recursal/Fanatic-Fandom huggingface dataset:
Beacon of Hope

Level: 3

Casting Time: 1 action

Range: 30 feet

Duration: Concentration, up to 1 minute

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

**Source:** *PHB*, page 217. Available in the SRD.
Содружество Государств

**Содружество Государств** (**СГ**, **Совюж**) — союзная организация ВКСН и Южнославии, созданная для поддержания и укрепления международного мира и безопасности среди стран-участников организации, а также развития сотрудничества между государствами.

Штаб-квартира — Федра, Республика Южнославия.

## История

Содружество Государств было основано 22 июля 1931 года на основании подписанного между главами Нордландермандии и Южнославии договора о сотрудничестве. Содружество стало вторым альянсом, созданным на планете. Изначально преследовала более масштабные мировые цели.

Однако, после санкций Южнославии против Хайматландии, та вместе с Норксвендией вышла из Содружества Государств. После этого, лидеры ВКСН и Южнославии подписали новый договор о сотрудничестве. С этого момента Содружество Государств — организация с поэтапно организуемым единым экономическим, военным, таможенным, валютным, юридическим, гуманитарным и культурным пространством.

## Участники

* Республика Южнославия;
* Возрожденная коалиция советских народов.
Enlarge/Reduce

Level: 2

Casting Time: 1 action

Range: 30 feet

Duration: Concentration, up to 1 minute

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

**Enlarge.** The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.

**Reduce.** The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category--from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

**Source:** *PHB*, page 237. Available in the SRD.
Day of Silence

The first of Void marks the beginning of a year in the Broken Earth. It is a quiet and diminished time, where animals go into hiding, birds don't sing, and the world is barren. The leaves stop rustling, fruit stops growing, and everything pauses for the duration of the week. This represents the nothingness that was held in our place until the gods created our planet.

The races of the Broken Earth all fall silent on the first of Void. It is by choice and not force, but to raise your voice over any trivial matter would be read as a great offense to the gods. Many cultures extend this silence throughout the entire week, while others rely a little less heavily on the symbolism in their daily lives.
Betrayal of Nature

The Betrayal of Nature was a grueling event for both the people of the Broken Earth, and the gods themselves. The orcs of Du-Kah had started to divide themselves into two classes: orc and soft orc. This distinction laid within a single opinion: whether or not the orc supported agriculture.

A true orc would not believe in agriculture as a practice, considering it taking advantage of the earth. They believed that any person dependent on the security of a stable, personally owned food source was a big indicator of a weak and fearful persona. Soft orcs on the other hand, saw this security as a way to provide for themselves and their loved ones, with a much lower risk of imminent death.

This debate extended past the orcs. Deities discussed the outcome of agriculture, what it would lead to. The gods Elodius and Kippet were the most affected by this. Their celestial relationship was heavily damaged due to their differing opinions. Elodius encouraged the pursuit of life, whereas Kippet saw it as a direct insult to the nature of life that they had created.

For their weak character, the soft orcs were heavily ostracized in their communities. Eventually, the soft orcs were at risk of two unfortunate endings: a violent death, or inhumane imprisonment. Most chose to run. Kippet, agreeing with the orcs, wanted to prevent them from getting away, as well as prove to Elodius that this was not a topic he would be willing to budge on. The perfect solution for him was to push their lands away from each other.

A massive earthquake wracked through the land, and Du-Kah was split from Leushlan. Because of the connections Du-Kah had to the rest of the land, the gods occupying those lands had a decision to make. If they did not want their land to be split for them, they would have to choose where to break it themselves. Kaliepys sided with Elodius, defending the pursuit of life. Philopie chose to stay out of the argument entirely, since her lands did not yet have humanoids and their struggles, leading to a second rip in the land.

Large rivers sprung forth between the continents as they were forcibly ripped from each other. The soft orcs that were trying to escape were either captured or forced to jump in the river and pray that they would make it through. Those that were captured by the orcs and confined to tiny cave prisons eventually came to be known as goblins.
Danse Macabre

Level: 5

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 hour

Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.

You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.

The creatures are under your control until the spell ends, after which they become inanimate once more.

***At Higher Levels.***

When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.

