recursal/Fanatic-Fandom huggingface dataset:
Dominique Le Blank

Dominique is a the Archfiend Lord of Spacial Magic

## Appearance

She is a silver-haired girl on the verge of becoming a woman. Her heterochromatic eyes glisten in deep crimson and light sky blue. This, among her many strikingly beautiful features, is the most prominent one.

As a adventurer Dominique wears simple leather armor and has a holster for her grimoire on the side of her leg. She has a sword acrost her back and a bag of holding at her belt.

As a Archfiend Lord Dominique wears a black dress with a fer lining and keeps her grimoire in a cloke she wears over it. She has the same bag of holding on her wast but her belt also has little trinkets from her adventuring party.

## Biography

Before becoming an Archfiend Lord Dominique was a quiet and shy girl being scared of anyone she dident know or trust becuse of her experiences in Sutton. However with the death of her party she became more out going her, more aggressive and quicker to fire a spell before talking

## History

Dominique is from a small tribe of Esen that live in the north pole. At the age of 45 he was kidnapped by a group of pirates named The Blind Seas. They took her back to the port of Sutton and she was forced into prostitution. She spent 5 years being used in brothels being traded from house to house. In that time she used to often sneak out and practice useing magic that some of the adventures that she had been used by spoke of during there activates.

Eventually a client chose her who was into some things that she was not. She wished and wished and wished for a way out and eventually the gods smiled apon her they granted her the Spatial Travel unique skill. She teleported away into the plains and was found covered in blood by a group of adventures. They took her in and took her to one of there hometown a sorcerer vallage where she was a chosen by a Spacial Magic grimoire. So the group torght her how to live as an adventure. They torght her how to use her magic and helped her become a powerfull Sorcerer. Then her party decided to venture into the Orcus Labyrinth. They reached the 15th floor however they got over run and her party was brutally killed in front of her. She used spatial travel to run but that experience left her scared but also gave her a concluding skill and the archfiend lord seed.

She then invaded a small town in Ocall named Esera and took control of it and the surrounding area with that area becoming her domain. She lives in this domain growing her forces in gaining subordinates

## Relationships

### Sukinā Kimera

A demon from the Nine Hells Sukina is allways ready to help Dominique with what ever she needs. He would even die for her if they is what would be best for Dominique

## Character Information

As a Archfiend lord she has many exstroudanry powers. Her spacial magic has evolved her she now uses a Archfiend grimare

### Special moves/spells

#### Spacial Crushing Domination

A god rank arcane magic spell combind with Archfiend Lord magic

This spell allows Dominique to crush up to 50 targets on to there knees and deal force damage to them
Drow

## Features

* Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Min 350. Max HP 120
* Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
* Speed. Base is 30 feet
* Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
* Superior Darkvision. Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Keen Senses. You have proficiency in the Perception skill.
* Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
* Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
* If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
* Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
* Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
* Drow Magic. You know the dancing lights spell.
Curse of Breath

Curse of Breath is a Curse Beginner Dark spell

## Effect

Enchant a weapon with this curse, or choose a creature with a 'Cursed Mark'; the creature must make a con save, otherwise, whenever they start their turn within 5 feet of the caster, they take 4 sets of damage. Creatures hit by the enchanted weapon contract this curse.

At higher ranks: the curse remains for a minute longer per rank up to teacher. At teacher up to god, the length increases by an hour, although concentration becomes 3 when upholding 2 curses or more.

## Table

At higher ranks: the curse remains for a minute longer per rank up to teacher. At teacher up to god, the length increases by an hour, although concentration becomes 3 when upholding 2 curses or more.
Curse of Sunlight

Curse of Sunlight is a Curse Graduate Dark spell

## Effect

Enchant a weapon with this curse, or choose a creature that has an 'Advanced Cursed Mark'; the creature becomes severely weakened during day time unless they succeed a con save. They have -3 to all rolls, and disadvantage on attack rolls against creatures friendly to the caster. Creatures hit by the enchanted weapon contract this curse.

At higher ranks: The negative increases by 1 per 2 ranks. The curse remains for a minute longer per rank up to teacher. At teacher up to god, the length increases by an hour, although concentration becomes 3 when upholding 2 curses or more.

