transmutation (Bard, Druid, Ranger, Wizard) At Higher Levels. When you cast this spell using a spell wise, the spell fails. An affected creature must succeed on a Hit Dice, you also regain an extra 1d10 hit points.
slot of 2nd level or higher, you can increase the weight the Wisdom saving throw, or you take total and precise control
Casting Time: 1 action There are countless train stops, each of which includes a
bubble can lift by 500 pounds for each slot level above 1st. of it, as your consciousness enters its body. While under the
Range: 30 feet unique train stop number. When you first gain the ability
effect of this spell, you can see through the creature’s eyes
Components: S to cast this spell, you learn the code for two destinations,
and hear what it hears, gaining the benefits of any special
Duration: Concentration, up to 1 hour determined by the GM. You can learn additional codes
senses that the creature has. You can move and take actions
during your adventures. You can commit a new code
This spell transforms a beast that you can see within range as the creature and can perform tasks the creature could
sequence to memory after studying it for 1 minute.
into a new humanoid form. An unwilling creature must feasibly perform. During this time, your body is considered
succeed on a Wisdom saving throw to avoid the effect. The unconscious; this doesn’t affect your ability to concentrate
spell has no effect on a beast with 0 hit points. on this spell.

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DIVINE ARROW FESTIVAL KING
7th-level evocation (Bard, Cleric, Warlock) 5th-level enchantment (Bard, Wizard)
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 30 feet
Components: V, S, M (a pearl worth 100 gp) Components: V, S, M (a small ribbon)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You fire an angelic arrow from a bow made of light that Choose a creature within range. A gaudy crown and cape
materializes in your hands. Make a ranged spell attack appear on the target, accompanied by a disembodied
against a creature within range. On a hit, the target takes arrangement of brass instruments. For the duration, the
4d10 force damage, and until the spell ends, it becomes target becomes the Festival King and has an aura of impor-
vulnerable to one of the following damage types of your tance that emanates from them. Any creature that moves to
choice: acid, cold, fire, lightning, necrotic, radiant, or thun- a space within 20 feet of the Festival King for the first time
der. If a creature has immunity to the selected damage type, on a turn or starts its turn there, must make a Charisma
it instead has resistance to that type for the duration; if a saving throw. A creature that can’t be charmed succeeds on
creature has resistance to the selected damage type, it loses this saving throw automatically. On a failed save, the crea-
that resistance for the duration. ture becomes enamored with the Festival King, chanting,
and dancing around them. While under the effects of the
spell, creatures spend their action and bonus action at the
DUPLICATE
start of their turn giving all of their attention and admira-
1st-level conjuration (Bard, Sorcerer, Warlock, Wizard) tion to the Festival King.
Casting Time: 1 action If a creature starts its turn outside of the Festival King’s
Range: 5 feet aura, it is no longer under the effects of the spell.
Components: S, M (copper powder and wax)
Duration: 1 hour
FOREST GUARD
You create an exact replica of an object you can see within
range that weighs no more than 25 pounds. At first glance, 1st-level conjuration
the two objects are indistinguishable from each other and (Druid, Ranger, Sorcerer)
the duplicate functions as if it were the original, except for Casting Time: 1 action
any magical properties the original object may have. The Range: 60 feet
CRUSTACEAN FORM DARA BLOCKS duplicate disappears when the spell ends. Components: V, S
If a creature uses its action to examine the duplicate, the Duration: 10 minutes
6th-level abjuration (Sorcerer, Wizard) 3rd-level conjuration (Sorcerer, Warlock, Wizard)
creature can determine that it is a replica with a successful You create a Small animated shrub, which grows from the
Casting Time: 1 action Casting Time: 1 action Intelligence (Investigation) check against your spell save DC. ground in an unoccupied space of your choice that you can
Range: Self Range: 60 feet see within range. The shrub has a number of human-like
Components: V, S, M (a rust crab shell) Components: V, S, M (a pinch of sand and a piece of At Higher Levels. When you cast this spell using a spell
slot of 2nd or 3rd level, the duration of the spell increases characteristics, such as a wooden body and face, but it lacks
Duration: Concentration, up to 1 minute pottery) hands and arms and can’t move.
