Imixana Irontether's Spellbook
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SPELLBOOK CONTENTS

Page(s) Content Game Mechanics or References
1 Title page. -
2 (blank) -
3-7 Lore on a magical tradition called Dunamacy from the Kryn Dynasty - somewhere beyond The West. Tradition focuses on manipulating time and space/gravity. +2 to Arcana checks regarding Dunamancy. (5E D&D Explorer's Guide to Wildemount p182)
8-11 Lore on echo knights Opens up the fighter subclass, Echo Knight. (5E D&D Explorer's Guide to Wildemount p183)
12-15 Lore on graviturgy magic Opens up the wizard subclass, Graviturgy Magic. (5E D&D Explorer's Guide to Wildemount p185)
16 Spell 1st level: burning hands (5E D&D PHB/SRD)
17 Spell 1st level: catapult 5E D&D Xanathar's Guide to Everything p150)
18 Spell 1st level: feather fall (5E D&D PHB/SRD)
19 Spell 1st level: float (5E D&D Pirate Campaign Compendium p39 - see below)
20 Spell 1st level: gift of alacrity (5E D&D Explorer's Guide to Wildemount p186)
21 Spell 1st level: mage armor (5E D&D PHB/SRD)
22 Spell 1st level: magic missile (5E D&D PHB/SRD)
23 Spell 1st level: shock shield (5E D&D Pirate Campaign Compendium p44 - see below)
24 Spell 1st level: self echo As the unseen servant spell. (5E D&D PHB/SRD)
25-26 Spell 2nd level: gust of wind (5E D&D PHB/SRD)
27-28 Spell 2nd level: hold person (5E D&D PHB/SRD)
29-30 Spell 2nd level: wrist pocket (5E D&D Explorer's Guide to Wildemount p190)
31-33 Spell 3rd level: haste (5E D&D PHB/SRD)
34-36 Spell 3rd level: pulse wave (5E D&D Explorer's Guide to Wildemount p188)
37-40 Spell 4th level: gravity sinkhole (5E D&D Explorer's Guide to Wildemount p188)
41-44 Spell 4th level: summon elemental spirit (5E D&D Unearthed Arcana. Summon elemental spirit)
45-00 (blank) -

History (DC16) Imixana was a wizard touched by fire (something called a genasi), but studied dunamancy. She was from the Kryn Dynasty, a ruling group beyond The West. She travelled to Gyrian City States where she captained a ship. She became captain of a ship and set sail south to see if there was a passage back to her homeland far to the west. That was forty years ago and she has not been heard of in Eledros since. She brought several of her spell books to the east and taught a few lucky pupils the secrets of Dunamancy and Graviturgy.


NEW SPELLS


FLOAT

(Adapted from 5E D&D Pirate Campaign Compendium p39, by Legendary Games)

1st-level transmutation
Casting Time: 1 action or 1 reaction
Range: 30 feet
Components: V,S,M (a bit of cork)
Duration: Concentration, up to 10 minutes or 1 minute if cast as a reaction

You make a single Medium-sized or smaller creature or one unattended object weighing up to 50 pounds, buoyant, causing it to float safely at the surface of any liquid. If the target is under the surface, it rises 50-feet per round unless hindered by an obstacle that blocks its upward movement. Targets unwilling to become buoyant can make a Strength saving throw and if successful are unaffected by float.

Whilst affected by float, the target has advantage on all Strength (Athletics) checks made to swim on the surface.

A creature affected by float that wishes to dive below the surface or swim beneath the surface, must make a Strength (Athletics) check against your spell DC (without the advantage granted for staying on the surface). If they fail their saving throw, they remain on the surface. If they pass the saving throw, the target can swim as normal for this round. They must continue to make a successful Strength (Athletics) check to keep swimming every round whilst the spell is in effect. On any round they fail to do so, they rise to the surface at 50-feet per round.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may target one more Medium-sized or smaller creature or object up to 50 pounds for each slot above 1st.


SHOCK SHIELD

(Adapted from 5E D&D Pirate Campaign Compendium p44, by Legendary Games)

1st-level abjuration
Casting Time: 1 action or 1 reaction, which you can take when you are hit by an attack or targeted by the magic missile spell.
Range: Self
Components: V,S
Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn you have a +2 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

You may dismiss the shock shield as a bonus action, at which point it deals 1d6 lightning damage to all creatures in a 15-foot cone on a failed Dexterity saving throw or half as much on a success. You can do this dismissal immediately, as part of your reaction if you used it defend against a magic missile.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the lightning damage is increased by 1d6 for each slot above 1st.


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