TV to Tabletop is a new series where we take ideas from popular fantasy TV and movies and translate them to D&D terms. Use them in your own game as is, rename them to hide your sources, or get inspiration for your own new ideas!
Spirited Away is a highly regarded 2001 anime film available for streaming on HBO Max. The movie features a young girl named Chihiro who finds herself lost in a strange, magical spirit world.
Spells of the Spirits
These spells are inspired by magic used in the movie Spirited Away, by the characters Master Haku, Kamaji, and Yubaba.
Haku’s Unseen Steps
1st-Level Illusion | Ranger, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Touch
Component: S
Duration: 10 minutes
When you cast this spell, you must choose a creature type: Aberration, Celestial, Elemental, Fey, or Fiend. A Humanoid creature you touch becomes invisible to any creatures of the chosen type. The spell ends for a target that attacks, breathes, or speaks. A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Share Memory
Divination Cantrip | Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Touch
Component: V, S
Duration: Instantaneous
A creature you touch experiences a brief memory as clearly as you remember it from your perspective.
Animate Soot Swarm
1st-Level Conjuration | Cleric, Druid, Ranger, Sorcerer, Wizard
Casting Time: 1 action
Range: 30 feet
Component: V, S
Duration: Concentration, up to 1 hour
Choose a pile of dust, powder, or soot within range. Clumps of the substance grow tiny eyes and legs and animate as a Medium swarm of Tiny Elementals. This swarm becomes a creature under your control until the spell ends or until reduced to 0 hit points.
As a bonus action, you can telepathically command the soot swarm if it is within 500 feet of you. You decide what action the swarm takes and where it moves during its next turn, or you can issue a general command, such as carrying gemstones out of a mine. If you issue no commands, the swarm only defends itself against hostile creatures. Once given an order, the swarm follows it until its task is complete.
The swarm has swarm of rats statistics, but cannot attack. It can, however, use an action to grapple a creature it occupies the space of. Instead of the Keen Smell trait, the swarm has the False Appearance trait:While the swarm remains motionless, it is indistinguishable from an ordinary pile of the substance of which it is composed. The swarm cannot speak but can pantomime simple ideas such as “yes” or “no”.
Reset Room
1st-Level Transmutation | Bard, Cleric, Wizard
Casting Time: 1 action
Range: 60 feet (30-foot cube)
Component: S, M (a tiny feather)
Duration: Instantaneous
All nonmagical objects within a 30-foot cube that you can see which are not being worn or carried return to the position they were at a point in time within the last hour of your choosing. Any footprints, smells, or evidence of passage are reverted as well.
Spirit Creatures
Spirited away contains several creatures with analogous 5E counterparts. Master Haku could be a young silver dragon and Yubaba could be a night hag. However, the spirit known as No-Face is its own sort of creature.
No-Face
The being known as No-Face is a curious spirit who befriends Chihiro and causes a lot of problems for the other spirits.
NO-FACE
Large Celestial, Neutral
Armor Class 14 (natural armor)
Hit Points 147 (10d12 + 70)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
21 (+5) | 8 (−1) | 20 (+5) | 10 (+0) | 12 (+1) | 15 (+2) |
Saving Throws Wis +4
Skills Deception +5
Damage Resistances bludgeoning, slashing, and piercing from nonmagical weapons
Condition Immunities charmed, exhaustion
Senses darkvision 60 ft., passive Perception 11
Languages –
Challenge 8 (3,900 XP) Proficiency Bonus +3
Growth. For each creature that No-Face has in its gullet, its size increases by one size category to a maximum of Gargantuan. While it has creatures in its gullet, No-Face has advantage on attack rolls and is poisoned.
Mimicry. No-Face can mimic animal sounds and humanoid voices of creatures that it has in its gullet. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check.
ACTIONS
Multiattack. No-Face uses its Slam attack and either its Bite or Invisibile Passage.
Slam (Large). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and the target is grappled (escape DC 16).
Slam (Huge). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage and the target is grappled (escape DC 16).
Slam (Gargantuan). Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage and the target is grappled (escape DC 16).
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside No-Face, and must succeed on a DC 18 Constitution saving throw at the start of each of its turns or become incapacitated while it remains in No-Face’s gullet.
If No-Face takes 15 damage or more on a single turn from a creature inside it or if targeted by an effect that ends the poisoned condition, No-Face must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of No-Face. If No-Face dies, any swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
Invisible Passage. No-Face magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). While invisible, it leaves no physical evidence of its passage, and can be tracked only by magic. Any equipment it wears or carries is invisible with it.
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