Obojima: Tales from the Tall Grass takesDungeons & Dragonsand turns it into a more cozy and laid-back experience. Gone are the moments of stress and fear regarding what will happen next, replaced by the easy flow of a small town, a distant and chill island, and mini quests to help your neighbor or the spirit in the spirit realm.
This sourcebook not only comes with several new subclasses and magic items, but it has about 50 new spells added to fifth edition. So, out of so many spells, which are truly the most exciting and innovative? Well, we’ve ranked them to find the best spells available in Obojima.

1st-level
School
Conjuration
A spell that can be super effective, Bubble Lift, seems simple until you realize the implications the spell can have when used creatively. Bubble Lift allows you to place a bubble around any solid, liquid, or granular object that weighs 500 pounds or less, making it float four feet off the ground. The cool part is, despite what you have inside, the bubble itself only weighs ten pounds.
You can push the bubble as an action, and no matter what, it always weighs ten pounds and floats four feet off the ground.This includes creatures, items, whatever you need that might be just too heavy to move, pop a Bubble Lift spell, and you’re free to go. Increasing the spell level increases the amount of weight the bubble can hold. If you’ve ever been stuck, unable to move something, Bubble Lift is your new best friend.

2nd-level
Divination
For up to ten minutes, you and a willing creature you’re familiar with within a one-mile radius are connected. That creature is then able to see through your vision for the spell’s duration. Anyone looking through your eyes also gains any benefits and special senses you have with your own vision. As a bonus action, the creature can switch between your vision and its own at will.
This is especially useful for roleplaying situations, with such a great range that’ll ensure you can allow your party members to see whatever you can when necessary. Looking to sneak up on an enemy, alert your party to an escalating situation, or allow your friends to eavesdrop on a situation they’d otherwise be unaware of without metagaming, you can see the potential of Shared Vision. You can add more people as you use higher-level spell slots.

Transmutation
This spell is effective in combat, but useful outside of it, and is also just plain cool. If you’ve ever been in a situation where you need to move yourself in combat (or even outside of combat) but you also need to move your friends, At Your Side is the exact spell you’ve been looking for. At Your Side allows you and three other willing creatures of your choice to be connected by a magical bond that pulls you forward when you move toward one another.
Everyone involved gets their speed increased by five feet for the one-hour duration. When one person affected by the spell ends their action, the others connected by the spell can use their reaction to move up to half their speed toward anyone else affected by the spell. Giving your allies additional movement and allowing you all to make your way to one another can be critical in combat, but also exceptionally useful in roleplaying situations as well. Protect one another and keep up with the group for the hour with this simple spell.

4th-level
Evocation
Ok, this one is here because it’s just cool. Storm Stallion, when cast, allows you to summon an elemental stallion that charges into battle for you. This stallion rushes in a 60-foot line in a direction of your choosing and deals 6d8 bludgeoning damage to any creature caught in its path that fails a saving throw.
What’s really cool, though, is when summoned, the stallion can pick up a medium or small creature in the summoning area with a Dexterity check (they can choose to fail to hop on) and be taken along the 60-foot ride. This gives a great opportunity to move up to 60 feet in any direction you choose, knocking over enemies and getting free movement out of it. What’s cooler than riding an elemental stallion across the battlefield?

6th-level
Abjuration
Combat just got a lot easier with this spell.Crustacean Form creates a large, ethereal crab form around your body. This form does a few things. First, you gain an ethereal shell with a damage threshold of 15 hit points, making you immune to all damage unless it does equal to or more than the threshold. Any damage that doesn’t hit this threshold is considered superficial and doesn’t count against you.
On top of this, you’ll have your Armor Class raised to 20 for the duration of the spell, gain a swimming speed, blindsight, and you can use your bonus action to make a claw attack as a melee weapon attack. This one spell gives you so much that it’s no wonder it’s a higher-level cast. Crustacean Form can easily become a favorite spell when used effectively. It truly helps out the squishier classes it’s available for.

5th-level
This spell is great for traversal, and it’s done in such a unique way. You create a magical link between a body of water within ten feet of you and another that’s within 500 miles, as long as they’re on the same plane of existence. This link allows you to step into the targeted body of water, and using five feet of movement, step out into the other body of water.

While there are rules of being able to fully submerge yourself, among other things, you’re able to literally travel up to 500 miles using just five feet of movement, traversing two bodies of water. This isn’t just for you either; any creature can use five feet of movement to move through the bodies of water. Get your entire group across a huge area with just a short amount of movement speed.
You will need to have seen or touched the body of water at least once before.

2Swallow Magic
There aren’t always useful reactions on hand for players, but Swallow Magic provides a great opportunity where you’ll benefit from using your reaction. When you’re targeted for a spell effect and it fails, you may use your reaction to eat the magical threads left behind by the spell. This translates into a few options. You can either:
You’ll be able to choose the most useful, but it’s always great when a spell gives back. While the reaction does require a trigger of the enemy, it’s well worth doing for the benefits you can get out of it while also laughing at the enemy that just missed you.

This spell allows you to potentially travel anywhere across Obojima with only an hour’s worth of travel timeon a train. The spell gives you the ability to inscribe a train stop location on a ticket, and a magical train will whisk you and up to eight willing creatures to that location, and as mentioned, it will only take an hour, no matter the distance to the next train stop.
Simply enter the location of a permanent train stop, and no matter where you are, you’ll be taken there. A sign and bench appear out of nowhere, making a train stop at any location you’re in. You can also use this time to sneak in a short rest, regaining an extra 1d10 hit points.