## Table

At higher ranks: The negative increases by 1 per 2 ranks. The curse remains for a minute longer per rank up to teacher. At teacher up to god, the length increases by an hour, although concentration becomes 3 when upholding 2 curses or more.
Ayen Daedi

Ayen Daedi is the farther of Sana Daedi and Luna Daedi

### Family

Sana Daedi - Child, Luna Daedi - Child, Chalia Daedi - Wife, Moigrana Daedi - Child, Kivessin Daedi - Child

## Description

He is very meek, although very muscular, strong, fast and intelligent. He has gentle blue eyes, brown hair and fair skin, standing at around 6”4, which is very tall for an elf.

## Biography

He is completely subservient to his wife, Chalia, and worships her as if she was a goddess, listening to her every command. He loved Luna and Sana very much, but his wife despised Luna, and had high expectations of Sana. Although he loved his children, he was forced to treat them badly; he tried to help them secretly, but could never do much as he was expected to satiate Chalia’s every need, especially due to her superiority complex as a High Elf.

## History

Once the head commander for the Royal Elven Knights, until he got heavily injured, and married Chalia. While he served Chalia's every want and need he conducted research into ways to help his daughter Luna gain magic. To this end he did researched into Devine races, Fay and other plains
Curse of Mana Rejection

Curse of Mana Rejection is a Curse Graduate Dark spell

## Effect

Enchant a weapon with this curse, or choose a creature that has an 'Advanced Cursed Mark'; the create must succeed an int save, or their mana costs are doubled, and the success DC is increased by 5. At higher levels: the DC is increased by one per rank. The curse remains for a minute longer per rank up to teacher. At teacher up to god, the length increases by an hour, although concentration becomes 3 when upholding 2 curses or more.
Deamon skills

Daemon skills are an interesting thing they are a direct assault on the devine skills, they are skills that exist once the defeat of a tower is completed, once a tower is beat the skills permeate the realms and as such can be used as a universal clock to estimated time as generally key towers are defeated once every 50 years or so, leaving a scar in the worlds. The 72 deamon skills are unlocked in pairs and as such 2 are formed per 1 key tower, the daemon skills are formed at the defeated of minor towers 1 per tower and Deamon king skills are formed in conjunction to deamon skills and are formed at the DESTRUCTION of vital towers.
Alinorim Ekonn

Alimorim is a member of the Royal Councle of the Kruven empire and a highly powerful wizard

## Description

Alinorim is a human mage who wears a pail blue and lined white wizard robe. They also wear Boots of Blue Dragon Skin and carrys a Wand of Fireballs. She comes in at 5 feet tall and weights 12 stone. They also wear there hair as a braded bun straight behind there head

As a child Alinorim had bowl cut hair and wore fine noble blue robes.

As a teen leaning to be a wizard Alinorim wore a Rob of Invisibility.

## Biography

Alinorim has stated that they made Bags of Holding as a child to pass the time on weekends when they where a teen, and as such is very familiar with what the magical items are and are not capable of.

Alinorim is a lawfull human however they have been known to go on to trips to The Dead Lands to carry out more dubious spells

## History

Alinorim keeps there past mostly secrate however it is known that they killed a blue dragon at some point in the past

## Relationships

### Thitach the 3rd

Thitach and Alinorim dont allways see eye to eye however they have been known to work extremely well together when they do

## Character Information

Alinorim as a highly powerfull Arcane Wizard has a number of spells that she has created her self as well as others created by other mages she has mastered

### Notable Items

* Alinorim's Spellbooks
* Wand of Fireballs
* Boots of Blue Dragon Skin

#### Bag of holding

* Carpet of Flying
* Staff of Power
* Mirror of Infinite Transpondence

### Wizard Spells

* Alinorim's everlasting
* Alinorim's Coldball
* Alinorim's Door
* Alinorim's Teleport

## Trivia

* Alinorim is baced of the Critical Role NPC, Allura Vysoren
	+ Her nick name Ali also forms from Allura's nickname Allie
	+ Her makeing Bag of Holdings as a teen also comes from Allura
Aeormaton

## Appearance

Aeormatons from the time of Aeor's fall are humanoid in shape. Their bodies are made of metal, and they have smooth heads with no nose, a defined jaw, and eyes that glow a dull blue when they're powered on. Some have decorative etchings and filigree engraved into their body. Inside their chest cavity is a red crystal which plugs into a socket. The gem appears to be the central power unit for an aeormaton.

