Obojima: Tales from the Tall Grass
1985 Games

Caption

Warlocks who make a pact with a powerful spirit are able to tap into the magic that flows through the Spirit Realm. These Warlocks are known by the special lanterns they carry—lanterns that burn with the essence of their patron. The illumination of this vessel carries the attributes of the spirit, granting the Warlock an array of abilities.

When spirits enter pacts with people, there is often more to it than generosity. Spirits powerful enough to lend out bits of their magic do so for a variety of reasons. Perhaps the spirit is bound by a bargain or curse. It could be that the spirit needs allies (though they might not readily admit it). Or maybe they simply see something in you that amuses them. The things that motivate spirits are as varied as the spirits themselves—and truly powerful spirits can be inscrutable.

Level 3: Lantern Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Lantern Spells table, you thereafter always have the listed spells prepared.

Lantern Spells

Level 3: Illuminating Aura

The essence of your spirit patron is channeled into a lantern, where it appears as a minor form of itself. You can use your lantern as a Spellcasting Focus for your Warlock spells.

As a Bonus Action, you can activate your lantern, causing it to shed Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This light lasts for 1 minute, until you let go of the lantern, or until you choose to end the effect early (no action required). For the duration, you gain the following benefits:

  • Whenever you see a creature in your lantern’s Bright Light make a saving throw, you can take a Reaction to grant that creature a bonus to the roll equal to your Charisma modifier (minimum of +1).
  • Whenever an enemy within your lantern’s Dim Light fails a saving throw, it takes Radiant damage equal to half your Warlock level (round up).

Once you use this feature, you can’t do so again until you finish a Short or Long Rest.

Level 3: Revealing Light

You can take a Magic action to cause your lantern to illuminate with a vibrant maroon light, which sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. Invisible creatures and objects are visible while they are in the lantern’s Bright Light. The lantern sheds light in this way for 1 hour or until you end the effect early as a Bonus Action.

Once you use this feature, you can’t do so again until you finish a Short or Long Rest.

Level 6: Dangerous Tool

Your Illuminating Aura no longer ends if you let go of your lantern. While you aren’t holding your lantern, you can magically take control of it for 1 minute (no action required), using it as if it were a Spiritual Weapon (cast as a level 2 spell), without requiring your Concentration. Your lantern continues to act as your Spellcasting Focus while using this feature, even though you are no longer holding it.

The level at which Spiritual Weapon is considered to be cast increases when you reach Warlock levels 10 (level 3 spell) and 14 (level 4 spell).

Once you take control of your lantern in this way, you can’t do so again until you finish a Long Rest, unless you expend a Pact Magic spell slot to take control of it again.

Level 6: Oracle Illumination

You can take a Magic action to connect your mind to a light source (such as a candle or torch) that you can see or are familiar with. The light source functions like the sensor created by the Clairvoyance spell, granting you the same benefits. You can use the light source in this way for 10 minutes or until you use this feature again.

Once you use this feature on a light source, you can’t use it on the same light source again until you finish a Long Rest.

Level 10: Brilliant Illumination

While your lantern’s Illuminating Aura is active, you can take a Magic action to cause the light to flare with an overwhelmingly brilliant flash. Each creature other than you illuminated by either your lantern’s Bright Light or Dim Light (your choice) must make a Constitution saving throw against your Warlock spell save DC. On a failed save, a creature takes Radiant damage equal to 2d8 plus your Warlock level and has the Blinded condition until the end of your next turn. On a successful save, the creature takes half as much damage only.

Once you use this feature, you can’t do so again until you finish a Short or Long Rest.

Level 14: Brighter Still

You gain the ability to activate your lantern’s Illuminating Aura at will. Features such as Dangerous Tool and Brilliant Illumination that work in conjunction with Illuminating Aura are still limited to the number of uses described in their respective features.

Additionally, while holding your lantern, you can take a Magic action to cause it to illuminate with a pale blue light. Doing so reveals a glowing arcane path to a location you’re familiar with, as if you cast the Find the Path spell.

Once you use your lantern in this way, you can’t do so again until you finish a Long Rest.