Duration: 1 minute to 8 hours. When you use a spell slot of 4th level or higher,
You create a large ethereal crustacean form around your the duration of the spell increases to 24 hours. Any creature hostile to you that moves to a space within
body, which protects and aids you in combat. For the dura- You create five 1-foot cubes of magical force known as dara 10 feet of the shrub for the first time on a turn or starts its
tion, your Armor Class becomes 20 (if it wasn’t already blocks. Each dara block appears in a different unoccupied turn there, is targeted by the shrub’s leaf attack. The shrub
higher), you gain a swimming speed of 40 feet, and you gain space of your choice within range and becomes magically EMBER BELLY
makes a ranged weapon attack, using your spell attack
blindsight out to a range of 30 feet. In addition, you can use fixed in place. The blocks are invisible to all creatures 2nd-level evocation (Bard, Ranger, Sorcerer, Wizard) modifier. On a hit, a creature takes 1d4 slashing damage.
your bonus action to make a melee weapon attack using except you and any creature you designate when you cast
Casting Time: 1 action On your turn, you can use a bonus action to make a
your claws. This attack uses your spell attack bonus and the spell. A creature that can see the dara blocks (includ-
Range: Self shrub use its leaf attack against one creature within 10
deals 1d10 bludgeoning damage on a hit. ing one benefiting from see invisibility or truesight) sees a
Components: S, M (a flask of oil, which the spell feet of it. If multiple shrubs created by you are within 10
Additionally, your ethereal shell has a damage threshold luminous cube made of a transparent, dark green light.
consumes) feet of the target, this attack deals 1d4 slashing damage
of 15 hit points. A damage threshold gives you immunity to A block fixed in the air can hold up to 5,000 pounds of Duration: 8 hours per shrub on a hit.
all damage unless it is an amount of damage equal to or weight. More weight causes the block to fall. A creature can
You swallow the oil consumed in the casting of the spell. At Higher Levels. When you cast this spell using a spell
greater than threshold value, in which case you take use an action to make a Strength check against your spell
Once before the spell ends, you can exhale the oil as a slot of 2nd level or higher, you can create one additional
damage as normal. Any damage that fails to meet or exceed save DC, moving the fixed block up to 10 feet on a success.
bonus action, igniting it as you expel it from your body. shrub for every two slot levels above 1st.
the shell’s damage threshold is considered superficial and At Higher Levels. When you cast this spell using a spell Each creature in a 5-foot-wide, 30-foot-long line must make
doesn’t reduce any hit points. slot of 4th level or higher, you can create two additional a Dexterity saving throw, taking 2d10 fire damage on a
dara block for each slot level above 3rd. failed save, or half as much damage on a successful one.
Once you exhale the oil, the spell ends.

6 7
suspended there for the duration. The spell can levitate a At Higher Levels. When you cast this spell using a spell creature is pushed back a number of feet equal to the
GIFT target that weighs up to 500 pounds. An unwilling creature slot of 3rd level or higher, you can target one additional damage taken (rounded up to the nearest 5 feet) to a
1st-level evocation that succeeds on a Constitution saving throw is unaffected. creature for each slot level above 2nd, summoning a separate maximum of 15 feet. Whether the attack hits or misses, the
(Bard, Paladin, Ranger, Sorcerer, Warlock, Wizard) A target can move only by pushing or pulling against a monkey paw for each target. When you do so, the spell spell then ends on that piece of ammunition.
fixed object or surface within reach (such as a wall or a doesn’t end until the last paw disappears. The creatures must If you cast this spell again, the spell ends on any ammu-
Casting Time: 1 action
ceiling), which allows it to move as if it were climbing. You be within 60 feet of each other when you target them. nition still affected by your previous casting.
