Unleashing the Power of the Oceanic Moon: Spells for Transformation and Mystery

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An oceanic spell guide is a comprehensive manual that provides instructions and information on casting spells related to the ocean. The guide covers various aspects of the ocean, including the different creatures that inhabit it, the unique energy that it possesses, and the magical properties of its elements. One of the main ideas of an oceanic spell guide is the exploration of the different types of spells that can be cast to harness the power of the ocean. These spells range from simple rituals to more complex incantations, all designed to tap into the specific energy and qualities of the ocean. The guide also emphasizes the importance of connecting with the ocean and understanding its rhythms and cycles. By attuning oneself to the ebb and flow of the tides, one can enhance the effectiveness of their spells and establish a deeper connection with the ocean's energy.

Oceanic spell guide

By attuning oneself to the ebb and flow of the tides, one can enhance the effectiveness of their spells and establish a deeper connection with the ocean's energy. Another key aspect of an oceanic spell guide is the inclusion of information on the various creatures that inhabit the ocean. Each creature is associated with its own unique attributes and energies, which can be incorporated into spells to amplify their power.

Salt in the Blood: Oceanic Bloodline for 5th ed Sorcerers

Sorcerers draw their magical power from a variety of sources. Some are the result of an unusual bloodline (draconic), while others tap into powerful arcane or divine forces (wild magic). Sorcerers who manifest powers from an oceanic origin may have had their bloodline affected by a powerful creature such as an aboleth, bronze dragon, elemental, hag, or kraken, or may have learned to tap into the primal energy inherent to the most fundamental element of life.

Special Effects: In addition to the mechanics listed below, the special effects of numerous spells can be altered to appear aquatic in origin. For example, burning hands can be a wave of superheated steam. Shield may be a solidified disk of water. Black tentacles could be composed entirely of water, or look like the actual tentacles of a giant cephalopod. With the DM’s permission, you could also alter the damage type of a spell to reflect this origin. For example, the waterwhip cantrip below is based on the thornwhip druid cantrip with the piercing damage changed to bludgeoning. Bludgeoning and cold are appropriate damage exchanges, but oceanic sorcerers also control weather, so wind-like effects, lightning, and thunder are also appropriate. A cleric of Poseidon in my game altered the sacred flame cantrip to sacred lightning with little alteration. By taking the Magic Initiate feat and selecting sacred flame (lightning), a human oceanic sorcerer could start at 1st level with the same effect.

Command Water

Starting at 1st level, you gain the waterwhip cantrip and add the create or destroy water spell to your list of spells known. These spells are considered sorcerer spells.

Waterwhip

Transmutation cantrip
Casting time: 1 action
Range: 30 feet
Components: V, S, M (1 pint of water or other non-caustic liquid)
Duration: Instantaneous

You create a long, whip-like tendril of water that lashes out at your commend toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 bludgeoning damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Primal Magic

Starting at 6th level, you may spend sorcery points to create spell slots. Unlike the Flexible Casting class feature, these spell slots may only be used to cast the spells listed below. You may cast the spells listed using a spell slot higher than normally required by spending the appropriate sorcery points. For example, you may use 5 sorcery points to cast call lightning as a 3rd level spell, or 10 sorcery points to cast the same spell as a 6th level spell.

You may spend 2 sorcery points to consider your Primal Magic spells to be on the sorcerer spell list for the purposes of spell scrolls or similar magic items and effects. This effect lasts for 1 minute. This does not make Primal Magic spells available to cast using your sorcerer spell slots, but will allow you to cast a Primal Magic spell from a scroll. For example, if you wish to use a wall of ice scroll, a spell not normally on the sorcerer spell list, you may spend 2 sorcery points. If the spell is of a level higher than you can normally cast you must make an ability check against a DC of 10 + the spell’s level as normal.

You may still use the Flexible Casting class feature to create additional spell slots for your sorcerer spells up to 5th level.