## Features

* Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
* Age. A typical Automaton is between two and thirty years old. The maximum lifespan of the Automaton remains a mystery; so far, Automaton have shown no signs of deterioration due to age. You are immune to magical aging effects. Mini 400. max HP 100
* Alignment. Most Automaton take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality – or lack thereof – of the beings with which they served.
* Size. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier.
	+ Size modifier = 2d6
	+ Height = 5 feet + 10 inches + your size modifier in inches
	+ Weight in pounds = 270 + (4 x your size modifier)
* Speed. Your base walking speed is 30 feet.
* Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
	+ You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
	+ You don’t need to eat, drink, or breathe.
	+ You are immune to disease.
	+ You don't need to sleep, and magic can't put you to sleep.
* Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
* Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor.
	+ You gain a +1 bonus to Armor Class.
	+ To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
	+ While you live, your armor can't be removed from your body against your will.
* Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.
* Languages. You can speak, read, and write Common and one other language of your choice.
Crownsgard

The **Crownsguard** is the primary law enforcement arm of the Kruven Empire. As a hired and trained gendarmerie, they are sent throughout each major city in order to keep the peace, while also acting as a national secret police that observes and eliminates any opponents to current rulers reign. Tensions frequently brew among the common folk due to the chafing watch of the Crownsguard.

The standard uniform and equipment of the Crownsguard consists of vermilion or maroon robes, bronze scale mail breast and arm plates, a shield, greaves, a helmet, a crossbow, and a basic longsword.

## Organization

Theses are the following ranks and oraganizations in the crownsgard in order of there rank

### Lawmasters

Lawmasters are magistrates that act as the local leadership for each Kruven town and city. Acting as both mayor and judge, they speak with the authority of the current ruler and each one is appointed directly from the capital. It is customary to bow to the lawmaster.

### 3 Heros

The 3 Heros rank is held by 9 people, 3 of witch are referred to as the Great Heros and 6 witch are called the Servant Hero's. Each Great Hero has 2 Servant Hero's who fight along side them.

### **Richter**

The position of Richter serves a function similar to that of an associate judge to the lawmaster. Whereas the lawmaster rules on high profile judgments, a richter would see most lower cases first, and gauge whether they were important enough to be decided by the lawmaster. The most senior richter in a town or city is known as the "high richter", and commands more prestige than the other richters in the area.

### Captain

Captain are the leaders of the Foot Soliders and while hold more authoraty than a Foot Solider are treated the same
Curse Creature: Lion

Curse Creature: Lion is a Curse Teacher Dark spell

## Effect

Using 5 deceased creatures that have been afflicted by a curse or is branded with a Curse Mark; you create a Curse Creature: Lion from their flesh, that you have full control over. It only disappers after it dies or the duration of the spell ends, in which the bodies are returned to their previous forms.
Abyssal Tear

Abyssal Tear is a Abyssal Fire God spell

## Effect

Point and channel your arcane knowledge to rip a gaping tear in reality, pulling open a gate to Hell. Each creature in a 60-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes fire damage on a failed save, or half as much damage on a successful one.

Upon casting roll a d20. If you roll a natural 1 a pit fiend spawns in a free space in the 20-foot-radius.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

## Table

Upon casting roll a d20. If you roll a natural 1 a pit fiend spawns in a free space in the 20-foot-radius.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
Favored Enemy

*Favored Enemy* is a *1st* level Ability on the *Ranger* Ability Tree

## Effect

You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Investigation (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Miscellaneous Magic

The magic on this page is not devine nor arcane magic. It fits now where however its all combined here

## Naming magic

A powerfull creature can give another a name that will give them a boost in power, sometime creating a concluding skill or strengthening arcane magic damage. However some monsters can have heritage names, given from theses blood lines or myth names, given from myths and legions about them.

## Combat Aura

This Aura is something all powerfull inderviules give off. It can be manipulated but it normal comes out in 3 forms

* Powerfull but uncontrolled
* Great power but only a small amount of control
* A massive powerfull aura

## Incarnation

Incarnation is the manifestation of someones will power eather unconsciously or purposefully. It can be used in manny ways but its an outside of game power so DM's have complete control over how it manifests. Some examples may be

* Going beyond 0 HP
* Going faster than a body could handle

Incarnation can also act like inspiration so if a player does a cool rp speech a wave of incarnation could burst out throwing back opponents or heal them self and there allies

## Evolution

Creatures can evolve as they slowly become more powerfull. They can follow multiple evolution lines however they all end up back in the same place

As you level up you slowly work down the tree. If you choose a column when there are multiple options you must them follow that column down till you are unable too