Range: 30 feet
Components: V, S can change the altitude of any number of targets by up to
Duration: Instantaneous 20 feet in either direction on your turn. If you are one of MUSHROOM BALLISTA OBSCURE OBJECT
the targets, you can move up or down as part of your move.
Choose a creature you can see within range. You take 1d20 2nd-level transmutation (Druid, Ranger) 2nd-level illusion (Bard, Sorcerer, Warlock, Wizard)
Otherwise, you can use your action to move the targets,
necrotic damage, and the target regains hit points equal to Casting Time: 1 bonus action
which must remain within the spell’s range. Casting Time: 1 action
the amount of damage you took. Range: Touch
When the spell ends, the targets float gently to the Range: 30 feet
Components: V Components: V, S
ground if it is still aloft.
JOLT Duration: 1 hour Duration: Concentration, up to 1 hour
Evocation cantrip (Bard, Sorcerer, Warlock, Wizard) You touch one to three pieces of ammunition and imbue An object you can see within range becomes invisible until
MONKEY’S GRASP them with a unique toadstool magic, causing them to
Casting Time: 1 action the spell ends. The object can be no larger than a 5-foot
2nd-level evocation (Druid, Ranger, Sorcerer) grow plump green mushrooms around or at the tip of cube, and it can’t be worn by a creature.
Range: 30 feet
Casting Time: 1 action the ammunition.
Components: V, S
Duration: Instantaneous Range: 120 feet When a creature is hit with a ranged weapon attack using
Components: V, S the ammunition, it takes an extra 1d6 poison damage and
A jolt of electricity springs from your hand towards a crea-
Duration: Concentration, up to 1 minute must make a Dexterity saving throw. On a failed save, the
ture you can see within range. Make a ranged spell attack
against the target. On a hit, the target takes 1d8 lightning You summon a large, ethereal monkey paw that rises up
damage. and grasps at a Huge or smaller creature on the ground
you can see within range. The paw attempts to grapple the
Alternatively, you can target a machine within range and
target, using your spellcasting ability modifier to resolve the
temporarily turn it on, allowing it to function as if it were
grapple. If you lose the contest, the paw disappears, and the
whelmed by a spirit or permanently enchanted. Machines
spell ends.
targeted by this spell stay powered for 18 seconds before
turning back off. For a machine to function using this spell, While grappled by the paw, a target takes 1d8 necrotic
it must still be in working condition. damage at the start of each of its turns. The target can use its
action to attempt to escape the grapple as normal. When the
The spell’s damage increases by 1d8 when you reach 5th
grapple is broken, the paw disappears, and the spell ends.
level (2d8), 11th level (3d8), and 17th level (4d8).

LIGHT SNARE
3rd-level evocation (Bard, Cleric, Sorcerer, Warlock, Wizard)
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A shimmering band of light streaks toward a target within
range and envelops it in a spectacular burst of light. Make a
ranged spell attack against the target. On a hit, the target is
restrained, and it is magically fixed in place until the end of
its next turn.

MASS LEVITATE
5th-level transmutation (Sorcerer, Wizard)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small leather loop)
Duration: Concentration, up to 10 minutes
Six creatures or loose objects of your choice that you can
see within range rise vertically, up to 20 feet, and remain

8 9
At the start of your turn on the round that the much the objects it contains weigh. The pot is immune to
swarm reaches its target, the target takes 1d6 PILLAR OF FORCE all damage, but it can be dispelled.
slashing damage for each bird remaining in the 2nd-level evocation (Bard, Druid, Ranger, Sorcerer)
swarm. The birds then disappear.