Primal Magic Spell List

Cantrip (1 sorcery point): druidcraft
1st (2 sorcery points): purify food and drink, speak with animals
2nd (3 sorcery points): locate animals or plants, protection from poison
3rd (5 sorcery points): call lightning, wind wall
4th (6 sorcery points): conjure minor elemental (water or wind only), control water
5th (7 sorcery points): commune with nature, conjure elemental (water or wind only)
6th (10 sorcery points): wall of ice, wind walk
7th (12 sorcery points): regenerate
8th (14 sorcery points): control weather, tsunami
9th (16 sorcery points): storm of vengeance

Aquatic Agility

Starting at 14th level, your mind and body adopt the flexibility, power and adaptability of water. You gain proficiency with Dexterity saving throws.

Elemental Form

Starting at 18th level, you may spend 10 sorcery points to transform into an air elemental or water elemental for up to 8 hours. This ability otherwise works as the shapechange spell.

Playtesting

We’re always looking for playtesters for our races, classes, archetypes and other designs here at Tribality. Wizards had the benefit of 175,000 playtesters over 2 years to get their ideas to the table; clearly we don’t have that luxury. Each of our builds are as balanced as we can design with a small playtest group and decades (over a century, maybe, I haven’t done the math) of gaming XP, and we are always excited to hear when players get these ideas on the table and provide us with constructive ways to make them better.

Special Effects: In addition to the mechanics listed below, the special effects of numerous spells can be altered to appear aquatic in origin. For example, burning hands can be a wave of superheated steam. Shield may be a solidified disk of water. Black tentacles could be composed entirely of water, or look like the actual tentacles of a giant cephalopod. With the DM’s permission, you could also alter the damage type of a spell to reflect this origin. For example, the waterwhip cantrip below is based on the thornwhip druid cantrip with the piercing damage changed to bludgeoning. Bludgeoning and cold are appropriate damage exchanges, but oceanic sorcerers also control weather, so wind-like effects, lightning, and thunder are also appropriate. A cleric of Poseidon in my game altered the sacred flame cantrip to sacred lightning with little alteration. By taking the Magic Initiate feat and selecting sacred flame (lightning), a human oceanic sorcerer could start at 1st level with the same effect.
Oceanic spell guide

For example, spells involving dolphins may focus on communication and intelligence, while spells involving whales may focus on strength and protection. Furthermore, an oceanic spell guide provides detailed instructions on working with the different elements of the ocean, such as water, salt, and shells. These elements carry their own magical properties and can be used in spells for purification, healing, and protection. Overall, an oceanic spell guide serves as a valuable resource for anyone interested in practicing ocean-related magic. It offers a wealth of knowledge and techniques to tap into the ocean's power and incorporate its energy into spellwork. By following the guidance provided in the guide, practitioners can deepen their connection with the ocean and enhance their magical practice..

Reviews for "Navigating the Waves of Change: Oceanic Spells for Adaptation and Transition"

1. John - 1 star - I was really excited about the "Oceanic spell guide" because I love all things related to the ocean and magic. However, I was extremely disappointed with this book. The spells were overly complicated and hard to follow, and the explanations were unclear. I didn't feel like I learned anything new or gained any insights into oceanic magic. Overall, I found the book to be a waste of my money and time.
2. Sarah - 2 stars - As someone who has been practicing magic for years, I had high hopes for the "Oceanic spell guide." Unfortunately, it failed to meet my expectations. The spells included in the book were basic and lacked creativity. I was expecting unique and powerful oceanic spells, but instead, I found generic spells that I could easily find in any other spell book. Additionally, the formatting and layout of the book were unappealing and made it difficult to navigate. I wouldn't recommend this book to experienced magical practitioners looking for new and exciting spells.
3. Emily - 2 stars - I purchased the "Oceanic spell guide" hoping to explore the mystical world of oceanic magic. However, the book fell short in delivering an engaging and informative experience. The spells were repetitive and lacked diversity. Moreover, the author's explanations were not detailed enough, leaving me confused and wanting more information. The book also lacked illustrations or visuals, which could have added depth and excitement to the spells. Overall, I found the "Oceanic spell guide" to be quite underwhelming and not worth the investment.
4. Alex - 1 star - The "Oceanic spell guide" claims to explore the wonders of oceanic magic, but it failed to deliver. The spells included in the book were incredibly basic and lacked any depth or creativity. As someone who is familiar with magical practices, the book did not offer anything new or unique. Additionally, the writing style was dry and uninspiring, making it difficult to stay engaged. I would not recommend this book to anyone looking to delve into the world of oceanic magic as it provides little substance and lacks originality.

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