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Adventure Time for D&D 5e – Part 4: Magic Items & Spells

Back in 2014, I ran a 4th edition D&D game set in the world of Adventure Time. I used a fantastic Adventure Time homebrew mod of D&D 4e, by Bloodghost, to run the game. Last week I wrote about Alignment, Feats, Weapons & Equipment for an Adventure Time campaign in 5th edition. This week I’m looking at Magic Items and Spells for a game set in Adventure Time or any setting.

Being a regular watcher of the show Adventure Time isn’t required to play in this setting, but it really helps. Any of this material could be used in your own homebrew setting or to get started on playing a game in this setting.

I’ll be breaking this down into five parts and releasing another chapter each week.


MAGIC ITEMS

In the show, videos games and comics we see a ton of magic weapons and items. Create your own unique magic items or have your adventurers stumble onto one of the following below. You should be able to come up with countless ideas from the show or your own imagination. I’ve provided full magic items for a few of them and ideas/outlines for the rest.


Golden_sword_of_battle

Magic & Unique Weapons

  • Golden Sword of Battle/Scarlet: This blade is dented, chipped, and dirty. Its hilt is black with some worn leather grip-straps and a red gemstone in the pommel.
  • Root Sword: This sword gets its name from its root like handle, that seems to be comprised of 2 main “roots” spiraled around one another. The actual blade is a slightly pinkish tone of silver, double sided, and in good condition with the exception of a small chip on one of the blade’s sides.
  • Demon Blood Sword: Found in a dungeon, this sword is made out of the blood of a captured demon Kee-Oth.
  • Grass Sword/Thorn Hand: This is a cursed item, by accepting the curse the owner can control the grass sword.
  • Jake’s Sword: The sword has an unusual appearance, the hilt being longer than the actual blade. It has a skull for a pommel and an eye on the guard. Half of the blade is serrated on one edge. Jake most likely is not proficient with this sword, as he is seldom shown using it.
  • Glowing Sword: This is a sword imbued with fire magic. Its inscriptions glow and it is surrounded with flame when it is held.
  • Nothung: The weapon of renowned hero Billy has a sharp steel blade with symbols in the base. The sword will return to its owner by calling its name.
  • Other Weapons: Pink Jewel Sword, Yellow Dagger, Lightning Sword, Finn Sword, Sword of the Dead, Dual Swords, Crystal Sword, Dungeon Sword, Shark Sword, Stake Sword (for Vampires) and City of Thieves Sai

EnchiridionEnchiridion

Wondrous Item, legendary

Before Finn destroyed it, The Enchiridion (which translates to “The Handbook” or “The Manual”) was an ancient book with codes of conduct, guidelines, and other helpful information for heroes and a source of great power. I’ll leave it to you to figure out what this can do in your game, but it is a great quest item for a hero.


eyeDemonic Wishing Eye

Wondrous Item, legendary (requires attunement)

This giant medallion necklace with a red (or green) eye at the center has the ability to create unlimited supply of extremely powerful doppelgangers of the wearer; these doppelgangers are impossible to defeat but still have the will and mindset of the wearer. According to trivia it apparently gives the wearer “+5% critical hit” too.


adventure_time__the_glasses_of_nerdicon_by_legaluslex-d5t5sveGlasses of Nerdicon

Wondrous Item, rare (requires attunement)

These magical glasses allow the wearer to become super smart, but there can be unintended consequences. While wearing these glasses you gain the following benefits:

  • Your intelligence score increases by 2, to a maximum of 20.
  • You have advantage on Intelligence checks and Intelligence saving throws

Whenever you use the glasses you must succeed on a DC 15 Wisdom saving throw or take a level of short-term madness on a failed save. If the wearer succeeds on the saving throw, they do not need to make a save against madness again for the next 24 hours.


Billy_GauntletGauntlet of the Hero

Wondrous Item, rare (requires attunement)

The Gauntlet of the Hero is a cosmic gauntlet and was the mythical weapon of renowned hero Billy and was thought to be the only weapon that could harm the Lich. When used, it could fire extremely powerful blasts of energy. When found it might yell the name ‘Billy!’ in a burst of shining light.

The gauntlet has 5 charges for the following properties. It regains 1d4+1 expended charges daily at dawn. While wearing the gauntlet you can cast Eldritch Blast by making a ranged spell attack.