**Source:** *XGE*, page 153
Feather Fall

Level: 1

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls

Range: 60 feet

Duration: 1 minute

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

**Source:** *PHB*, page 239. Available in the SRD.
Dark Star (Spell)

Level: 8

Casting Time: 1 action

Range: 150 feet

Duration: Concentration, up to 1 minute

This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force.

For the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.

**Source:** *EGW*, page 186
Hold Monster

Level: 5

Casting Time: 1 action

Range: 90 feet

Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

**Source:** *PHB*, page 251. Available in the SRD.
Faithful Hound

Level: 4

Casting Time: 1 action

Range: 30 feet

Duration: 8 hours

You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.

The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.

At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.

**Source:** *PHB*, page 260. Available in the SRD.
Flaming Sphere

Level: 2

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

**Source:** *PHB*, page 242. Available in the SRD.
Alarm

Level: 1

Casting Time: 1 minute

Range: 30 feet

Duration: 8 hours

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

**Source:** *PHB*, page 211. Available in the SRD.
Investiture of Flame

Level: 6

Casting Time: 1 action

Range: Self

Duration: Concentration, up to 10 minutes

Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits:

* You are immune to fire damage and have resistance to cold damage.
* Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
* You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.

**Source:** *XGE*, page 159. Also found in *EEPC*, page 19.
Lightning Arrow

Level: 3

Casting Time: 1 bonus action

Range: Self

Duration: Concentration, up to 1 minute

The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.

Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

The piece of ammunition or weapon then returns to its normal form.

***At Higher Levels.***

When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

**Source:** *PHB*, page 255
Dancing Lights

Level: Cantrip

Casting Time: 1 action

Range: 120 feet

Duration: Concentration, up to 1 minute

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10- foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

**Source:** *PHB*, page 230. Available in the SRD.
Find Traps

Level: 2

Casting Time: 1 action

Range: 120 feet

Duration: Instantaneous

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.

**Source:** *PHB*, page 241. Available in the SRD.
Call Lightening

Level: 3

Casting Time: 1 action

Range: 120 feet

Duration: Concentration, up to 10 minutes

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).

When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.

At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Greater Restoration

Level: 5

Casting Time: 1 action

Range: Touch

Duration: Instantaneous

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:

* One effect that charmed or petrified the target
* One curse, including the target's attunement to a cursed magic item
* Any reduction to one of the target's ability scores
* One effect reducing the target's hit point maximum

**Source:** *PHB*, page 246. Available in the SRD.
Blink

Level: 3

Casting Time: 1 action

Range: Self

Duration: 1 minute

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

**Source:** *PHB*, page 219. Available in the SRD.
Dominate Monster

Level: 8

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 hour

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.

**Source:** *PHB*, page 235. Available in the SRD.
Introspection

Introspection most likely isn't the exact date that humanoids were given their final gift from the deities. It is more widely believed that this was the day the humanoids realized that these gifts had been granted at all.

The seventh of Fren is generally a very quietly celebrated holiday. Most people spend the day somewhere important to them; whether that be in their homes or a particular beach or meadow. Many shops will be closed on this day while the populace reflects.

Some do this through meditation, some do this through story telling with their children and elders. This holiday is celebrated universally, but in very different ways by the various communities and cultures of the planet. No matter where you are from, it is a day to look within yourself, assess your life and actions. The impact you want to leave on the world.

Many devote worshipers of Frella take this holiday very seriously and can have many traditions surrounding reflection. The communities of the Frellan Islands come together in large gatherings to discuss their actions throughout the year and intentions for the rest of it. They will call it a day of heavy worship, but Frellan worship does look quite different from the standard prayer.
Contact Other Plane

Level: 5

Casting Time: 1 minute

Range: Self

Duration: 1 minute

You mentally contact a demigod, the spirit of a long- dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A *greater restoration* spell cast on you ends this effect.

On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer.

**Source:** *PHB*, page 226. Available in the SRD.
Crown of Stars

Level: 7

Casting Time: 1 action

Range: Self

Duration: 1 hour

Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.

If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.

***At Higher Levels.***

When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.

**Source:** *XGE*, page 152
Gate

Level: 9

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you.

