recursal/Fanatic-Fandom huggingface dataset:
Undermere

**Undermere** is an area and is the primary setting of *Strange Horticulture.*

## Description

> The streets of Undermere are narrow and claustrophobic. In many places the buildings lean out at the upper floors so that neighbours can reach across and shake hands; or more likely, exchange unpleasantries.
>
>

Undermere is the city where the majority of the game takes place. It is the location of the shop, *Strange Horticulture*, where the Player Character collects Plants and learns about the surrounding area.

## Trivia

While Undermere itself does not exist (the actual town is called Windermere), the map is heavily based on the real-world county of Cumbria in northwestern England, on the Scottish border.
Sheepsnap

* Hint Sketch
* Plant Icon

> The Sheepsnap is thought to bring good fortune when prepared correctly.
>
> The green seed pods of the Sheepsnap have a hard outer shell and sound hollow when tapped. To the south they call this plant Bulbs of Bayonne.
>
> - The Strange Book of Plants

**Sheepsnap** is a plant found in *Strange Horticulture*.

### Obtain

This plant can be found at H25 after receiving the Clue Card on day 13.

## Gallery

Entry from *The Strange Book of Plants*.
*Ovium Viridi*

> *"The Sheepsnap is thought to bring good fortune when prepared correctly. The green seed pods of the Sheepsnap have a hard outer shell and sound hollow when tapped. To the south they call this plant Bulbs of Bayonne."*
>
>

This plant is not in the demo - only a book entry makes mention of it.

**Uses**

* None knownSheepsnap's diagram as it appears in the Strange Book of Plants.
Lisle of Neptune

* Hint Sketch
* Plant Icon

> Also called Truthsayer, this plant will force a person to tell the truth when eaten.
>
> The sparsely-petalled pale flowers give off a strong scent.
>
> - The Strange Book of Plants

**Lisle of Neptune** is a plant found in *Strange Horticulture*.

### Obtain

This plant is obtained from Faye Swift when she visits on day 12
Pennybell

* Hint Sketch
* Plant Icon

> The leaves of the Pennybell are chewed by some for their hallucinagenic properties.
>
> However, it is highly addictive and can lead to sickness and death.
>
> - The Strange Book of Plants

**Pennybell** is a plant found in *Strange Horticulture*.

### Obtain

This plant can be found on the map at C14 After receiving the letter delivered by David Chafer on day 13. Note: the Viewing Device must be activated.

## Gallery

Pennybell Left Page.pngEntry from *The Strange Book of Plants*.
Bones of the Earth

**Bones of the Earth** (6th, trans.)

Casting Time: *1 action*        Range/Area: *12 m*

Duration: *Instant*            Attack/Save: *Dex save*

Components: *S, V* Effect: *Force*

You cause up to six pillars of stone to appear from the ground that you can see within range. Each pillar is a cylinder that has a diameter of 1 m and a height of up to 6 m. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 2 m radius. The rubble lasts until cleared.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 force damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Brawn or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

*At higher levels*: When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.
Butterdale

* Hint Sketch
* Plant Icon

> Often found growing in clumps on valleysides, Butterdale has been used for centuries as a cure for all manner of skin rashes.
>
> The dark green leaves can be stewed and mulched to form a poultice. The flowers smell buttery to some people.
>
> - The Strange Book of Plants

**Butterdale** is a plant found in *Strange Horticulture*.

### Usage

* Cure skin rashes
* Potentially used by Isidore Burbidge on Day 2 to help with the skin rashes caused by Gandyroot.
Eyebright

* Hint Sketch
* Plant Icon

> Take care not to touch its brightly coloured thorns. They will do no lasting damage but they contain a small amount of venom that will cause a severe pain for several days after.
>
> A plant that only grows to the south in warmer climates, where they call it Loethe after a long dead king. Known to improve eyesight at night, in even the darkest places.
>
> - The Strange Book of Plants

**Eyebright** is a plant found in *Strange Horticulture*.

### Obtain

Fount at F2 after receiving the map from Eleanor Bramer on day 6.

