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Planar Adventures 2: Magic of the Planes

Planar Adventures 2: Magic of the Planes

The planes are a curious and strange place for adventurers. Air that burns with infernal fire. Motes of earth floating through silver seas. It is a dangerous place that takes unique magic to survive. New experiences give rise to new ways of thinking, which in turn gives rise to the magic that planar travelers need to survive those exceptional experiences.

The Planar Adventures series highlights aspects that make planar campaigns different, while adding new rules to make them unique.

This installment provides eight new spells that aid in traveling and surviving the planes.

Babble

3rd-Level Enchantment | Bard, Cleric, Sorcerer, Warlock, Wizard

Casting Time: 1 action
Range: Touch
Components: S, M (a small, broken clay model of a ziggurat)
Duration: concentration up to 10 minutes

This spell befuddles the mind of the creature you touch. If the target fails a Wisdom saving throw, it loses the ability the ability to understand any spoken language it hears and to coherently speak any language it knows. Casting a spell that includes a verbal component is impossible.

Barbed Curse

1st-Level Conjuration | Cleric, Druid, Sorcerer, Warlock, Wizard

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: concentration up to 1 minute

From the deepest planes, you summon vines covered in razor-sharp thorns that sprout from your target’s flesh and wrap around their body. Once per turn, the target takes 1d10 slashing damage when it moves. On a successful Dexterity saving throw, it takes half the damage. If the target chooses not to move, it takes no damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the vines do an additional 1d10 for each slot level above 1st.

Deep Conviction

1st-Level Abjuration | Bard, Cleric, Paladin

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: 1 round

You recite a mantra, strengthening the conviction of your beliefs. You become immune to the charmed condition until the beginning of your next turn.

Duplicate Key

2nd-Level Abjuration | Sorcerer, Warlock, Wizard

Casting Time: 1 action
Range: Touch
Components: V, S, M (a portal key)
Duration: 24 hours

You create a duplicate of a key to a planar gate or portal that you hold while casting the spell. The duplicate functions the same as the original for one day, after which the magical copy disappears. This spell only copies portal keys that are objects and has no effect on more esoteric keys such as living beings, complicated gestures, or specific sounds.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duplicate lasts for an additional 24 hours for each slot level above 2nd.

Existential Bubble

4th-Level Abjuration | Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 24 hours

The laws and conditions of each plane are not always hospitable to travelers from other worlds. With a centering breath and short mantra, you attune yourself to the plane upon which you stand. For the duration of the spell, you are treated as though you are a native of the plane, including for effects of banishment or similar spells. You are not affected by environmental conditions of that plane, be they extreme heat, cold, or lack of air though the spell does not provide any protection from damage due to elemental attacks or spells. In addition, you are treated as though you are a native for any planar laws or other effects. You could travel the Far Realm with no threat to your sanity, drink from the River Styx without losing your memories, or travel Elysium without risk of becoming trapped.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you affect an additional target for each slot level above 4th.

Gaze through the Looking Glass

3rd-Level Divination | Bard, Cleric, Ranger, Wizard

Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a hand mirror)
Duration: concentration up to 10 minutes

While standing in front of a gate, portal, rift, color pool, or other method of planar travel, you utter an arcane phrase and gaze deeply into a mirror. Within the mirror you see an image of what the destination looks like on the other side of the portal, but your view is limited by the dimensions and facing of the portal as it if it was a transparent window. Divination spells that affect your senses, such as darkvision or see invisibility, function through the mirror and affect your view of the other side of the portal.

Shred Reality

5th-Level Conjuration | Sorcerer, Warlock, Wizard

Casting Time: 1 action
Range: 100 feet
Components: V, S
Duration: Instantaneous

You call forth the substance of all the planes in a 20-foot hemisphere centered around a point that you can see within range. The ground in the affected area is twisted and rent by the spell, becoming difficult terrain. Creatures within the affected area suffer 8d6 force damage as the substance and rules of the universe rapidly fluctuate around them. Those who survive are stunned and suffer a −2 penalty to AC and Dexterity saving throws until the end of their next turn. Creatures that succeed on a Constitution saving throw take half damage and are not stunned.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.

Summon Mimiric Guide

1st-Level Conjuration | Bard, Cleric, Wizard

Casting Time: 1 round
Range: 30 feet
Components: V, S, M (an object that has been to the plane you have questions about)
Duration: 1 minute

While holding an object that is from, or has been to, the plane of existence that you have questions about, you call forth a mimiric guide: a floating mechanical skull that is a repository of planar lore. The guide hovers 5 feet above the ground and follows you with a speed of 30 feet while answering questions about the plane. The guide speaks in a language you understand and responds verbally with basic information about the plane in question. It knows general details that any native of the plane would know, and answers all questions about that plane truthfully. After 1 minute, the skull falls apart into a pile of gears and springs.

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