Casting Time: 1 action RAGEFUL NIMBUS
At Higher Levels. When you cast this spell using a spell Range: 30 feet 2nd-level evocation (Druid, Ranger, Sorcerer, Wizard)
slot of 6th level or higher, the number of birds in the Components: S
swarm increases by two for each slot level above 5th; if Duration: Instantaneous Casting Time: 1 bonus action
the target is within 30 feet of you when you cast the Range: 60 feet
You swiftly stomp your foot, conjuring a pillar of wood Components: V, S, M (a drop of water)
spell, it takes an extra 2d6 slashing damage for each slot
or stone that thrusts out from underneath your feet and Duration: 1 minute
level above 5th.
towards a creature you can see within range. Make a ranged
spell attack against the target. On a hit, the target takes Choose a creature within range, which can be yourself. A
PACIFY MONSTER 2d12 bludgeoning damage, and if the target is Huge or pristine, fluffy white cloud appears above the target and
smaller, it is pushed 10 feet away from you. The ground in a follows them for the duration. If the target takes damage
4th-level enchantment (Bard, Cleric, Druid, Sorcerer, from a hostile creature you can see, you can use your reac-
Warlock, Wizard) straight line between you and your target becomes difficult
terrain, with each 5-foot-square portion requiring at least 1 tion to make a ranged spell attack from the cloud, provided
Casting Time: 1 action minute to clear by hand. that creature is within 60 feet of the target. On a hit, the
Range: 60 feet creature takes 2d8 lightning damage.
Components: V, S, M (a gull’s feather) At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d12 for At Higher Levels. When you cast this spell using a spell
Duration: Concentration, up to 1 minute slot of 3rd level or higher, the damage increases by 1d8 for
each slot level above 2nd.
You attempt to pacify a creature you can see within range. every two slot levels above 2nd.
The target must make a Wisdom saving throw. If it fails the
save, it is pacified by you until the spell ends. A pacified PLUMMET
RESILIENT FRIENDSHIP
creature can’t attack, cast a spell that affects an enemy, or 3rd-level transmutation (Druid, Sorcerer, Warlock, Wizard)
deal damage to another creature. The target can repeat the Enchantment cantrip (Bard, Cleric, Druid)
Casting Time: 1 action
saving throw at the end of each of its turns, ending the Casting Time: 1 action
Range: 300 feet
effect on itself on a success. Range: 5 feet
Components: V, S
At Higher Levels. When you cast this spell using a spell Duration: Instantaneous Components: V
slot of 5th level or higher, you can target one additional Duration: Instantaneous
You conjure an enormous glowing force, which wraps
creature for each slot level above 4th. The creatures must You magically assist a creature within range, granting it the
around a flying creature within range, and attempt to pull
be within 30 feet of each other when you target them. benefits of the Help action. If the target you helped success-
it out of the air. The target must make a Dexterity saving
throw. On a failed save, it is pulled to the ground and takes fully accomplishes the task by the start of your next turn,
PACIFY PERSON falling damage as normal (1d6 bludgeoning damage for you gain 1d4 temporary hit points, which last for 1 hour.
ORIGAMI BIRD SWARM 1st-level enchantment (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard) every 10 feet it falls, to a maximum of 20d6). On a success- The number of temporary hit points you gain increases
5th-level transmutation (Bard, Sorcerer, Warlock, Wizard) ful save, the creature drops halfway to the ground and when you reach 5th level (1d6), 11th level (1d8), and 17th
Casting Time: 1 action takes no damage. level (1d10).