## Ritual Cating

Any spell that takes longer than an hour to cast can be cast as a ritual spell. Casting a spell this way costs the lowest mana cost for that level but takes an extra hour
Hell Flame Binding Chains Magic Formation

Hell Flame Binding Chains Magic Formation is a hell Fire teacher spell

## Effect

You Summon binding chains that can be used as a improvised weapon. When you hit a creature that is your size or lower with the chains you can roll a contested Dex check. If you win the chains are placed on the target. With the chains on thay are restrained
Condutor

When someone looses someone close to them emotions can flow throw there body. Anger sadness rage. Theses things are made even worse when they dont get to make a propure goodbye to them. Useing music to conncect them this class allows the 2 people in question to have some more time

## Prerequisites

* Have a very close family member or friend
* Have at least 5 devine skills or spells

## **Features**

### Musicart

This is the main part of this class. You can summon your close family member or friend for Class level X 1d6 rounds

They can use the spells gained throw this class. While you musicart is summoned you loose an arm of you choice. You can no longer use 2 handed weapions while in this state and only have 2 actions. The musicart has 2 actions. It is not knowed were the Musicart is before they are summoned but they still have a mental link with there Condutor

#### Musicart block

 Mana
 Devine Spells
 Arcane Spells
 Reaction

Actions

 Un armored attack

### Musicart spells

The spells from the Condutor spell list are usable by the musicart but not the Condutor. The spells are chosen from the mage spell list

### Musicart Weapion

At second level your musicart gains a special weapion that has 2 modes. Melee and ranged. The melee is chosen from any bladed martial weapion and the ranged from the guns but reskinned as a blaster. The DM makes this weapion

The musicart gains these actions

 Weapion change

### Special moves

As this class levels up you gain access to special moves. Theses moves can be used insted of your musicart 2 actions and each has its own cooldown. They deal mastive amount of damige to the eniyms but also deal 3d10 damige to the condutor. Each of theses moves are linked to a peice of music in the world. The use the move the Condutor must play the song on a instoment of there choice.

#### The ballad of Danny Flint

https://www.youtube.com/watch?v=ZCR8ysSmkB0&list=PL\_SoA9pLddEvUK6p-dZSXicvWMjX5Pu45&index=1&ab\_channel=Varolg%C3%BCnd%C3%BCzz

#### The day they hanged Black Robin

https://www.youtube.com/watch?v=Osj\_ZstZDMY&list=PL\_SoA9pLddEvUK6p-dZSXicvWMjX5Pu45&index=2&ab\_channel=christocakes

#### I see fire

https://www.youtube.com/watch?v=2fngvQS\_PmQ&list=PL\_SoA9pLddEvUK6p-dZSXicvWMjX5Pu45&index=15&ab\_channel=CLSVideos

#### The King of The Highlands

https://www.youtube.com/watch?v=3tzE98pQH08&list=PLpBXKUfiK\_28eNflsFzEq99BhIGuT7cZc&index=1&ab\_channel=AnttiMartikainenMusic

#### The storm

https://www.youtube.com/watch?v=FOz1NOqA\_BA&list=PLpBXKUfiK\_28eNflsFzEq99BhIGuT7cZc&index=3&ab\_channel=STUDIOCASSANO

### Release

At 15th level you and your Musicart have been fighting together for a long time now and now it is time to say good by. Your DM desises where you get to reach level 15 and you can not spend skill points to get there. When this feature kicks in the Musicart will leave your side and leave this world for ever.
Evil eye

Jinx Evil Eye: This skill can be cast on any target within 40 feet and you have a clear line of sight. You gain 10% of the targets HP and mana and they loose that much

Repellent Evil Eye: You can push any target with in 30 feet and in line of sight of you 10 feet back

Annihilating Evil Eye: This skill lets you cast Disintegrate at 8th level

Sealing Evil Eye: Target a creature within 30 feet and within line of sight. You must both make contested con checks. If the target fails you seal the target's Skills for 18 seconds (3 rounds). During this skill being active you must have concentration level 2

Anti-Magic Evil Eye: Target a creature within 30 feet and within line of sight. You must both make contested con checks. If the target fails you seal the target's Skills for 18 seconds (3 rounds). During this skill being active you must have concentration level 2

Warped Evil Eye: Twists space around the target to crush them dealing 8d6

Telescopic Vision: Allows her to see further and through objects, effectively increasing the range of the Evil Eyes. Any range in the evil eye sub-skills is increased by 30 feet for 30 seconds (5 rounds) after casting this skill

You can use each Evil Eye up to the level of this skill times per day, max 6
Boiling bade

Boiling bade is a Water Ice Graduate spell

## Effect

The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon glistens with bubbles and steam, and the attack deals an extra 3rd cold damage to the target and causes them to be surrounded by tumultuous water. Until the spell ends, the target is considered to be inside difficult terrain and cannot speak.

