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D&D General Folkloric Magic?

Cadence

Legend
Supporter
It's not from a myth and legend, but sitting here enjoying on-line happy hour, "The Tome of Mighty Magic" from 1982 had:

Hey Bartender - 3rd Level
This magic summons a humanoid figure and his cabinet filled with all sorts of spirits. He will politely inquire as to the spell caster's preference, and fill his order within one or two rounds. He will then disappear with his cabinet.

Others of a domestic type included:

Avoid Solicitation (causes those selling things to leave their current target and pick another)
Crate - Makes a 2' x 2' x 2' crate that lasts until dispelled
Easy Catch - Enchants a lure to catch the biggest fish in the area (up to 25 lbs), works every other round for a turn
Seasoning - Alters any food to taste like you want it to.
White Tornado - Removes all foreign matter from target's clothing and gear
Flower Power - landscapes a 10' x 10' area
Moving Crate - Makes a 3'x3'x3' wheel barrow that lasts until dispelled
No Trespassing - Lets you know if you're trespassing. Lasts until you know longer are.
Detect Reefs, Shoals, and Shallows
Analyze Plant - We have an app for that now... (but I don't always trust it)
The Guzzler - Makes a bug that will drink a gallon of anything (I have some old gas in a container that I could use this on...)
Move Tree - Make a forest clearing or fill are farmers field
Analyze Animal - like the plant one, but I don't have an app like this on my phone
Divine Origin - tell where an object came from
Tear Jerker - tell a sad story to escape punishment from neutral creatures, or get help to start a new life from good ones
Prodigy - Temporarily master a nonmagical skill in one hour
Aluap's Lonely Hearts Club - A magical dating service
Duplicate Animal - Just what it says
Floor Plan - alter a room of up to 1000 cubic feet per level to suit your needs
Boat in a Bottle - shrink a ship and it's crew and put them in a bottle until it's broken
Security Force - summon a security force to protect your territory in your absence
 
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nevin

Hero
I've always felt that if DnD style magic and wizards existed in a believable setting, 90% of the spells would be agricultural, economic, architectural, culinary, etc, instead of combat and adventure oriented. You'd essentially have a wizard Bill Gates, Steven Jobs, Henry Ford, and so on, drastically changing culture. Eberron KINDA does this, but the necessities of the game still drive the player-facing content to combat and exploration instead of irrigating fields and building roads.
/cheer. My mage is becoming a powerful citizen in current game, making magical crops that produce more, grow in adverse climates, and making magical ships that can break through Ice and allow fisherman and tradesmen to make more voyages. My DM thought it was funny I spent so many resources on this stuff till he realized how much money and power I was could potentially accrue. Give me 6 months and I'll be running the shipyards and own my own merchant house. If some Rockefeller, or eddisson doesn't take me down....:)

Dm's should also think about that when players do stuff. new ideas are hard. But once someone shows you how to do it, others will duplicate it. Any the players come up with can be used against them in the future. For me I'm sure it'll be a pirate stealing one of my most advanced ships and using it against us.
 

The D&D game in every edition has always had an ever-growing roster of spells, but if you look at folklore and mythology, the spells in the game are not used for the purposes we see in lore. Part of that is the obvious orientation toward the needs of adventurers, but to make a world that feels authentic, I think some gaps need to be filled. The game needs spells for things that non-adventurers would value, like increasing fertility and extending lifespans. What effects have you seen in myths and legends that could be turned into spells for the game? What homebrew spells have you created that go beyond the needs of adventurers?

Folklore magic works better in D&D 5e as "rituals". A ritual can do almost anything. It can take 10 minutes, an hour, a day, a month, once a year, once in a rare astronomical alignment, or whatever. Most folklore magic works likes this. Encourage players to create a new ritual, similar to designing a magic item. Or give them as treasure, in a scroll, a book, instructions from a sage, or so on.

I think of "spells" as more like fighting styles.
 