Casting Time: 1 action Range: 60 feet
Range: 300 feet Components: V, S, M (a gull’s feather)
Components: V, S, M (fine papers worth 10 gp, which the Duration: Concentration, up to 1 minute POGMO’S POT RETRIEVE
spell consumes) You attempt to pacify a humanoid you can see within 3rd-level conjuration (Bard, Sorcerer, Wizard) Transmutation cantrip (Bard, Sorcerer, Wizard)
Duration: Instantaneous range. The target must make a Wisdom saving throw. If it Casting Time: 1 action Casting Time: 1 bonus action
A swarm of eight origami birds erupts from the stack of fails the save, it is pacified by you until the spell ends. A Range: 60 feet Range: 15 feet
papers consumed in the casting of the spell and flies toward pacified creature can’t attack, cast a spell that affects an Components: V, S Components: V
a creature you can see within range. If the target is within enemy, or deal damage to another creature. The target can Duration: 10 minutes Duration: Instantaneous
30 feet of you when you cast the spell, the swarm collides repeat the saving throw at the end of each of its turns,
You summon a cast iron pot in an unoccupied space on the You cause an object within range that isn’t being worn or
with the target, dealing 8d6 slashing damage to it, and the ending the effect on itself on a success.
ground within range. All objects within 20 feet of the pot carried to fly to your open hand. The object must weigh no
birds disappear. At Higher Levels. When you cast this spell using a spell that are neither worn nor carried and that weigh no more more than 10 pounds or the spell fails.
If the target is farther than 30 feet away from you when slot of 2nd level or higher, you can target one additional than 10 pounds are instantly sucked inside Pogmo’s strange
you cast the spell, the swarm travels at a rate of 30 feet per humanoid for each slot level above 1st. The humanoids container, whether they look like they should fit or not. All
round in the direction of the target, ignoring difficult must be within 30 feet of each other when you target them. objects are stored in an extradimensional space inside the
terrain and moving around creatures and other obstruc- pot until the spell ends, at which point the pot vanishes and
tions as needed. While the swarm is traveling, it obstructs a the objects it contained appear on the ground in its space.
5-foot-cube area as if it were a Medium creature.
For the duration, the pot remains sealed shut and the
While the swarm is traveling, it can be attacked. It has an objects inside can’t be accessed until the spell ends. The pot
AC equal to your spell save DC. For every attack that hits the is 1 foot wide and 1 foot tall. It can easily be moved or
swarm, the number of birds in the swarm is reduced by one. carried and always weighs 15 pounds, regardless of how

10 11
◊ DC 5 - You learn the type of creature that created the
ROOT GRAB magical effect. STORM STALLION
Conjuration cantrip (Bard, Druid, Sorcerer, Wizard) ◊ DC 10 - If the creature has a class, you learn what it is. 4th-level evocation (Druid, Paladin, Ranger, Sorcerer, Warlock)
Casting Time: 1 reaction, which you take when a creature ◊ DC 15 - You learn if the creature is affiliated with Casting Time: 1 action
provokes an opportunity attack from you an organization. Range: 60 feet
Range: 10 feet Components: V, S, M (the stem of a windbloom)
◊ DC 20 - You learn the name of the creature.
Components: V, S Duration: Instantaneous
Duration: Instantaneous Choose a 5-foot-cube space that you can see within range.
You cause roots to reach out and grasp at the creature that SHARED VISION A Medium elemental stallion appears in that space out of a
provoked the opportunity attack, hindering its movement. 2nd-level divination (Bard, Cleric, Sorcerer, Wizard) twisting gust of wind and charges in a direction you choose
The creature’s speed is reduced by 10 feet until the start of in a straight line up to 60 feet long. If the stallion appears
Casting Time: 1 action
your next turn. in a space occupied by a creature that is Medium or smaller,
Range: 1 mile
that creature must succeed on a Dexterity saving throw or
Components: S, M (a glass eye)
be carried along with the stallion as it moves. A creature
SAND STRUCTURE Duration: Concentration, up to 10 minutes
can choose to fail this saving throw.
