Koryo Hall of Adventures Spells

KHA: Cantrips

Calculate (0), Flame Spear (0), Heavy Gong (0), Muck Bang (0)

The Mudang Class is divided between the 5 Obaengsaeks, i.e. Spiritual Affinities: Bul (Fire), Tang (Earth), Mul (Water), Gongi (Air), and Mahuem (Fate). These affinities govern the spiritual spectrum of Jeosung, the land of the Koryo Hall of Adventures. All of the spirits that reside in Jeosung and the world at large belong to one of these affinities.

  1. Calculate: The Mul affinity is associated with commerce as well as water, and some Mul spirits thrive in bustling market places. This cantrip summons the smallest Mul spirits to weigh and judge the risk and value of objects suspended in the water.
  2. Flame Spear: The Bul affinity is associated with combat as well as fire, and regretfully deceased soldiers often return as Bul spirits. This cantrip invokes their ever-burning desire for conflict into a spear of flame that explodes when hostilities are returned.
  3. Heavy Gong: A Mudang’s adaptation of the shillelagh cantrip, this cantrip summons the smallest Tang spirits to make a weighty shell around a weapon to strike with the weight of the earth.
  4. Muck Bang: Tang spirits that embody the earth often find themselves in contradictory modes – the desire to remain unmoving and unflinching, and the desire to move at high speeds like in rockslides and earthquakes. This cantrip satisfies these competing desires for the smallest tang spirits by sending them soaring over short distances, before leaving them to rest once more.


Divination cantrip
Casting Time: 1 minute
Range: 15 feet
Components: V, S
Duration: Instantaneous

You suspend any number of objects that can fit in a 5 foot cube within a sphere of water. You learn the weight, volume, and, if they are coins or gemstones, the exact value of the objects contained within. If there are any impurities in the coinage, you detect them as well. If any object is poisonous or envenomed, the water’s color becomes tinted; you do not learn what kind of poison or venom it is. The objects can then be neatly and precisely placed down on a surface within range. They remain wet until dried.

Flame Spear

Evocation cantrip
Casting Time: 1 Action
Range: 15 feet
Components: S, M (a weapon)
Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects and a flame spear becomes embedded inside the creature until the start of your next turn. If the target hits you with an attack before then, the flame spear ignites ignites dealing 1d8 fire damage to the target, and the spell ends.

The spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the damage the target takes for hitting you with an attack increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Heavy Gong

Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, S, M (a cheonlyon, or the cast-off shell of a cicada and a melee bludgeoning weapon)
Duration: Instantaneous

Earth and stone emerge to form a hardened shell around your weapon. Make a melee spell attack with the weapon you are wielding. On a hit, it deals 1d8 + your spellcasting modifier magical bludgeoning damage.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), and again at 11th (3d8), and 17th level (4d8).

Muck Bang

Evocation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 round

You launch a ball of mud at a creature or object within range. The target must succeed on a Dexterity saving throw or else take 1d8 magical bludgeoning damage. An object automatically fails its saving throw. The 15-foot-cube area centered on the target then becomes difficult terrain until the start of your next turn.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


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