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Folk Magic: Miner Spells

Folk Magic: Miner Spells

In a world suffused with magic, what kind of magic do commoners use to make their lives a little more manageable, productive, and safe in their huts and hovels?

Here are a few spells used by miners to locate more ore, dig it out more easily, and survive the inevitable dangers of poisonous gases and cave-ins.

Conjure Air

1st-Level Conjuration
Casting time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

You conjure enough breathable air for eight Medium creatures for 24 hours (or four Large creatures, four Medium and eight Small creatures, etc.). This spell is used by trapped miners to keep breathing until they are rescued. Note that it does not disperse or replace poisonous or noxious gases. It does give advantage on any saving throw made to resist the deleterious effects of gas.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, add half again the amount of air conjured for number of Medium creatures and time for each slot level above 1st. For instance, casting it at 2nd level conjures enough breathable air for twelve Medium creatures for 36 hours.

Conjure Canary

Conjuration Cantrip
Casting time: 1 action
Range: 30 feet
Components: V, S
Duration: 24 hours

You conjure a Tiny non-magical canary, suitable for sniffing the air for invisible, dangerous gases.

Correspondence

1st-Level Divination
Casting time: 1 action
Range: Self
Components: V, S, M (lodestone)
Duration: Concentration, up to 1 hour

For the duration of the spell, you can infallibly sense North and which way is up or down.

Detect Counterfeit

Divination Cantrip
Casting time: 1 action
Range: Touch
Components: S
Duration: Instantaneous

By handling a coin, gem, ore or piece of metal, you can determine if it is the genuine article or not. You can tell fool’s gold from real gold, real gems from colored glass, brass coins from gold, etc. You cannot assess any value with this spell.

Lucky Strike

Divination Cantrip (Ritual)
Casting time: 10 minutes
Range: touch
Components: V, S, M (incense and a clear crystal)
Duration: 6 hours

This ritual gives the target advantage on all rolls regarding finding, processing, and/or selling precious ores and gemstones.

Miner’s Luck

Divination Cantrip
Casting time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour

The target, which can be any Humanoid creature, gains advantage on all ability checks regarding mine safety such as detecting poisonous or explosive gases, detecting possible cave-ins and collapses, etc.

Speak with Stone

1st-Level Transmutation
Casting time: 1 action
Range: 10 feet
Components: V, S
Duration: 1 minute (per level of spell slot used – see text below)

Stone (or earth) within 10 feet of the spellcaster is briefly imbued with a limited intelligence and telepathy, allowing it to communicate with the spellcaster. The spellcaster can then ask 3 questions about local features within 30 feet, such as any nearby secret doors, seams of ores or gems, or events nearby that occurred within the last 12 hours, such as basic details about creatures that have passed by.

Unseen Miner

1st-Level Conjuration
Casting time: 1 action
Range: 60 feet
Components: V, S, M (a small spade or shovel, or a miniature model of same, consumed by the spell)
Duration: Concentration, up to 1 hour (per level of spell slot used – see text below)

The spell creates an invisible Medium field of force in an unoccupied space. It can be controlled telepathically as a bonus action and ordered to dig or move 1 square foot of earth or loose ore and carry it up to 30 feet per round for the duration of the spell. The Unseen Miner has AC 13, 6 hit points, and a Strength of 11. It cannot attack. If the unseen miner is reduced to 0 hit points, or there is more than 120 feet between the spellcaster and the miner, the miner evaporates.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can conjure one additional unseen miner or add one extra hour to the maximum duration of the spell for each slot level above 1st.

<<PREVIOUSLY IN FOLK MAGIC


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about Adam W. Roy

Adam has been playing TTRPGs for almost forty years, and has been a freelance game writer and editor for decades. He has written for Kobold Press, Paizo, White Wolf, and others. He is also a full-time father, husband, and e-commerce guru…. He manages all of this by avoiding sleep altogether.

1 thought on “Folk Magic: Miner Spells”

  1. I’ve said it before, what a great series! Here’s a folk miner spell from my world…

    Fracture Stone
    1st-Level Evocation
    Casting time: 1 minute
    Range: touch
    Components: V, S, M (a ring featuring tiny metal wedge, worn by the caster)
    Duration: Instantaneous

    You touch a mass of natural unworked stone, creating destructive vibrations that activate a moment after you remove your hands. A total volume of 1d4 cubic yards of stone in a direction you choose fractures into rubble. You may choose the roughness of the resulting rubble, from large rocks down to fine gravel.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can fracture 1d4 additional cubic yards of stone for each slot level above 1st. When you cast this spell using a spell slot of 3nd level or higher, non-magical worked stone such as building walls or foundations may be targeted.

    Licensed under OGL 1.0a or CC 4.0 at your option.

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