1st-level evocation (ritual) (Bard, Druid, Ranger, Sorcerer, You target a willing creature that is familiar to you and
Each creature in the stallion’s path (excluding the creature
Warlock, Wizard) within range. For the duration or until the target dismisses
it’s carrying, if any) must make a Dexterity saving throw,
the effect on itself as an action, the target can see through
Casting Time: 1 action taking 6d8 bludgeoning damage on a failed save, or half as
your eyes, gaining the benefits of any special senses that
Range: 30 feet much damage on a successful one. The stallion then vanishes.
you have. During this time the target can swap between
Components: V, S, M (a small piece of seaglass)
their own vision and your vision as a bonus action. At Higher Levels. When you cast this spell using a spell
Duration: 1 minute
slot of 5th level or higher, the damage increases by 1d8 for
At Higher Levels. When you cast this spell using a spell
A wall of sand that is 5 feet tall, 5 feet wide, and 1 foot each slot level above 4th.
slot of 3rd level or higher, you can target one additional
thick materializes from the ground up in an unoccupied
willing creature for each slot level above 2nd.
space that you can see within range. The sand functions
as solid stone while in its wall form. The wall has AC
SUBMERGE
13 and 10 hit points. Reducing the wall to 0 hit points SPROUT FOLIAGE 5th-level conjuration (Druid, Ranger, Sorcerer, Warlock, Wizard)
destroys it and might cause connected walls to collapse at Casting Time: 1 action
1st-level conjuration (Druid, Ranger, Sorcerer)
the GM’s discretion. You can end the spell early by using Range: 10 feet
an action to dismiss it. When the spell ends, the wall Casting Time: 1 action
Components: V, S
crumbles back into sand. Range: Self
Duration: 1 round
Components: V, S, M (flower seeds)
If you cast the spell as a ritual, the wall lasts until it is This spell creates a magical link between a body of water
Duration: 1 hour
destroyed or dismissed. within range and another body of water, at any location
You sprout and rapidly grow a lush leafy foliage that covers the
within 500 miles, on the same plane of existence. You must
entirety of your body. When casting this spell, you can choose
SPELL SIGNATURE have seen or touched the destination body of water at least
if the foliage has other features, such as flowers or berries.
once before. For the duration, any creature can step into the
2nd-level divination (Bard, Cleric, Druid, Paladin, Ranger, While prone and motionless, you are indistinguishable target body of water and exit from the destination body of
Sorcerer, Warlock, Wizard) from a normal bush. If a creature hasn’t observed you move water by using 5 feet of movement.
Casting Time: 10 minutes or act, it must succeed on an Intelligence (Investigation)
Both bodies of water must be large enough for the
Range: 30 feet check against your spell save DC to discern that you aren’t a
creature attempting to pass through to become fully
Components: V, S, M ( a rosewood match) bush. To become disguised again from a creature that has
submerged. If either body of water isn’t large enough for An unwilling creature in the area can make a Dexterity
Duration: Instantaneous discerned you for what you are, you must take the Hide
the creature to become fully submerged, there’s a 25 percent saving throw, leaping 5 feet outside the jack-o’-lantern on
action while you’re unseen by the creature.
As you cast the spell you draw out the potent scents chance that the creature exits from a random body of water a success.
trapped within all magic. Choose a magical effect you are For the duration, you can use your action to create and on the same plane of existence. While inside the jack-o’-lantern, creatures can only see
aware of that’s within range. The effect releases a scent hurl a pinecone, berry, or flower bud. When you do so,
through its eyes and mouth, which are on one side of the
specific to the creature that created it. If you are familiar make a ranged spell attack against a creature within 30 feet
SUMMON JACK-O’-LANTERN jack-o’-lantern, selected by you when you cast this spell.
with the creature, you automatically know that the magical of you. On a hit, the target takes bludgeoning damage equal
The creatures can make attacks with ranged or reach
effect was created by them. to 1d6 + your spellcasting ability modifier. 5th-level conjuration (Bard, Druid, Ranger, Sorcerer, Warlock) weapons only from this side. Creatures outside the jack-o’-
If you are not familiar with the creature, you can make Casting Time: 1 action lantern only see a warm, glowing light when looking into its
an ability check using your spellcasting ability modifier and Range: 60 feet mouth or eyes. While the jack-o’-lantern remains, no
add your proficiency bonus to it. Refer to the table below to Components: V, S, M (bits of jack-o’-lantern) creature in, or outside of it can pass or reach through it.