### Usage

* This plant is requested by Reuben Ward on Day 7 to help him in his nocturnal investigations of the hills.
Gilded Dendra

* Hint Sketch
* Plant Icon

### On Inspection

The dark blue petals are soft and feathery to the touch. My fingers ache from handling this plant.

> Do not drink the sap of this plant. The lips and veins will turn black as the blood succumbs to 'Dendra's Miasma' - a sure and painful way to die.
>
> The poison is so potent that even touching the leaves of the plant can be painful.
>
> - The Strange Book of Plants

**Gilded Dendra** is a plant found in *Strange Horticulture*.

### Obtain

Found at H11 after receiving the Clue Card at the start of day 2.

### Usage

This is requested by Verona Green on Day 6 to run some tests.
The Great Oak

**The Great Oak** is an area in Strange Horticulture.

# Description

> A huge tree stands before me, impossibly tall and wide, bigger than I could ever have imagined any living thing might be, Its upper branches graze the sky
>
>

The Great Oak, (a.k.a. the Watcher) is a hidden location. It is located at N9 but can only be visited after activating the Viewing Device.
Ambrella

* Hint Sketch
* Plant Icon

> A powerful balm against diseases of the heart. It will not be a cure once illness has set in but it can ease pain and prolong life.
>
> Ambrella has long rounded leaves and a flower that smells of strawberries.
>
> - The Strange Book of Plants

**Ambrella** is a plant found in *Strange Horticulture*.

### Usage

* Ease pain
* Treat heart disease
* Prolong life
Norwood

* Hint Sketch
* Plant Icon

> A bite of the crunchy root of this plant has the effect of a cold bucket of water thrown over the face - an unpleasant sensation accompanied by sharp focus.
>
> It is claimed that Norwood releases spores that are invisible to the naked eye, showing up only under 'unnatural light'.
>
> - The Strange Book of Plants

**Norwood** is a plant found in *Strange Horticulture*.

### Obtain

This plant can be obtained at Kendal (I27) after opening the Secret Drawer, Use Copper Caledonian.

### Notes

Using the Viewing Device glowing spores can be seen floating from the ends of the flowers.
Sedbergh

**Sedbergh** is a area in Strange Horticulture.

It can be found on the map at I33

# Description

> Sedbergh is one of the many towns in this vicinity that has made its wealth from the wool trade. Indeed, as I explore its streets, I see a farmer shepherding his flock to the monthly market. I had hoped to find a plant to add to my collection there but there is nothing that catches my eye.
>
>
Bowfell

**Bowfell** is an area in Strange Horticulture.

It can be found on the map at D14.

## Description

> A dense fog obscures my way, I stumble onto the Great Slab, a tilted sheet of rock that seems to slope off into the abyss below. Moss, lichen, and tufts of grass flourish in the cracks but little else.
>
>

Bowfell is the second highest peak on the map, second only to Seafell Pike.

## Notes

* This location is used as a point of reference for the Day 7 clue card.
* This location is used as a point of reference for the Day 11 clue card, the height of 902m is key.
Heat Metal

**Heat Metal** (2nd, trans., conc.)

Casting Time: *1 action*        Range/Area: *12 m*

Duration: *1 minute*            Attack/Save: *None*

Components: *S, V* Effect: *Fire*

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Vitality saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

   *At higher levels:* When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Long Meg

*This article is about Long Meg, the character, for other uses see Long Meg (Disambiguation).*

**Long Meg** is a witch of legend said to have been turned to stone in Strange Horticulture

## Description

> Regarding Long Meg,
>  There is a stone circle to the north of Undermere. According to local legend some hundreds, perhaps even thousands of years ago, a witch known as Long Meg lived nearby with her daughters. They were wild, godless people who practiced evil magic, until one night they went too far and Meg and her daughters were turned to stone.
>  The tall stone that stands apart from the main circle is called Long Meg by the locals
>
> Note from the residents of Calder Abbey
Armor of Life

**Armor of Life** (1st, vis.)

Casting Time: *1 action*        Range/Area: *Self*

Duration: *1 hour*            Attack/Save: *None*

Components: *S, V* Effect: *Healing*

You gain 1d4+4 temporary hit points for the duration.