Fertility and...other related things... are covered unofficially in the 2e and 3e by the fan-made supplement Book of Unlawful Carnal Knowledge, which is downloadable free (and which is much more well written than the Book of Erotic Fantasy)
 

cbwjm

Seb-wejem
I tend to think of folkloric magic as things that people want to work but actually don't. Magic for the common people like small charms that ward off evil or increase chances of having a child. Most of it would likely be based on herbalism with a wise woman or hedge mage who may also knows a couple of actual cantrips being experts in herbalism. Of course, with magic being prevalent in DnD this might make less sense.

I do think rituals could also have a place here, though, maybe something that has the power of a utility cantrip (or part of a cantrip in the case of druidcraft), small rituals that take only a minute to cast instead of the full 10 minutes to perform some effect like causing a plant to grow or learning the weather for the next day.

I also tend to use rituals for larger magical effects, like some of the things that you read about in fairy tales. These rituals can be cast by anyone who learns them but tend to have a large cost and do not have a level equivalent so even a commoner who manages to somehow gather the ingredients can perform them. One I had was required to be performed near a soft spot between planes and needed the sacrifice of a family member to tear open a portal between the prime and the shadowfell. Another, which the players haven't seen yet, is a large dome of thorns that covers a large portion of the forest near their main base of operations. Performed by a hag coven this required the sacrifice of the unicorn guardian of the forest, it's heart still beating in the centre of the dome the unicorn now haunts the forest hunting those who were caught within it.
 

A fun rule for folklore magic is temptation. For example.



A monarch must have an heir but is sterile because of a powerful curse. To have a child, a worker tells the monarch to find a sage at a certain tower "with a gold ring that lights the sky as bright as day". It turns out, there will soon be a "ring of fire" eclipse, where an unusually smaller moon leaves the sun still shining like a hollow ring.

In D&D terms, this is a "ritual": go to specific place at a specific time. Gain a magical benefit.

The eerie sage instructs the monarch to go to the royal garden to pick one white rose and one red rose. If eating the white one, a child will be born who grows up to be wise and the kingdom will enter an age of great prosperity. If eating the red rose, a child will be born who grows up to be a mighty warrior who wins a vast empire. With one flower in each hand, the monarch must choose which flower to eat.

Of course, the monarch eats both. It isnt really about greed per se. The monarch wants the best possible circumstances for the citizens.

The monarch has a dragon as a child. The dragon is loyal to the royal parents but is a terror to kingdom, and hoards great wealth while delivering vast destruction to kingdoms all around.

This is a D&D "ritual" requiring a short rest: go to a garden, pick a flower, and eat it. Perhaps there is meditation, or special words, or even some elaborate ceremony. Sometimes simple but odd is good. Whatever the requirements, it is a ritual.

The DM can also have an other "ritual" ready to solve the new problem when the previous ritual goes awry.

The dragon demands to marry a human spouse. But when the time comes to consummate the marriage, the dragon ends up devowering the spouse, one marriage after an other. No more humans volunteer to become a royal fiance. The dragon feels rejected by humans, flies into a wrath, and begins to destroy the kingdom itself. Until a human is willing to sacrifice ones own life by agreeing to marry the dragon.

The brave fiance clings to hope, and locates a scroll that seems a prescient oracle. The fiance must find a way to truly love the dragon when marrying. If so, in the wedding chamber, when the dragon asks to kiss, the fiance can agree to one kiss for that one night, but only if the dragon first sheds its layer of snakeskin. The dragon agrees, but shedding the skin takes hours, and the morning sun rises. The dragon misses the opportunity for the kiss, and desires the newlywed even more. On the second night, an other kiss, but only if shedding yet an other layer of snakeskin. After a total of nine nights, the dragon is a gory skeleton a strange fraction of its original size, about to die, without any strength, yet more in love than ever. As the dragon is about to expire the last breath, the human has pity and kisses the dragon. Then the draconic skeleton heals into a beautiful human, who resembles the royal parents, but still keeps serpentine eyes.

The two royal newlyweds live happily, and govern wisely together, uniting many kingdoms by commercial alliances. They preside peacefully over vast lands of great prosperity.



As a fun rule:
• One serving of magic is good (here find the sage).
• Two servings of magic is better (eat one rose).
• Three servings of magic is dangerous (eat both roses).
• Either all will be destroyed and revert to the first serving (potentially glimpse the sage after all is lost), or a fourth serving rescues with triumph.

