Koryo Hall of Adventures Spells

KHA Spells Continued

Campfire (1st), Slippery Space (2nd, R), Fissure (3rd), Sinking Sand (4th)

Slippery Space: Remember how the Mul affinity is associated with commerce? Mul spirits that thrive where commerce is healthy have an interest in mitigating theft, and it is not uncommon for shopkeepers to hire Mudangs to ask Mul spirits to wet the hands of would-be thieves.


Campfire

1st level evocation
Casting Time: 1 minute
Range: 30 feet
Components: S, M (kindling and two lengths of wood)
Duration: 1 hour

You create a magical campfire in a 5×5 foot space within range. A creature who starts their turn in that space must succeed on a Dexterity saving throw or else take 1d6 fire damage. Creatures who take a short rest within 30 feet of this campfire regain 1d6 hit points at the end of their short rest. If a creature is suffering any negative effects induced by cold temperatures, they are healed from that effect at the end of their short rest. This flame can never grow larger than its size and cannot die out unless quenched by water or smothered by earth or sand.
At Higher Levels. When you cast this spell with a spell slot of 2nd level or higher, the hit points regained increases by 1d6 for each level above 1st.


Slippery Space

2nd level enchantment (ritual)
Casting Time: 1 minute
Range: Self
Components: V, S, M (a tiny ceramic bull)
Duration: 1 hour

Designate a space adjacent to you up to 30 feet long, 30 feet wide, and 20 feet high in size. For the spell’s duration, attacks made using Dexterity, Dexterity (sleight of hand), and Dexterity (stealth) checks within this space are made with disadvantage.


Fissure

3rd level evocation
Casting Time: 1 action
Range: Self (100-foot-line)
Components: V, S, M (a crampon and sledgehammer)
Duration: Instantaneous

A fissure in the ground forming a line of 100 feet long, 5 feet wide, and 20 feet deep cracks out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw, falling into the crack to the bottom, landing prone, and taking 6d6 bludgeoning damage on failed save, or half as much damage due to flying debris on a successful one. Objects in the area small enough to fit in the gap fall into the fissure.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.


Sinking Sand

4th level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: 1 minute (concentration)

You conjure a 20-foot radius circle of sinking sand on a point on the ground within range. Each creature who starts their turn in the circle or moves into the circle for the first time on their turn must succeed on a Strength saving throw or else take 4d6 bludgeoning damage and sink into the sand. While sunk, a creature’s movement speed is reduced to 0, and at the start of each of their turns they take 4d6 bludgeoning damage. As an action on their turn, a sunk creature can attempt a Strength saving throw in order to free itself from the sand, freeing themselves on a success. The sand is considered difficult terrain.
At High Levels. When you cast this spell using a spell slot of 5th level or higher, the radius increases by 10 feet for each slot level above 4th.


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