*At higher levels*: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
Light of Lysander Rebel

***Origin***: Sirendale

Whatever profession or background you may have, you are politically interested in the fate of Sirendale. You find the kingdom to be vulnerable to other kingdom's influences, as shown by both Beornhelm and Armathain, and you want these foreign powers to not exploit Sirendale. Thus, it was natural for you to join an organization that felt the same, Light of Lysander. The Light of Lysander is a political activist group that is not afraid to get dirty by committing criminal acts. They believe that if Sirendale could rally behind a true ruler, instead of being divided between the three unofficial regional nobles, they could cast out both Armathain and Beornhelm from their country. Lysander was the family name of the royal household of Sirendale that perished during the great ransack of Beornhelm, but a branch of it still exists in Oldwood today. The Light of Lysander is not just opposing Armathain where they can in the south, protecting the north from Beornish raids. Still, they are also negotiating with Greenfield and Oldwood to initiate their pact of the Northern Front again and help each other once more. ***Skill Points***: You gain five skill points, assign them in the Arts & Crafts (your choice), Athletics, Deception, Perception, Stealth, and Subterfuge skills in a manner of your choice.

***Equipment***: A tool of your choice, a small knife, a gaming set of your choice, common clothes, and a belt pouch containing 10 gp.

***Background Trait***: Like the Back of My Hand

* ***Familiarity***: You know your way around the cities of Sirendale, indeed, like the back of your hand. You know how to avoid prying eyes, where to run to if you were chased, where to set up headquarters, move materials, and how to move quickly from one side of the city to the other.
* ***Residence***: Your brothers and sisters in arms and those who are loyal to your cause will offer a place to stay, tightly closed lips, support, and aid, as long as it is not hazardous for the civilian or overly hazardous for your colleagues.

***Bond***: No Loose Ends

The Light of Lysander group tries to protect their members, but if you would become a threat to them if you deserted or would become apprehended and interrogated by Armathain.
Isidore Burbidge

Portrait of Isidore Burbidge

Isidore Burbidge is a barrister (English lawyer) of Undermere. He is a rich, short-tempered man who expects people to do his bidding. He also punches dogs.

## In-Game Bio

> *Burbidge is a rich man who inherited a fortune but never experienced the love of his parents. He expects people to do his bidding and is quick to anger.
>
> There are many in Undermere who would be glad to see the back of him but with wealth comes power and few would challenge him to his face.*
>
>

## Interactions

Not every game will have the same interactions because of choices made along the way.

 2

## Achievements

If you murder Burbidge, you earn the achievement "Extreme Consequences."

## Possible Outcomes

Depending on your choices, this character has the following possible outcomes:

* Alive: Currently pursuing legal action against Strange Horticulture.
* Insane: A shadow of his former self. He stays indoors muttering to the walls.
* Deceased: Presumed... murdered.
Weeping Belle

* Hint Sketch
* Plant Icon

> A plant that is believed by many to lead to gold. You'll have about as much luck searching for the end of a rainbow.
>
> The soft frilled leaves can soothe insect bites and stings. It is also known as Goldenlight and sometimes Fool's Hope.
>
> - The Strange Book of Plants

**Weeping Belle** is a plant found in *Strange Horticulture*.

### Obtain

This plant can be found at D27 after receiving the letter from Grayce Enwright on day 8.
Strange Horticulture Wiki

**Welcome to the...**
**STRANGE HORTICULTURE WIKI**
**184 articles • 620 files • 2,254 edits**

**ABOUT THE WIKI**

This wiki is dedicated to cataloguing the plants and mysteries of *Strange Horticulture*, a game developed by Iceberg Interactive!

