Showing posts with label Cinco de Mayo. Show all posts
Showing posts with label Cinco de Mayo. Show all posts

Tuesday, May 5, 2026

It's Cinco de Mayo! ¡Arriba! ¡Arriba!

Cinco de Mayo is celebration of and for Mexican/Americans across the United States. In Mexico it's the celebration of a small force Mexican troops and native Zapotec and Mixtec warriors repelled the French Army when it attempted to invade the Mexican state of Puebla on May 5, 1862. It is not celebrated on the wide scale seen in the U.S., but is rather a regional holiday limited to Puebla.

In observance of Cinco de Mayo, here are some spells for d20 System games. This entire post is released under the Open Game License and may be reproduced in accordance with it.. Whether you're celebrating in Puebla, in the U.S. (where some cheeky folks refer to it as Drinko de Mayo), these spells embody the spirit of the day... and would work in a magical-realism setting or any other kind of world where magic exists.

New Spells for Cinco de Mayo Celebrations (and Beyond)
By L.L. Hundal



Celebratory Vigor
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 1, Cleric 1, Paladin 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to three creatures, no two of which can be more than 30 ft. apart
Duration: 1 minute
Classes: Bard, Cleric, Paladin

You invoke the spirit of celebration, filling your allies with renewed energy and joy. Choose up to three creatures within range. Each target gains temporary hit points equal to 1d6 + your spellcasting ability modifier and has advantage on the next ability check they make before the spell ends.
   At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st, and the temporary hit points increase by 1d6 for each slot level above 1st.


Unity's Strength
Abjuration
Level: Bard 2, Cleric 2, Paladin 2
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Bard, Cleric, Paladin, Ranger

You create a mystical bond between yourself and your allies, allowing you to share strength in times of need. Choose up to five willing creatures within range (you can choose yourself). Until the spell ends, whenever one of the chosen creatures takes damage, you can use your reaction to have another chosen creature within range take that damage instead. The damage can't be reduced or prevented in any way when transferred this way.
   Additionally, chosen creatures have advantage on saving throws against being frightened while they remain within 30 feet of at least one other chosen creature.
   At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional creature for each slot level above 2nd.
 

Banner of Victory
Conjuration (Creation)
Level: Bard 3, Cleric 3, Paladin 3, Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One magical banner
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

You conjure a magical banner that appears in an unoccupied space you can see within range. The banner is a Medium object with AC 15, hardness 5, and 10 hit points per caster level. It is immune to poison and mind-affecting effects.
   The banner sheds bright light in a 20-foot radius and shadowy illumination for an additional 20 feet. Allies within the bright light gain the following benefits:
 
   A +1 morale bonus on attack rolls and saving throws
  A +2 morale bonus on saving throws against fear and charm effects
  A +10-foot enhancement bonus to base land speed

  As a move action on your turn, you can move the banner up to 30 feet to an unoccupied space you can see.
Material Component: A piece of cloth worth at least 1 gp.


Circle of Ancestors
Divination
Level: Bard 5, Cleric 5, Druid 5, Sorcerer/Wizard 5
Components: V, S, M
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Area: 30-ft.-radius emanation centered on a point in space
Duration: 8 hours
Classes: Bard, Cleric, Druid, Wizard

You call upon the wisdom and protection of ancestral spirits, creating a sacred space. Choose a point you can see within range. For the duration, a 30-foot-radius sphere centered on that point becomes protected by ancestral guardians.
   Creatures of your choice within the sphere gain the following benefits:

   They have advantage on Wisdom checks and Wisdom saving throws
   They can't be surprised
   They have resistance to psychic damage
   Once per turn, when a creature in the sphere hits with an attack roll, 
       they can add 1d6 to the damage roll

   Additionally, you can cast augury or divination without expending a spell slot while within the sphere, though you must still provide material components.
   If you cast this spell in the same location every day for one year, the effect becomes permanent in that location.
   Material Component: Incense worth at least 25 gp, which the spell consumes.