determine what information you are able to glean from the Duration: Instantaneous The jack-o’-lantern weighs 5,000 pounds, has an AC of 15,
scent. When succeeding on a DC check, you also learn A giant jack-o’-lantern rapidly grows around up to four and has 100 hit points. The lantern naturally loses 20 hit
previous information given from lower DCs. Medium or smaller creatures or one Large creature within a points every year. When the lantern is reduced to 0 hit
5-foot radius centered on a point you can see within range. points, it is destroyed.

12 13
The changes wrought by this spell fail to hold up to ◊ 1–10 feet: 5d6
SUMMON VEHICLE physical inspection. For example, if this spell causes a TRANSPARENCY
◊ 11–60 feet: 4d6
1st-level conjuration (Bard, Ranger, Wizard) creature to gain a cape from its disguise, objects pass 2nd-level illusion (Bard, Sorcerer, Warlock, Wizard)
through the cape, and anyone who touches it would feel ◊ 61–90 feet: 3d6
Casting Time: 1 action Casting Time: 1 reaction, which you take when your loca-
nothing or would feel the creature’s back or shoulders. If At Higher Levels. When you cast this spell using a spell
Range: 30 feet tion would be revealed to a creature while you are hidden
this spell causes a creature to appear thinner than it is, the slot of 2nd level or higher, the damage increases by 1d6 for
Components: V, S, M (a small piece of rubber) or unseen
hand of someone who reaches out to touch the creature each slot level above 1st.
Duration: 10 minutes Range: Self
would bump into it while it was seemingly still in midair.
You summon a bicycle or moving machine in an unoccu- Components: S
A creature can use its action to inspect a target and make an Duration: 1 round WHELM WEAPON
pied space within 5 feet of you. The vehicle can be no larger
Intelligence (Investigation) check against your spell save DC. If
than a 5-foot cube, and it can only carry one creature that is You temporarily become invisible to stop yourself from 1st-level transmutation (Bard, Druid, Ranger, Sorcerer, Wizard)
it succeeds, it becomes aware that the target is disguised.
Medium or smaller. The vehicle has a walking speed of 60 being discovered by the triggering creature. Until the end of
Casting Time: 1 action
feet, which you can use while riding it, provided you have your next turn, you remain invisible and your steps make
Range: 60 feet
at least one free hand to operate the vehicle. TAMH GON’S FIERY FESTIVAL FEAST no sound, regardless of the surface you are moving across.
Components: V, S, M (a drop of seawater)
You can end the spell early by using an action to dismiss 5th-level abjuration (Bard, Cleric, Wizard) Anything you are wearing or carrying is invisible as long
Duration: Concentration, up to 1 minute
it. When the spell ends, the bike vanishes. as it is on your person. The spell ends early if you attack or
Casting Time: 10 minutes cast a spell. Up to three weapons of your choice that you can see within
Range: 30 feet range become enveloped by water. Roll a d4; for the dura-
SWALLOW MAGIC Components: V, S, M (an uncommon ingredient, which the tion, any damage dealt by the targeted weapons is reduced
spell consumes) VEGETABLE BLADE by the number you rolled (to a minimum of 1).
(Bard, Wizard) 1st-level transmutation
Duration: Instantaneous 3rd-level conjuration (Bard, Druid, Ranger, Sorcerer) At Higher Levels. When you cast this spell using a spell
Casting Time: 1 reaction, which you take when a spell cast
You sanctify a meal in an extravagant show of thrown Casting Time: 1 action slot of 2nd level or higher, you can target two additional
by another creature fails to affect you
spices and twirling dance. Those who partake in the meal Range: 30 feet weapons for each slot level above 1st.