**Source:** *PHB*, page 244. Available in the SRD.
Healing Word

Level: 1

Casting Time: 1 bonus action

Range: 60 feet

Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

**Source:** *PHB*, page 250. Available in the SRD.
Hunter's Mark

Level: 1

Casting Time: 1 bonus action

Range: 90 feet

Duration: Concentration, up to 1 hour

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

**Source:** *PHB*, page 251. Available in the SRD.
Dominate Beast

Level: 4

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.

**Source:** *PHB*, page 234. Available in the SRD.
Circle of Death

Level: 6

Casting Time: 1 action

Range: 150 feet

Duration: Instantaneous

A sphere of negative energy ripples out in a 60-foot- radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

**Source:** *PHB*, page 221. Available in the SRD.
Awaken

Level: 5

Casting Time: 8 hours

Range: Touch

Duration: Instantaneous

After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

**Source:** *PHB*, page 216. Available in the SRD.
Enemies Abound

Level: 3

Casting Time: 1 action

Range: 120 feet

Duration: Concentration, up to 1 minute

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

**Source:** *XGE*, page 155
Horrid Wilting

Level: 8

Casting Time: 1 action

Range: 150 feet

Duration: Instantaneous

You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.

Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly.

**Source:** *XGE*, page 150. Also found in *EEPC*, page 15.
Guardian of Nature

Level: 4

Casting Time: 1 bonus action

Range: Self

Concentration, up to 1 minute

A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.

***Primal Beast.***

Bestial fur covers your body, your facial features become feral, and you gain the following benefits:

* Your walking speed increases by 10 feet.
* You gain darkvision with a range of 120 feet.
* You make Strength-based attack rolls with advantage.
* Your melee weapon attacks deal an extra 1d6 force damage on a hit.

***Great Tree.***

Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:

* You gain 10 temporary hit points.
* You make Constitution saving throws with advantage.
* You make Dexterity- and Wisdom-based attack rolls with advantage.
* While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.

**Source:** *XGE*, page 157
Holy Proclamation

Hatred and resentment overwhelmed Leushlan and Seilsan. After the assassination of their emperor, Elodia held an even stronger hostility towards the tiefling race. Harsher treatments and tactics were used to ensure their subhuman status in Leushlan. Campaigns began to call for the complete eradication of the race to cleanse the city of 'animal filth.' While not every elf agreed with this, a vocal minority did, and many already believed the tieflings were beyond helping and turned a blind eye to the atrocities.

The new Elodian tactic was obliteration. By this point, so many tieflings had already been ripped from their families or slaughtered. Seilsan's landscape was in ruins due to the constant raids of destruction. The tieflings took the full month of Kaliem in deep prayer, begging their goddess Kaliepys to do something - anything - to give them some peace in the upcoming time.

On the 35th of the month, after many had lost hope, Kaliepys responded. There is no other recorded instance in history where a deity spoke directly to such a wide audience. "Those who would choose to enslave their fellow races are met with disgust in the gods' eyes." she broadcasted above Elodia. "You were all blessed with the right of pleasure, and it is not a mortal's decision to change a god's will. You, for so long, have disregarded the word of your world's creators and this will not be forgotten once you are claimed by death. An intelligent being should know better than to disregard the laws of your Broken Earth. Those that wish to disobey the gods can expect pain and misery for eternity."

No one dared defy the direct words of a deity. The enslaved teiflings were freed, and granted safe passage to their homeland. Raids ceased, and the Elodian economy for the first time in a long time, began to decline as their production decreased. Seilsan's cities and villages began to mend and celebrate their god-mandated freedom. The 35th of Kaliem is an extremely important and heavily celebrated holiday for tieflings all over the Broken Earth.
Day of Forbidden Knowledge

The 26th of Philom is most widely celebrated in Ebbensile, where Philopie has her strongest influence. Certain scholars swear that on this day, they are able to speak directly with the goddess and learn the secrets held by the Broken Earth. There are some hoops to jump through of course to be able to speak with a deity, but they insist the most difficult piece of this is having a question that is worthy of her answer.

Philopie is known to expect high amounts of research and effort from her worshipers before they turn to her for guidance. While not everyone will be able to get an audience with the goddess, most everyone feels an insurgence of curiosity and deeper understanding of the world around them. Many great discoveries have been attributed to inspiration discovered on this holiday.
Beast Sense

Level: 2

Casting Time: 1 action

Range: Touch

Duration: Concentration, up to 1 hour

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.