At the start of each of it's turns the target can make a Dexterity saving throw, escaping the water and ending the spells on a success.

## Table

At the start of each of it's turns the target can make a Dexterity saving throw, escaping the water and ending the spells on a success.
Cursed Call

Cursed Call is a Curse Advanced Dark spell

## Effect

Choose a creature with a 'Cursed Mark' in sight; that creature must make a con save, or they are forced to go to you, or the creature makes a noise bringing creatures in a 30ft radius towards it.
At higher ranks: the curse remains for a minute longer per rank up to teacher. At teacher up to god, the length increases by an hour, although concentration becomes 3 when upholding 2 curses or more.

## Table

At higher ranks: the curse remains for a minute longer per rank up to teacher. At teacher up to god, the length increases by an hour, although concentration becomes 3 when upholding 2 curses or more.
D&D beyond

D&D Beyond is a book written by the arcane assemblim and sold for about 3 gp. A new ishue is realsed once a month will minor updates

## Trivia

* Yes this is ment to be a meme about Detofox as the DM haveing to check D&D beyond to see what some items do
* The buffering is ment to be like flipping throw the pages
* https://www.dndbeyond.com/
D1

D1 is a Light Beginner Dice spell.

D1
--

## Effect

You target a door in your sight and you create a key for the door. The key has a 20% chance of working. If it isn't correct, it breaks the lock of the door and cant be used.

*At higher ranks: The chance increased by 10% at each level*

## Table

*At higher ranks: The chance increased by 10% at each level*
Cursed Touch

Cursed Touch is a Curse Beginner Dark spell

## Effect

The user touches a creature and leaves an 'Advanced Cursed Mark'.
At higher ranks: when cast at Advanced, you can instead transform an existing 'Cursed Mark' into an 'Advanced Cursed Mark'.

## Table

At higher ranks: when cast at Advanced, you can instead transform an existing 'Cursed Mark' into an 'Advanced Cursed Mark'.
Dark Anatomy

## Spell

Dark Anatomy is a Dark Teacher Dark spell.

## Effect

In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

## Table

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
Eclipse

### Races

Elf - 22, Human - 1105, Half-elf - 17, Half dog - 161, Half cat - 67, Dwelf - 16, Half fox - 80, Midgard - 3

## Notable places

### North

* Cartmax. A simple weapions shop run by a goblin named Q'p
* Jennifer Brussow's Library
* The Lord's machen

### East

* Fraga's Taven. A taven towned by a stout female dwarf named Fraga
* The Dragon's Emporium. A weapion store run by Pumat Sol

### South

* Palindrome
* The Broken Vial. A potion shop run by 3 kolbolds

## Government

While Dark eclipse are the lords and owners of the town, John Smith is is its leader when they are not there. He olds power over the military and all parts of eclips

## Laws

*Main word document:* https://docs.google.com/document/d/1oPOpOYUoEzroAxvphj7Z1c7C32DM910WXd7O2NMw8ho/edit?usp=sharing
Blue Rose Sword

The Blue Rose Sword is the weapon that the ice god Eugeo uses

## Appearance

This pure blue sword has a rose embedded on the hilt and sharp cross gards like flowers

## Power

When you attack with this weapion you can do an exstra 1d6+2 cold damige

With the Armament Full Control in effect, the sword is capable of covering a 60 foot area in ice when sunk in the ground. Everyone within the area is then entangled in fast growing pinky-thick thorny ice tendrils, which quickly freeze their targets in blocks of ice. All creatures with in the area get a dex save to stop being stuck in the ice. If the wielder then shouts the command "Bloom Blue Rose" an infinite number of large profound blue roses grow and leech the Hp of the victims encased within the ice and turns it into mana, which is released into the area for use. Each turn someone is traped in the ice they take 1d12+2 cold damige and loose 2d6 mana witch the user absorbs half of
Feast of the Moon

The Feast of the Moon, or Moonfest, was an annual festival in the Calendar of Harptos, occurring between the final night of Uktar and the first day of Nightal. It was the last great festival of the calendar year.