These four servings of magic can divide up into one or more "rituals".



So, think of any folklore story. If you dont quite remember it right, then even better! Make it into D&D rituals.
 
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Samloyal23

Adventurer
I don't think we really NEED a list or description of civilian or infrastructure spells that people use on a daily basis but I certainly see it helping verisimilitude and immersion. There's plenty of text describing peoples, organizations, customs, etc, but if a "instant dough proofing" or "Modenkainen's field harvesting" exists in game worlds, I never, ever see them described.

I think even a few samples of spells and items of this type popping up now and then adds to the authenticity of a setting.
 

77IM

Explorer!!!
Supporter
Folkloric magic often involves magic items that can be used in creative ways or which cause trouble for their bearers. Here are some "common" magic items which I thunk up a while back:
Potion of Healing (50 gp)
A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering the potion takes an action.

Common Use: Nobles might have a few of these on hand in case of hunting accidents. Even in small towns, the village reeve or local priest probably has some potions of healing to help seriously injured peasants.

Potion of Fortune (50 gp)
The effects of this sparkling golden potion last 24 hours. Once during this time, you can add +1d4 to the result of a single ability check, attack roll, or saving throw. You can choose to add the bonus after you've seen the initial result of the roll. Drinking or administering the potion takes an action.

Common Use: This item is strictly illegal for use when gambling or at contests and tournaments. At larger tournaments, the winners are subject to identify spells to detect this potion (which lasts for 24 hours regardless of when the bonus is used). Potions of fortune are also taken just before a battle, important performance or negotiation, or childbirth.

Good Luck Charm (100 gp)
These charms come in many shapes and sizes. While you bear this charm can add +1d4 to the result of a single ability check, attack roll, or saving throw. You can choose to add the bonus after you've seen the initial result of the roll. Once the charm has been used, it will not function again for anyone for a year and a day.

Common Use: These are often family heirlooms, passed down to favored children or given to loved ones who are going on a journey or engaging in some risky endeavor such as starting a new business or apprenticeship.

Love Potion (250 gp)
This foul-smelling brew is a weak imitation of the true philter of love. When you drink the potion, make a DC 9 Wisdom saving throw. On a failure, you are charmed by the next creature you see within 10 minutes. While you are charmed, if the charmer is of a species and gender you would normally be attracted to, you experience strong feelings of romantic love for them; otherwise, you feel platonic friendship.

The effect lasts for up to an hour, although you can repeat the saving throw after every 10 minutes. When the potion wears off you may immediately make a DC 9 Wisdom (Insight) check to realize your emotions had been affected by magic.

Common Use: Desperate and lonely people will try anything for love, including buy this expensive potion on credit. Sometimes young nobles will blame their indiscretions on this potion whether it was involved or not.

Talisman of Protection (1000 gp)
While you wear this amulet you are protected from certain types of creatures: aberrations, celestials, elemental, fey, fiends, and undead. Whenever such a creature targets you with an attack or harmful effect or includes you in the area of a harmful area effect, it must first make a DC 15 Charisma saving throw. If the creature fails the saving throw, it must select a new target or area that does not include you, or else lose the attack or effect. If the creature succeeds, the talisman burns out and becomes worthless, but until the end of the creature's turn it has disadvantage on its attack rolls against you and you have advantage on your saving throws against its effects.

Common Use: These are family heirlooms, sometimes passed down for centuries. New ones are commissioned by wealthy nobles who fear evil spirits, or sometimes gifted to rich children who are travelling abroad in dangerous lands.

Symbol of Bounty (100 gp)
This small trinket or mystical rune that can be placed to affect an outdoor area of no more than 10 acres or an indoor area of no more than 3,000 square feet. Placing the symbol properly takes 1 hour and a successful DC 10 Intelligence (Arcana) check.

Within the area, plant and animal health and growth are stimulated, worker productivity and craft quality increase, and overall success and well-being are magnified. Creatures in the area get a +2 modifier to any ability checks made to practice a craft or profession.

Common Use: Nearly every guild-hall, forge, dockside, and major farm has such a symbol, often placed generations ago. They are so prevalent their influence is already included in the downtime rules for Crafting and Practicing a Profession.