Range: Self
are granted the curry blessings of the great festival spirit Components: V, S, M (a strip of grass)
Components: S
Tamh Gon. The feast takes 1 hour to consume and the bene- Duration: Concentration, up to 1 minute
Duration: Instantaneous
ficial effects don’t set in until this hour is over. Up to twelve
WIND SPRINT
You chomp down on the threads of magic left in the air A lush bunch of vegetable fronds suddenly springs from the
creatures can participate in this feast. 2nd-level evocation (Paladin, Ranger, Wizard)
after the triggering spell fails to affect you, swallowing the ground in an unoccupied space you can see within range.
A creature that partakes of the feast gains several As a bonus action, a creature can pull the fronds from the Casting Time: 1 bonus action
now latent magic and gaining one of the following effects of
benefits. The creature reduces its exhaustion level by one, ground, revealing a root vegetable of your choice that has Range: 60 feet
your choice:
its speed increases by 10 feet, and it gains a +2 bonus to been grown in the shape of a blade. For the duration, a crea- Components: V
◊ You regain hit points equal to 1d4 + your spellcasting Dexterity saving throws. It can also activate the effects of ture can use the vegetable blade as a melee weapon with Duration: Instantaneous
ability modifier. the ember belly spell one time while the benefits of the which it is proficient. The blade deals 1d12 slashing damage A turning tempest wind lifts you up and carries you to a
◊ Your speed increases by 15 feet until the end of your feast last. The feast’s benefits last for 24 hours. on a hit (adding your ability modifier to the damage roll as creature you can see within range. The next time you hit a
next turn. normal), and it has the finesse property. creature with a melee weapon attack before the end of the
◊ Once before the end of your next turn, you can roll a TASK Additionally, on subsequent turns, the wielder or one of turn, the attack deals an extra 2d6 slashing damage as the
d4 and add the number rolled to one ability check of its allies can use a bonus action to take a bite out of the winds buffet the target.
Transmutation cantrip (Bard, Sorcerer, Warlock, Wizard)
your choice. blade. Doing so heals the creature for a number of hit points
Casting Time: 1 action equal to the blade’s damage die + your spellcasting ability
Range: 15 feet modifier. Once a creature has taken a bite out of the blade,
SWITCHED FORM Components: S its damage die is reduced by one size—from a d12 to a d10,
2nd-level illusion (Bard, Sorcerer, Warlock, Wizard) Duration: Up to 1 hour for example. If the blade is reduced beyond a d4, it is
Casting Time: 1 action With a flick of your wrist, you magically complete a small destroyed and the spell ends early.
Range: 30 feet and simple task, such as flipping a book page, buttering
Components: V, S bread, or heating a cup of tea, without any physical inter-
WATER BULLET
Duration: 1 hour action. The task can’t include anything that is intended to
inflict a harmful effect on a creature and must be some- 1st-level evocation (Druid, Ranger, Sorcerer, Wizard)
This spell allows you to change the appearance of two thing you’d normally be able to accomplish without the use Casting Time: 1 action
humanoids that you can see within range. Each target takes of magic. The spell fails if the target of the task has total Range: 90 feet
on an illusory disguise, making it look like the other target— cover from you. Components: V, S
including its armor, clothing, weapons, and other belongings
If you cast this spell multiple times, you can have up to Duration: Instantaneous
on its person. Each creature can seem 1 foot shorter or taller;
the disguise otherwise replicates the other target’s physical three tasks active at a time, and you can dismiss one of You create a sphere of swirling water that spins rapidly in
features as accurately as possible. The spell lasts for the dura- them as a bonus action. your hand or mouth before you hurl it at a creature within
tion, unless you use your action to dismiss it sooner. range. Make a ranged spell attack against the target. On a
hit, the target takes bludgeoning damage based on how far
it is away from you.

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