The day traditionally marked the onset of winter. It was also a time to celebrate and honor the ancestors and the respected dead. On this day, folk blessed their ancestors' graves and performed the Ritual of Remembrance. People also gathered to tell stories of the deeds of their ancestors and of the gods until deep into the night, until they merged and became legend. This was a time to hear of past heroes, great treasures, and lost cities.
Callen's Diary

*Callen's Diary* is a spiratral sucsesser to *Dave's guide to everything* written by Detofox, Goaty and Hung03. It incudes the following charter options:

* 7 New or Updated Spell Arcatypes
* 30 New Backgrounds
* 90 New items
* 81 New Skills
* 13 New Races
* 62 New Arts
* 60 New Class'
* 30 New Level 20 Classes
* 100 NPCs
* 4 Exspanded Realms
* 15 New or Updated Organisations
* 35 New Misc Magic Skills
Demonic Contract

Demonic Contract is a Dark King Demon spell.

## Effect

The inner darkness within you expands and takes over your mind, corrupting you and molding your mental state. You are covered in black mana and become something looking like a demon.

While this spell is active any damage you do with spells is doubled and your mana is mulapilyed by 3. You have disadvantage on rolling mana roles when you cast a spell. While this spell is active you can only cast Dark Arcane magic

When the spell ends you are rendered unconscious and fall to 0 Hp. You must roll a death saves immediately. If you die with in the next 1 minnet (10 rounds) you can't be revived by any form of arcane magic

## Table

While this spell is active any damage you do with spells is doubled and your mana is mulapilyed by 3. You have disadvantage on rolling mana roles when you cast a spell. While this spell is active you can only cast Dark Arcane magic
When the spell ends you are rendered unconscious and fall to 0 Hp. You must roll a death saves immediately. If you die with in the next 1 minnet (10 rounds) you can't be revived by any form of arcane magic
Gods

The Gods are a race of semi-immortal beings that fill the pantheon of E-moregar and are extremely powerful beings that helped with the creation of the world. During the parting, the gods were split into two groups, The Breakers and The Deities.

## Sub-sections

### 4 Elemental Gods

The 4 Elemental Gods were created by The God of the Gods him self to balance the 4 elements of the world

### The High Deities

The High Deities are the next most powerful group of gods. They are the children of the other gods and have there own domains

## History

### 4 Elemental Gods

* Klein
* Eugeo
* Kirito
* Asuna

### 7 High Deities

* The Raven Queen
* Kord the Stormlord
* Loviatar
* Asmodeus
* Mystryl
* Chautea the Great Mother
* Tyr

### 10 Prime Deities

* Bane
* Yuuki
* Selune
* Amaunator
* Waukeen
* Sune
* Izanami
* Xeva
* Torm
* Malar
Button Grumpledorf

Buttion is a short Dwarf how travels throw time and works for the Space Time Continuum

## Description

Buttion is a short stumpy Dwarf that wears iron plate armor. He carrys a mace however does not use it very mutch as he favour's Ice and Fire arcane magic

## Character Information

As a time traveller buttion has some sort of time traveling abilaty along with his fire and ice magic
Demon King's Longsword

## Appearance

The Demon King's Longsword is a long light-colored sword with a thick black line running through the center of the blade and an arched blade guard that curves downward

## Power

The sword is a powerful melee weapon with a +8 to hit. It also has a second effect called **Storm of White Flames**, which summons a miniature lightning storm within a certain area and activates automatically whenever the sword is used.

Damage. The demon King's Longsword deals 4d6 slashing damage

Storm of white flames. For 3 rounds the swords summons a storm cloud above the user. This storm stikes any one hit by the sword dealing 3d6 lightning damage
Calling Magic/Spirit

## Lesser Spirits

Lesser Spirits are small elemental creatures. They have no intelligence and are purely creatures of instinct. They will follow lines of mana of there own kind and sustain there selves by eating it.

Lesser Spirits have many uses from keeping tea hot to focusing mana

### Greater Spirit

Greater Spirits have a more standard amount of intelligence and are classified by difference races. Greater Spirits

### High Spirit

High Spirits are Greater Spirits that have evolved to the level of a High Spirit by gaining enough power and offten have a given name or at least a heritage one
Book of Virtues

## Spell

Book of Virtues is a Light Beginner Pure spell.