Word of Truth (250 gp)
This small clay tablet, about 6 inches across, is inscribed with a mystical rune. While you have your hand on the rune, you have disadvantage on any Charisma (Deception) checks you make. If you intentionally tell an outright lie while your hand is on the tablet, make a DC 16 Wisdom saving throw. On a failure, the tablet cracks in half and becomes useless.

Common Use: High magistrates have access to these tablets for use only in the most serious of cases. Often the accused must make a 250 gp deposit before testifying on a word of truth, in case it breaks. Royal intelligence agencies use these for interrogation. Occasionally merchants and diplomats may voluntarily offer to negotiate with one hand on a word of truth, but sometimes these tablets are forgeries.

Animated Broom (400 gp)
This is a regular floor broom, dust broom, or feather duster. Upon command, it will begin cleaning its immediate vicinity, sweeping up dust and dirt into appropriate containers or out of doors. It takes about 1 minute to clean a 5-foot square area, after which it will move on to the next dirty area. The broom won't go through closed doors or across running water. It will continue cleaning until given a separate command word to stop or until it is no longer within 60 feet of a dirty area.

The broom can be safely used for up to an hour each day. After that, there is a 5% cumulative chance per hour that it goes berserk and starts treating all objects and creatures as "dirt" to be removed. The berserk broom begins smashing objects, ripping down curtains, and knocking over furniture. It will even attack creatures in the area. Use the stats for an animated sword (Monster Manual p.20), but the broom deals non-lethal bludgeoning damage only, and is vulnerable to fire. After knocking creatures unconscious, it sweeps them out of the area. The berserk broom won't damage walls, windows, stairs, doors, or other structural elements. It does not respond to the command words while berserk, although a dispel magic spell cast on the broom ends the berserk effect. Otherwise, the broom continues destroying and "cleaning" things until it has cleared out everything within 60 feet of itself, at which point it stops and returns to normal, or until it is reduced to 0 hit points.

Common Use: A luxury item for reclusive spellcasters, hedge wizards, or elderly nobles. The broom's propensity for destruction makes it too risky for most people who are able to afford it, and many villages have local legends about an animated broom that ran amok.

Continual Lantern (100 gp)
This is a lantern (of any sort) with a continual flame spell cast within it. It casts light as a normal lantern, but produces no heat and never needs oil.

Common Use: Adventurers and wealthy guards or guides are most likely to carry this expensive, fuel-free version of a lantern. Some nobles may have a few in the house, more as curiosities than for utility.

Nystul's Anti-Aging Ointment (200 gp)
This noxious unguent takes 1 minute to apply. It causes wrinkles to fade, skin to clear, hair to regrow, sagging body parts to perk up back up, and creates an overall youthful appearance. The effects are purely cosemetic, and grant you advantage on Charisma (Deception) checks to pass yourself off as a much younger person. The ointment has no effect on someone who is a young adult or younger.

The effects last for a year and a day. At the end of this time, make a Constitution saving throw with a DC of 10 + 1 per year that you have used Nystul's anti-aging ointment. On a success, your appearance reverts to normal for your age. On a failure, you become ancient and decrepit; your Strength, Dexterity, and Constitution scores are reduced to half their normal value (round down). This penalty can only be removed with a greater restoration spell or another application of Nystul's anti-aging ointment.

Common Use: Only the very wealthiest of nobles can afford this potion. The aftereffect of increased aging causes many users to become addicted to the unguent, driving them into debt.

Panacea (25 gp)
This translucent white potion treats a wide variety of diseases and chronic conditions, including injuries and magical diseases. It contains 3 doses. Each time you drink a dose, make a Constitution saving throw with advantage against the most serious disease or chronic condition you are suffering. If the disease or chronic condition doesn't already have a defined saving throw DC, the DM determines the DC using exisisting diseases as a guideline. On a success, the negative effects of that disease or chronic condition are suppressed for 30 days (although, in the case of injury, lost body parts do not re-grow). If you fail, panacea won't work for you for 30 days. If you are suffering multiple illnesses, you may take multiple doses of panacea, each one affecting the next-most-serious disease or condition; however, if you fail the saving throw for any of these, you lose all the effects of panacea for 30 days.