**WHAT IS STRANGE HORTICULTURE?**

***Strange Horticulture*** is a mystery game developed by Bad Viking and published by Iceberg Interactive. It was released on Steam for Microsoft Windows on January 21, 2022. A free demo of this game for the October 2021 Nextfest was available.

**Description**

*Strange Horticulture is an occult puzzle game in which you play as the proprietor of a local plant store. Find and identify new plants, pet your cat, speak to a coven, or join a cult. Use your collection of powerful plants to influence the story and unravel Undermere’s dark mysteries.*

**READ MORE**

**NAVIGATION**

Getting Started Plants Locations Characters

**HELPFUL LINKS**

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles
Liverstone

* Hint Sketch
* Plant Icon

> Caution is advised when handling this plant due to the strong paralysing agents contained within.
>
> The Liverstone is a mushroom with pointed caps.
>
> - The Strange Book of Plants

**Liverstone** is a plant found in *Strange Horticulture*.

### Obtain

This plant can be found at White Scar Cave (P32) After receiving the letter delivered by David Chafer on day 15.
Create Undead

**Create Undead** (6th, vis.)

Casting Time: *1 minute*        Range/Area: *2 m*

Duration: *Instant*            Attack/Save: *None*

Components: *S, V, SC* Effect: *Control*

Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.)

As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 24 m of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones. Whenever this spell is cast to reassert control over the undead rather than create new ones, the spell does not require Soul Consumption.

*At higher levels*: When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.
Embersoul

* Hint Sketch
* Plant Icon

> Embersoul is thought to have protective properties. It is sometimes given as an offering to various deities in return for sanctuary.
>
> Produces flowers with many petals. Watch out for the leaves, they're razor sharp.
>
> - The Strange Book of Plants

**Embersoul** is a plant found in *Strange Horticulture*.

### Obtain

This plant can be found at K11 after receiving the Clue Card on day 10.

### Usage

* This can potentially be used as an offering at the Shrine of Arduinna on after receiving the map from Bethany Coleman on Day 10.
Etherealness

**Etherealness** (7th, trans.)

Casting Time: *1 action*        Range/Area: *Self*

Duration: *8 hours*            Attack/Save: *None*

Components: *S* Effect: *Buff*

You step into the Ethereal Plane, the invisible plane that overlaps with all Realms. You remain in the Ethereal Plane for the duration or until you use your action to dismiss the spell. During this time, you can Move in any direction. If you move up or down, every m of movement costs an extra meter. You can see and hear the Realm you originated from, but everything there looks gray, and you can't see anything more than 12 m away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the Realm you originated from.

When the spell ends, you immediately return to the Realm you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of m you are moved.

This spell does not affect if you cast it while you are on the Ethereal Plane.

*At higher levels*: When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 2 m of you when you cast the spell.
Divination

**Divination** (4th, div., ritual)

Casting Time: *1 action*        Range/Area: *Self*

Duration: *Instant*            Attack/Save: *None*

Components: *S, V, SC* Effect: *Precognition*

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.
Freezing Sphere

**Freezing Sphere** (6th, evo.)

Casting Time: *1 action*        Range/Area: *60 m (12 m sphere)*

Duration: *Instant*            Attack/Save: *Vit save*

Components: *S, V* Effect: *Cold*

Each creature within a 12-m-radius sphere must make a Vitality saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.

If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 0.2 m over an area 6 m square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Brawn check against your spell save DC to break free.

You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 8 m) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.

*At higher levels*: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Banishment

**Banishment** (4th, abj. conc.)

Casting Time: *1 action*        Range/Area: *12 m*

Duration: *1 minute*            Attack/Save: *Pre/Man*

Components: *V, S* Effect: *Banishment*

You attempt to send one creature that you can see within range to another Realm. The target must succeed on a Pre/Man saving throw or be banished.

If the target is native to the Realm you're in, you banish the target to a harmless pocket realm. While there, the target is incapacitated. The target 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.