While wearing this gauntlet you gain the following benefits:

  • You have a +2 bonus to attack and damage rolls made with this magic weapon.
  • You are proficient in using the gauntlet as a weapon. The weapon’s damage is 1d8.
  • Your Strength score is 19 while you wear this gauntlet. This gauntlet has no effect if your Strength is already 19 or higher.

Ice_CrownIce King’s Crown

Wondrous Item, legendary (requires attunement)

This crown is golden, topped with three points and adorned with three red rubies and the source of the Ice King’s ice power. Also, one of the gems within the crown protects Ice King from the evil brainwashing spells of the Lich. The crown providers the wearer with the ability to create near limitless ice magic, but it should be easy to knock off the wearer’s head.

ADDED: The crown should start to create madness in the wearer after prolonged exposure (thanks ). D&D’s madness rules could work or just look to the show for ideas.


indexNinjas of the Ice: The Art of Fridjitzu

Wondrous Item, uncommon

This first edition text is kept inside a secret sanctum inside the Ice King’s lair. The book is a manual that teaches several ice or any kind of snow based attacks, most used to create hand weapons from ice. If you had a player who wants to play a monk or ninja (rogue – assassin), this could be an excellent quest item. For a player who finds this I’d provide them with some ice based unarmed attacks, the ability to create new exotic weapons or even give them some ice based cantrips.


Other Magic Items

Here are some additional magic items that you’ll be able to find in Adventure Time. Some of them are even in the the Dungeon Master’s Guide.

  • Bag of Holding
  • Cosmic Gauntlets: suspected to have enchantments from the cosmos or the Cosmic Owl
  • Soul Stone: rare stones that contains a soul
  • Stone-Skin Potion
  • Power Rings
  • Potions
  • Flame Cloak
  • Imagination Machine: imaginary control panel that controls Jake’s imagination
  • Lamb Relic: transports anyone who touches it to the Spirit World (spiritual plane of existence)
  • Spoon of Prosperity: nourishes anyone who balances it on their nose
  • Magical Toys and Clothing of Feelings: Finn, Marceline and PB all have items that have power from the feelings that are related to the article of clothing (sweater, concert shirt) or stuffed animal.
  • Crystal Gem Apple: eating it makes you obsessed with crystal power and transports you to the Crystal Dimension
  • Cyclops Tears: magical tears that can heal any wound
  • Gems of Power: grants the wearer protection from the Lich’s powerful spells, most notably his ability to control minds.
  • Nightosphere Amulet: transforms the wearer into an evil demon in a black business suit

SPELLS

D&D’s Vancian flavored casting of spells matches up with how we see wizards using magic on Adventure Time. This is most likely such a close match since the series creator, Pendleton Ward, was inspired by his middle school games of AD&D. There are example of wizards casting cantrips and spells that have any of verbal, somatic and material requirements, while we see other characters able to simply use magic. We even see examples of ritual casting by Peppermint Butler and other characters.

Many spells that are cast on the show match up well with those provided in the Player’s Handbook. You should be able to create the type of magic user you want with the spells you want to cast. But if you want more… I’ve provide a few spells as ideas to get you started.


Ashicus Flyicus

3rd-level transmutation
Casting  Time: 1 action
Range:
Touch
Components:
V
Duration: 1 Hour

You gain a flying speed of 30 feet for the duration. You use your own name in place of the word “Ash” for the Verbal component.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature, pass through solid matter (up to 5 feet thick) and increase your flying speed to 60 feet for the duration.

Notes: This spell is modified from Fly (PHB p. 243). It is used by Ash (Marceline’s immortal ex-boyfriend) when he grabs Marceline and quickly flies through the ceiling of her house and the out of the cave.


Flame Shield

3rd-level evocation
Casting  Time: 1 action
Range: Touch
Components:
V, S
Duration: 1 Hour

A willing creature you can touch gains resistance to fire damage for 1 hour.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature.

Notes: It is used by Flambo on the show and similar to Fire Shield, but now you can share.


Uncontrollable Dance

1st Level enchantment

Casting  Time: 1 action
Range:
90 feet
Components:
V, S (Song)
Duration: 1 minute

You play a catchy song and a human in range that can hear your song must make a Wisdom saving throw. If it fails the saving throw, it enters a state of dancing uncontrollably, and it is incapacitated until your spell ends or until you or your companions do anything harmful to it.