If a disease or chronic condition is suppressed by panacea for a full year and a day, it is cured.

Common Use: Panacea is one of the most common of potions, often sold to the elderly, inbred nobility, or honored war veterans. It can be produced using an herbalists' kit.

Pot of Plenty (600 gp)
This magic cook-pot produces nutritious yet simple fare, such as pasta, stew, or savory pie (the type of food is decided when the cook-pot is created and can't be changed later). On command, the pot begins cooking. Every 10 minutes it produces enough food for a hearty meal for 10 medium-sized creatures. A separate command word reduces the pot to a simmer (keeping food warm without producing more) and another command word stops the pot altogether.

The pot can produce food safely for 10 minutes each day. After that, there is a cumulative 5% chance per 10 minutes that the pot goes haywire and begins spewing forth at an alarming rate. This spew looks and smells like food, but it tastes bad and has no nutrient value, and decomposes into grayish-brown water after about 5 minutes.

The spew initially expands to fill a 5-foot radius sphere around the pot, and each round there is a 50% chance that the spew's radius increases by another 5 feet. Anyone in the area the spew expands into can make a DC 12 Dexterity saving throw to leap 5 feet out of the way. The sphere can reach around corners, and if it has no further area to expand into it may break through doors, windows, or weaker walls and ceilings, at the DM's discretion. The sphere won't expand beyond a 120-foot radius (because the outermost spew begins decomposing at the same rate the pot is producing more).

Any creature caught in the area of the spew is restrained, although it can still move 5 feet by taking an action and making a DC 12 Strength (Athletics) check. Creatures more than 5 feet from the edge of the area must hold their breath or begin drowning. Each 5-foot cube section of spew has AC 10 and 8 hit points, and is immune to poison and psychic damage.

Once the pot begins spewing, it will continue to do so until someone speaks the command word to make it stop. Because of the density of the spew, the speaker must be within 5 feet of the pot and shout the word. A dispel magic cast on the pot or the area of the spew will also stop the pot.

Common Use: This item is usually found with village wise-women and hospitable hermits. For most people wealthy enough to purchase such a pot, it's less risky to just hire staff to cook for them.
 

nevin

Hero
I tend to think of folkloric magic as things that people want to work but actually don't. Magic for the common people like small charms that ward off evil or increase chances of having a child. Most of it would likely be based on herbalism with a wise woman or hedge mage who may also knows a couple of actual cantrips being experts in herbalism. Of course, with magic being prevalent in DnD this might make less sense.

I do think rituals could also have a place here, though, maybe something that has the power of a utility cantrip (or part of a cantrip in the case of druidcraft), small rituals that take only a minute to cast instead of the full 10 minutes to perform some effect like causing a plant to grow or learning the weather for the next day.

I also tend to use rituals for larger magical effects, like some of the things that you read about in fairy tales. These rituals can be cast by anyone who learns them but tend to have a large cost and do not have a level equivalent so even a commoner who manages to somehow gather the ingredients can perform them. One I had was required to be performed near a soft spot between planes and needed the sacrifice of a family member to tear open a portal between the prime and the shadowfell. Another, which the players haven't seen yet, is a large dome of thorns that covers a large portion of the forest near their main base of operations. Performed by a hag coven this required the sacrifice of the unicorn guardian of the forest, it's heart still beating in the centre of the dome the unicorn now haunts the forest hunting those who were caught within it.
I like to think of them as magic that most people don't remember how to work but if someone put's it together or some ancient order or religion is still around will work.

There's even modern precedents. Some scientists a few years back took an old book of quack herbal remedies and found out most of them worked. The most effective one was, a clove of garlic, an onion, some other member of the onion family like a leek chop em up real fine put em in a brass cup pour in a cup of wine and let it sit at room temperature for 3 days I think. then use it to dress infected wounds. Sounds like certain death right? Nope the brass reacting with the wine and the actual bacteria that survive it will kill most of the bacteria that infect your wound. But till someone analzyed it and watched it under a microscope no sane person would have tried it. Just like those folkloric rituals.
 

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