If the target is native to a different Realm than the one you're on, the target is banished with a faint popping noise, returning to its home Realm. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

*At higher levels*: You can target one additional creature for each slot level above 4th.
Detect Poison and Disease

**Detect Poison and Disease** (1st, div., conc., ritual)

Casting Time: *1 action*        Range/Area: *Self (12 m radius)*

Duration: *10 minutes*         Attack/Save: *None*

Components: *S, V* Effect: *Utility*

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 12 m of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 20 cm of stone, 2 cm of common metal, a thin sheet of lead, or 1 m of wood or dirt. If any poison or disease can be found in nonmagical food and drink within the radius, you may decide to purify the food and drink as part of this spell.
Farmer's Worry

* Hint Sketch
* Plant Icon

> A spongy mushroom with potent abilities. Only safe to consume in small quantities.
>
> Grants great strength for short periods at the expense of severe fatigue once the effect has worn off.
>
> - The Strange Book of Plants

**Farmer's Worry** is a plant found in *Strange Horticulture*.

### Obtain

This plant can be found on the map at G20 after receiving the note from Thora Dunn on day 13.

### Notes

According to Patterson's Guide To Fatal Fungi and Their Antidotes Farmer's Worry are "Often fatal - an antidote can be made using Royal Gentia".
Lightning Bolt

**Lightning Bolt** (3rd, evo.)

Casting Time: *1 action*        Range/Area: *Self (20 m line)*

Duration: *Instant*            Attack/Save: *Dex save*

Components: *S* Effect: *Lightning*

A stroke of lightning forming a line 20 m long and 1 m wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren't being worn or carried.

*At higher levels*: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Antilife Shell

**Antilife Shell** (5th, abj. conc.)

Casting Time: *1* *action*        Range/Area: *Self (2 m)*

Duration: *1 hour*            Attack/Save: *None*

Components: *V* Effect: *Control*

A barrier extends out from you in a 2-m radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.

The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.

If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Darkness

**Darkness** (2nd, evo., conc.)

Casting Time: *1 action*        Range/Area: *12 m (3 m sphere)*

Duration: *1 minute*            Attack/Save: *None*

Components: *V* Effect: *Control*

Magical darkness fills a 3 m radius sphere for the duration in a point of your choice. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light won't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
Invisibility

**Invisibility** (2nd, ill., conc.)

Casting Time: *1 action*        Range/Area: *Touch*

Duration: *1 hour*            Attack/Save: *None*

Components: *S, V* Effect: *Invisible*

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

*At higher levels*: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Heroism

**Heroism** (1st, ench., conc.)

Casting Time: *1 action*        Range/Area: *Touch*

Duration: *1 minute*            Attack/Save: *None*

Components: *S, V* Effect: *Buff*

Until the spell ends, a willing creature you touch is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

*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.
Flesh to Stone

**Flesh to Stone** (6th, trans., conc.)

Casting Time: *1 action*        Range/Area: *12 m*

Duration: *1 minute*            Attack/Save: *Vit save*

Components: *S, V* Effect: *Petrified*

You attempt to petrify one creature that you can see within range. If the target's body is made of flesh, the creature must make a Vitality saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.

A creature restrained by this spell must make another Vitality saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.
Detect Thoughts

**Detect Thoughts** (2nd, div., conc.)

Casting Time: *1 action*        Range/Area: *Self*

Duration: *1 minute*            Attack/Save: *Comp save*

Components: *S, V* Effect: *Detection*

When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 6 m of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature--what is most on its mind at that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Composure saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 6 m of you. The spell can penetrate barriers, but 20 cm of rock, 2 cm of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.
Lowcloaks' Investigator