**Source:** *PHB*, page 217
Hellish Rebuke

Level: 1

Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see

Range: 60 feet

Duration: Instantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

**Source:** *PHB*, page 250. Available in the SRD.
Destructive Wave

Level: 5

Casting Time: 1 action

Range: Self (30-foot radius)

Duration: Instantaneous

You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.

**Source:** *PHB*, page 231
Heal

Level: 6

Casting Time: 1 action

Range: 60 feet

Duration: Instantaneous

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

**Source:** *PHB*, page 250. Available in the SRD.
Arms of Hadar

Level: 1

Casting Time: 1 action

Range: Self (10-foot radius)

Duration: Instantaneous

You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

***At Higher Levels.***

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

**Source:** *PHB*, page 215
Banishing Smite

Level: 5

Casting Time: 1 bonus action

Range: Self

Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

**Source:** *PHB*, page 216
Great Awakening

The first of Philom marks the end of Hibernation. All creatures that will not continue to hibernate for the duration of the winter season will find themselves waking with their energy again after a week of perpetual exhaustion. Many people will already have prepared for the upcoming winter before Hibernation, but some will frantically begin their work with renewed vigor.

Many new projects and interests spike up as people are cooped up indoors more due to the cold, but no longer have a blanket of lethargy over them.
Fast Friends

Level: 3

Casting Time: 1 action

Range: 30 feet

Duration: Concentration, up to 1 hour

When you need to make sure something gets done, you can't rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.

You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.

When the spell ends, the creature knows it was charmed by you.

***At Higher Levels.***

When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

**Source:** *AI*, page 75
Aura of Life

Level: 4

Casting Time: 1 action

Range: Self (10-foot radius)

Duration: Concentration, up to 10 minutes

Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

**Source:** *PHB*, page 216
Divine Word

Level: 7

Casting Time: 1 bonus action

Range: 30 feet

Duration: Instantaneous

You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:

* 50 hit points or fewer: deafened for 1 minute
* 40 hit points or fewer: deafened and blinded for 10 minutes
* 30 hit points or fewer: blinded, deafened, and stunned for 1 hour
* 20 hit points or fewer: killed instantly

Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a *wish* spell.

**Source:** *PHB*, page 234. Available in the SRD.
Day of Structure

The Day of Structure is dedicated to the god Ordus. This holiday is celebrated more often by those with children throughout most of the Broken Earth, as a way to teach them about the laws of the world they live in. People will do lots of little experiments, make creations, or just reflect on cause and effect. This holiday is more heavily focused on in Ordus' primary sphere of influence, Ebbensile, though it is celebrated world-wide.
Dimensional Door

Level: 4

Casting Time: 1 action

Range: 500 feet

Duration: Instantaneous

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

**Source:** *PHB*, page 233. Available in the SRD.
Globe of Invulnerability

Level: 6

Casting Time: 1 action

Range: Self (10-foot radius)

Duration: Concentration, up to 1 minute

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.

Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.

**Source:** *PHB*, page 245. Available in the SRD.
Absorb Elements

Level: 3

Casting Time: 1 hour

Range: Touch

Duration: Until dispelled or triggered

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

***At Higher Levels.***

When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

**Source:** *XGE*, page 150. Also found in *EEPC*, page 15.
Color Spray

Level: 1

Casting Time: 1 action

Range: Self (15-foot radius)

Duration: 1 round

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

**Source:** *PHB*, page 222. Available in the SRD.
Control Flames

Level: Cantrip

Casting Time: 1 action

Range: 60 feet

Duration: Instantaneous or 1 hour (see below)

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

* You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
* You instantaneously extinguish the flames within the cube.
* You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
* You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.

**Source:** *XGE*, page 152. Also found in *EEPC*, page 16.
Gravity Sinkhole

Level: 4

Casting Time: 1 action

Range: 120 feet

Duration: Instantaneous

A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.

***At Higher Levels.***

When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

**Source:** *EGW*, page 187
Conjur Animals

Level: 3

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 hour

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

* One beast of challenge rating 2 or lower
* Two beasts of challenge rating 1 or lower
* Four beasts of challenge rating 1/2 or lower
* Eight beasts of challenge rating 1/4 or lower

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The GM has the creatures' statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.