## Effect

The caster can put up to 20 mana into a shield with an equal amount of HP with a AC of 10

The caster summons a sheild of pure light mana. It has 10 AC and 8 hp. The caster may put a exstra 20 mana into the sheild to increse its hp for 1 mana point per hp

## Table

The caster summons a sheild of pure light mana. It has 10 AC and 8 hp. The caster may put a exstra 20 mana into the sheild to increse its hp for 1 mana point per hp
Eldritch Summon (God)

## Spell

Eldritch Summon (God) is an Eldritch God Dark spell.

## Effect

As power surges t hoursough you, a voice echoes within your mind, calling to you; obeying the voice, you create a portal to the Shadowfell, bringing forth a creature of unknown power to assist you in your battles. ou then use the cast roll is see the rank of the creature

20: God

18: Dragon

17: Demon

## Table

20: God
18: Dragon
17: Demon
Curse'd

## The soulless look

Curse'd, a unique race in every sense, they are a very short race not like a Halfling or Goblins, they look sunken and drained like a whole group of people forced to loose a foot of height. There teeth are sharp and pointy like a Deamons and there eyes sunken deep into there skulls. These pale human like race stand between 4-5ft tall and are generally a calm race that has little to no energy. These short dull people have stubs of horns that absorb all light, they only grow upto 6 inches and never any more like they magically stop.
Black Magic

Dark magic, which is also known as the seventh source, is a wicked and heinous form of magic that does not directly connect to any of the 4 Primal Sources. Instead, it draws upon the primal energy within magical creatures to fuel spells.

## Information

Unlike the 4 Primal Sources which each have a specific nature, dark magic is more versatile and has many uses. At its most extreme, even destroying worlds and races. Dark magic spells are normally cast through incantations in which the mage speaks in reverse. It is considered a cheap, fast, and easy way of casting magic and always requires an act of destruction and consumption to accomplish. Due to its unique nature, dark magic can also be used to assimilate existing forms of primal magic.

Dark magic, unlike the 4 Primal Sources, can be easly taught to others. This, however, can be very dangerous if not taught correctly. Inexperience with dark magic could cause great damage to the body, draining the user's energy and giving them terrifying hallucinations and nightmares. Whether a caster is affected by corruption by default, or if moral reasoning factors into its development, is unknown.

## History

During Erra 0 a mage called Claudia started her resurch into dark magic. The first spell that she cast was "
Appraisal

Appraisal is a A rank skill

## Effect

Using this skill you can tell how powerful a person is in there magic ability's, skills, name and elemental magics depending on the skills level.

### Level

1. Name and Species: <Spider Nameless>.
2. CR: <Small lesser taratect CR5 Nameless>.
3. Status quality <Small lesser taratect LV5 Nameless Status: Weak>.
4. HP, Manna quantities
5. Skills, not including unique and ultimate skills, or their levels.

## Table

Level1. Name and Species: <Spider Nameless>.
2. CR: <Small lesser taratect CR5 Nameless>.
3. Status quality <Small lesser taratect LV5 Nameless Status: Weak>.
4. HP, Manna quantities
5. Skills, not including unique and ultimate skills, or their levels.
Diver's Grave

The Diver's Grave is an area of water within the Pirates cove

## Description

At surface level little distinguishes the location beyond the rest of the waters of the area, however the location is known for its rough waters, and unusual frequency of fierce storms. The sea bed of the Diver's Grave slopes downward, gradually forming a valley around 700 feet below the surface of the ocean that is littered with numerous shipwrecks. At the center of the valley is a cavern set into the stone of a rocky shelf that is covered in dead coral.
Faywild

The **Feywild**, also known as the Fey Realm and the Plane of Faerie, is one of the Planes of Existence in the *E-moregar* universe. It overlaps the Material Plane, and is considered the opposite of the Shadowfell.

## Description

The Feywild doesn't have normal directions. Instead of north or west, there are duskward, seaward, nightward, or tangleward.

A creature that leaves the Feywild must make a DC 10 Wisdom saving throw. Fey creatures automatically succeed on the saving throw, as do any creatures (like elves and half-elves) that have the Fey Ancestry trait. A creature that fails the saving throw remembers nothing from its time spent in the Feywild. On a successful save, the creature’s memories remain intact but are a little hazy. Any spell that can end a curse can restore the creature’s lost memories.

## Geography

There are many regions that exist through the land of the fey, however most of these are signified by Weave Breakdown Zone's. There are 5 primary Cardinal Weave Breakdown Zone's that determine the core areas of the land, although there are smaller WBZ's that signify the smaller, sub-zone area's.