***Origin***: Stormholme

You are a member of the Lowcloaks guild as some kind of investigator. You may have been picked up through one of their charity schooling projects as a talented subject, you may have been a promising scion of a respected family who has been a part of the Lowcloaks Guild as long as anyone can remember, or you simply just agreed with the guild's philosophy and joined on your own volition and merit. You rose in the ranks from the lowest of apprentice and assistant to hold some independence in your current position. An investigator of the Lowcloaks can be a tutor, a researcher, an explorer, a spy, an infiltrator, an archivist, etc. ***Skill Points***: You gain five skill points, assign them in the Academics (your choice), Empathy, Investigation, Medicine, Occult, and Persuasion skills in a manner of choice. ***Equipment***: An insignia of your guild and rank, a random trinket from the Random Trinket table, a bottle of black ink, a quill, an almost empty book you are using for notes, a set of common clothes, and a belt pouch containing 15 gp.

***Background Trait***: Guild Membership

As an established and respected member of your guild, you gain certain benefits that your membership provides.

* ***Income***: As long as you practice your craft or trade, you earn a modest lifestyle.
* ***Jurisdiction***: The Lowcloaks guild wields tremendous political power. They may offer you aid if it is worth their time. You might be able to gain access to powerful figures through the guild if you are a member in good standing. Such connections might require payment from the guild, in the form of donations of coins or valuable items to the guild's coffers.
* ***Residence***: Your fellow guild members will provide you with lodging and food if necessary. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. In the cities that the Lowcloaks own there are several guild establishments that you gain full access to.

***Bond***: In The Guild Books

Your name is written in your guild's manifest, along with your hometown, your characteristics, loved ones, exploits, and talents. The guilds of Stormholme’s most crucial demand of you is your loyalty. If they consider this loyalty to be broken, they will punish you. Worst case scenario, you pissed them off somehow and now they are coming for you to silence you.
Gravity Fissure

**Gravity Fissure** (6th, Evo)

Casting Time: *1 action*        Range/Area: *Self (20 m line)*

Duration: *Instant*            Attack/Save: *Vit save*

Components: *S, V* Effect: *Force*

You manifest a ravine of gravitational energy in a line originating from you that is 20 m long and 1 m wide. Each creature in that line must make a Vitality saving throw, taking 7d8 force damage on a failed save, or half as much damage on a successful one.

Each creature within 2 m of the line but not in it must succeed on a Vitality saving throw or take 4d8 force damage and be pulled toward the line until the creature is in its area.

*At Higher Levels*: When you cast this spell using a spell slot of 7th level or higher, the damage in the center increases by 1d8 for each slot level above 6th.
Longstrider

**Longstrider** (1st, trans.)

Casting Time: *1 action*        Range/Area: *Touch*

Duration: *1 hour*            Attack/Save: *None*

Components: *S, V* Effect: *Buff*

You touch a creature. The target's speed increases by 2 m until 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.
Isismia

**Isismia** was the Enneade of grace and austerity, and the creator Enneade of elves. She was slain in the War of Collapse, and her Spheres were absorbed by the World.

While the elves were created in Isismia's image, she herself rarely appeared in the shape of an elf. Instead, she preferred more abstract manifestations, such as the patterns of a flock of birds in flight or the playfulness of a forest stream.

Gera, **Isismia** and Imenta originally banded together and regarded each other as sisters. Gera was regarded as the older sister, and the two younger sisters supported her in the creation of Humans. Because of her involvement, Isismia was able to create Elves human-like enough that the two races could interbreed, giving rise to Half-elves. Imenta, in turn, contributed a minor fey aspect to the elves.

Sadly, the natures of fey and elves were opposed; Imenta's mischievous streak clashes with the solemn wisdom of Isismia. That Imenta's fey would coax the mischievous streak out of the elves at every opportunity would leave many elves with permanent regret of a moment's folly. This eventually drove Isismia to sever her ties with her sisters and join Moqatri, Tot and Neter in the War of Collapse.
Bane

**Bane** (1st, ench., conc.)

Casting Time: *1 action*        Range/Area: *6 m*

Duration: *1 minute*         Attack/Save: *Pre/Man save*

Components: *S, V* Effect: *Debuff*

Up to three creatures of your choice that you can see within range must make Pre/Man saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

*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.
Earth Tremor

**Earth Tremor** (1st, evo.)

Casting Time: *1 action*        Range/Area: *2 m*

Duration: *Instant*            Attack/Save: *Dex save*

Components: *S, V* Effect: *Force*

Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 force damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 1-m-diameter portion requiring at least 1 minute to clear by hand.