Note: used by Baby Pigs.


MORE MAGIC

The following is a list of other magic spells and abilities demonstrated on the show. I’m sure I’m missed a ton, so let me know in the comments below if you think of anything to add.

Elemental

  • Ice
    • Ability to create anything out of ice, especially weapons and constructs
    • Users: by Ice King and Ice Queen
    • Spells such as Ice Storm,
  • Fire
    • Ability to create fireballs and flames.
    • Ability to turn Flame People or possibly anyone into a Flambit.
    • Users: Flambit, Scorcher, Flame Princess and other Flame People.
    • Spells such as Aganazzar’s Scorcher, Hellish Rebuke, Fire Bolt, Fire Shield, Flaming Sphere, Fire Storm and Flame Strike are all a good thematic match.
  • Lightning/Ice
    • Zap: Casts a harmful zap. It is used by Ice King and Magic Man.

Force Field Shield

Creates a transparent barrier of unknown strength around the user. It is used by Tree Witch.

Magic Phrases

These powerful magic phrases could be used by NPCs when they cast similar spells.

  • Magicus Nomoreicus. Strips whoever it is cast on of all current magical powers, can also be used non-verbally. It is used by the Witch.
  • Maloso Vobiscum et cum Spiritum. Allows user to open the Nightosphere after drawing a happy face and dousing it with bug milk. It is used by Finn and Marceline.
  • Go Backicus From Whence You Camicus. Returns whoever it is cast on from where they came. It is used by the Witch.
  • Razzamafoo. Teleports whoever it is cast on short distances. It can also be used to make the user and target swap places. It is used by Bufo and Witch.
  • Kee Oth Rama Pancake. Banishes demons just by saying it in front of them. Used by Joshua.
  • Wazoo. Allows the user to switch appearances with another person or teleport. It is used by Magic Man.

Hypnosis

Forces the target to follow the user’s commands. It is used by The Lich and the King Worm. Similar to D&D spells such as Friends,

Morphing

There are various examples of druid magic in the show.

  • Fauna: Transforms the user into animals or creatures. It is used by Marceline and seems to work in a similar way to Wild Shape. There seems to be people turning into cats too.
  • Flora: Transforms the user into a plant or grow plant organs. It is used by Tree Witch and Hag.

Necromancy

While Adventure Time is a kids show, that doesn’t mean they are afraid of a little necromancy. We see both the Lich and Marceline bring dead bodies to life to be used as slaves.

Power Shriek

During a surge or intense emotion, a powerful shriek can be performed by a being, but this is seen as a shameful form of magic.

Stretchy Powers

Allows the user to grow and stretch their bodies. Used by Jake and Cake.

Telekinesis

The ability to move objects by nonphysical means is used by Tree Witch and Goliad. Similar to the D&D 5th level transmutation spell Telekinesis.

Anti-Magic

Ability which negates any and all magic it comes into contact with. Used by Bella Noche. Similar to the D&D 8th level abjuration spell Antimagic Field.

Wizard Eyes

It makes a wizard see into the spirit world continuously. It is used by Ice King and possibly Ice Queen.

Wizard Powers

Set of abilities granted to students of the Wizard Bufo, acquired by completing various tasks and challenges at the Wizard Village. The powers are referred to by their level, which coincides with the order they are acquired in and are stored in the robe of the wizard student learning them.

  1. Dustomancy
  2. Shadowcery
  3. Hair Growth
  4. Generate Mayonnaise
  5. Beauteous Wings
  6. Vorpal Hand
  7. Create Fireworks
  8. Dragon Eyes
  9. Tiger Claw
  10. Blazing Feet
  11. Awaken
  12. Sleep
  13. Reflect
  14. Ultimate Magical Hand

Next week we look at Traps, Hazards & Monsters for an Adventure Time D&D 5th Edition game.

 

About these Materials

I contacted Bloodghost directly to ask if there would be an update to the materials for 5th edition or if I could take a crack at it, but I didn’t receive a reply. I’ve borrowed heavily from Bloodghost’s ideas for this guide. ADVENTURE TIME and all related characters and elements are trademarks of and © Cartoon Network.