*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.
Imenta

**Imenta** is a creator Enneade of Fey creatures. She, Isismia and Gera regarded each other as sisters, and created the realm of Progenitor together. The two younger sisters supported Gera in the creation of humans, and Imenta helped Isismia in the creation of elves. This would suggest that she is the youngest sister.

Imenta's fey creatures would often tempt elves to let go of their self control. This would leave elves traumatized, which in turn caused friction between the two younger sisters. Gera would side with Imenta, and eventually the middle sister found herself in a different faction of the War of Collapse.
Creation

**Creation** (5th, ill.)

Casting Time: *1 minute*        Range/Area: *6 m (1 m square)*

Duration: *Special*            Attack/Save: *None*

Components: *S, V* Effect: *Creation*

With this spell, you can create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 1 m cube, and the object must be of a form and material that you have seen before.

The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.

 Vegetable matter
 Stone or crystal
 Precious metals
 Gems
 Adamantine or mithril

*At higher levels*: When you cast this spell using a spell slot of 6th level or higher, the cube increases by 1 m for each slot level above 5th.
Fire Bolt

**Fire Bolt** (0, evo.)

Casting Time: *1 action*        Range/Area: *24 m*

Duration: *Instant*            Attack/Save: *Ranged*

Components: *S, V* Effect: *Fire*

Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th total level (2d10), 11th total level (3d10), and 17th total level (4d10).
Iron Barricade Defender

***Origin***: Oldwood

You have had enough with how Beornhelm has been allowed to torment northern Oldwood for so long. You are determined to fight back and properly defend northern Oldwood against Beornhelm. You follow Duke Grimcolt, the leader of this initiative, and you support his methods. You are not, however, one of the mere civilians building the new defenses, you are a competent warrior. Maybe you joined Grimcolt's army after he announced his goals, or you were one of his soldiers even before his brother died.

***Skill Points***: You gain six skill points, assign them in the Animal Handling, Athletics, Deception, Medicine, and Perception skills in a manner of your choice.

***Equipment***: A gaming set of your choice, a random trinket from the Random Trinket table or a battle trophy, a set of traveler's clothes, and a belt pouch containing 10 gp.

***Background Trait***: Northerner's Gratitude

Oldwood has historically been chilly and somewhat uncooperative with outsiders, but with Duke Grimcolt they are banding together like never before.

* ***Familiarity***: You have also studied the way of the Beornish and sharing your knowledge with your brothers and sisters in arms. You have gained a unique insight into Beornish tactics and society.
* ***Income***: As long as you remain in service to Duke Grimcolt, you earn a poor lifestyle.
* ***Reputation***: As an Iron Defender you are highly respected amongst the people of the north, and even some folk in the south feel the same about you.
* ***Residence***: You can find bedding, protection, and aid, provided it is non-hazardous for them, in northern Oldwood. Furthermore, you are welcome in any military establishment controlled by the Duke.

***Bond***: Almost a Deserter

You are not in open rebellion against the crown of Oldwood, but under Duke Grimcolt, you have certainly ignored its commands. If you were recognized by the southern authorities loyal to the crown, you would be apprehended and imprisoned. The crown does not execute northern soldiers as of yet, instead, they are quite confused about what to do with them.
Blade Barrier

**Blade Barrier** (6th, evo., conc.)

Casting Time: *1 action*        Range/Area: *18 m*

Duration: *10 minutes*            Attack/Save: *Dex save*

Components: *S, V* Effect: *Slashing*

The wall appears within range and lasts for the duration. You can make a straight wall up to 20 m long, 4 m high, and 1 m thick, or a ringed wall up to 12 m in diameter, 4 m high, and 1 m thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.
Gera

*The Animating Goddess of Nature*

***Spheres***: Nature, Animals, Fertility, Plants, Mischief

***Appear As:*** Feminine

***Symbol***: A brown and green oak

***Favorite Damage Types***: Poison and Acid

***Rival***: Gera despises Suhlmis because she encourages and assists creatures in destroying the paradise she gave them.

***Domains***: Animation, Deceit, Nature, Harmony

Gera was the primary creator of animals and instrumental in the creation of humans.

However, as progressive she was when she pushed life’s creation, she is as traditionalistic when it comes to development. Gera abhors industry and complex technology, such as agriculture, mining, and hydropower. She fears that it will eventually lead to destruction and suffering. Instead, she wishes all life would trust their base instincts and live in harmony with nature.

***Realm of Progenitor***

Gera’s Realm has four ecosystems, tropical savanna to desert in the north, temperate fields and forests to the west, tropical rainforest to the east, and boreal forest with mountains and tundra in the south. All four within a gigantic circular continent, with abrupt and unnatural shifts in climate between the ecosystems. Gera forbids complex technology, but this decree is somewhat tempered by the level of intelligence of the Enna. More primitive races are hardly allowed anything whilst more sophisticated races are allowed some tools of the trade. For example, elves, halflings, and half-elves are allowed some smithing and agriculture. Nature on Progenitor is especially savage. The closer you get to the continent’s central parts, the more rampant life’s energies become, turning the landscape more or less alive.

***Playable Enna***: Dragonborn, genasi, goliath, halfling, half-elf, half-orc, wood elf

***Other Enna***: Many different beasts, animals, and monstrosities, all located in their home ecosystem. Examples include; centaurs, dragons, sea-monsters, venomous snakes and insects, giants, orcs.

*Tenets*

* Trust your instincts
* Find peace with nature around and nature within
* Be satisfied with what you have, or forever chase your joy.
Barkskin

**Barkskin** (2nd, trans.)

Casting Time: *1* action        Range/Area: *Touch*

Duration: *1 hour*            Attack/Save: *None*

Components: *S, V* Effect: *Buff*

You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
Cure Wounds

**Cure Wounds** (1st, vis.)

Casting Time: *1 action*        Range/Area: *Touch*

Duration: *Instant*            Attack/Save: *None*

Components: *S, V* Effect: *Healing*

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell does not affect constructs.

*At higher levels*: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Detect Soul Aspect

**Detect Soul Aspect** (1st, div., conc.)

Casting Time: *1 action*        Range/Area: *Self (12 m radius)*

Duration: *10 minutes*            Attack/Save: *None*

Components: *S, V* Effect: *Detection*

For the duration, you know if there are certain Soul aspects, aberration, celestial, elemental, fey, fiend, or undead within 12 m of you, as well as where the creature is located. Similarly, you know if there is a place or object within 12 m of you that has been magically attuned to celestials or attuned to fiends.

The spell can penetrate most barriers, but it is blocked by 2 cm of stone, 2 cm of common metal, a thin sheet of lead, or 1 m of wood or dirt.
Clone

**Clone** (8th, vis.)

Casting Time: *1 hour*            Range/Area: *Touch*

Duration: *Instant*            Attack/Save: *None*

Components: *S, V, SC* Effect: *Utility*

This spell grows an inert duplicate of a living, Medium creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. At any time after the clone matures, if the original creature dies, its Soul transfers to the clone, provided that the Soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and cannot thereafter be restored to life, since the creature's Soul is elsewhere.
Dream

**Dream** (5th, ill.)

Casting Time: *1 minute*        Range/Area: *Self*

Duration: *8 hours*            Attack/Save: *Res save*

Components: *S, V* Effect: *Communication*

Choose a creature known to you as the target of this spell. The target must be within the same Realm as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enter a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.

If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words, and then the target must make a Resolve saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.