## Society

### Courts

Courts are groups of Fay lead by an Archfay or another powerfull entity. They normaly have some kinda of Domain. The courts are not all on friendly terms and some are acitivly waring.

#### Known Courts:

* The Court of Red
* The Court of Steam
* Breathwild
* Solh Family

#### Court interaction table

 The Court of Steam
 Breathwild

### Domains

A domain with in the Faywild is an area ruled over by an Archfay or another mighty entity or court.

#### Known Domains:

* Breathwild Domain
* Redlands
* Steam

## Refrences

1. ↑ https://criticalrole.fandom.com/wiki/Feywild
Scout

### Invisible

You can become invisible for 1 minnet with concentration level 1 once every short rest.

### Recon

You can see up to 100 feet a head of you like it was 5 for 1 minnets. When you do this roll a DC 10 con save. On a fail take 1 level of exsorstion

### Message

You gain the message spell and its range becomes 2000 feet

### Elusive

Beginning at 15th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
Klyn Onyx

Klyn Onyx is a member of Dark eclipse and a member of the founders of Eclipse

## Description

Standing around 6", Klyn is a muscular half-fox, with white hair, fox ears and tail. He has amber eyes, and his hair is short in length.

## Biography

Klyn comes from a small village in the Wildlands, where his clan lived peacefully with (although wary of) other clans in the area. He grew up hearing stories of heroes, dragons and many other adventures which inspired his dream to one day be an adventurer. This, alongside his discovery of having magic, led to him setting off towards a nearby city and signing up with the adventurers guild.

## Background

*This should be a short, about 2 paragraphs, that details the charters journey up to this point*

## Achievements

*General Achievements the charter has archived*
Ingall

Ingall is a Ice healing Ice king spell

## Effect

You may resurrect someone who died with in the last 6 seconds (1 round) with 10 HP however the caster takes 1d4 slashing damage as the spell requires blood

If you attempt the spell on some who has been dead for longer than 6 seconds they do revive however with there max hp and mana halfed. There stats resurced to 10 and loose an S rank skill, or of the highest rank they have, of the casters choice. These effects are removed after 6 short rests or 2 long rests. However they permanently loose the skill

## Table

If you attempt the spell on some who has been dead for longer than 6 seconds they do revive however with there max hp and mana halfed. There stats resurced to 10 and loose an S rank skill, or of the highest rank they have, of the casters choice. These effects are removed afeeter 6 short rests or 2 long rests. However they permently loose the skill
\*A dimand worth at least 50gp
Dead Mans Wonderland

## Spell

Dead Mans Wonderland is a Dark God Shadow Extraction spell.

## Effect

Abiding by powers you have attempted to control in the past, shadowy beings appear from corpses in the area, as if an army appearing in an instant to overwhelm. The shadows that are born from this only last for 1 hour and have 3 HP. Thay have an unarmed attack of +2 with 2 damage and a walking speed of 15 feet
Hellish Derision

Hellish Derision is a Hell Fire Graduate spell

## Effect

Your mouth is not your own as you launch into a vicious tirade of unrepeatable insults and personal attacks in Infernal, laced with bursts of intense heat on any creatures within a 20-foot cone in a direction you choose. Each of those creatures take fire damage and if they have an Intelligence of at least 3 and can hear you, they must make a Int saving throw. Creatures that fail the save suffer additional psychic damage and are stunned until the end of your next turn. Creatures that succeed on the save take half as much damage and aren’t stunned.
Argentum

## Appearance

The Argentum, the silver lining, the tiny race that shines with happiness, standing around 4ft tall these adorable half pints look almost identical to humans except they have silver eyes and silver tongue. These special people have an ornate ability to cheer on everyone and bring the optimistic ideas at the darkest of times. The Aurum are very similar in this aspect except there eyes are golden, they share many the same features but the Aurum but they often keep even more reclusive then there brethren, you may have met many of Argentum and Aurum on your travels but never knew, there short stature allows cloaks to hide there eyes and masks to make sure there hidden for good. Do not fight these short stacks, you only make the mistake once

## Trivia

1. the rough population of Argentum ( is 1 in 1000 people are Argentum, while Aurum are 1 in 2500.
2. Argentum wear masks to hide there eyes, as there eyes are used in mythical unique magical spells and potions
3. Aurum eyes are used in the creation of key towers.
Mana Zone

## Description

Mana Zone is a skill that allows a mage to manipulate the mana in an area around themselves. Thus, the mage can gather together and utilize more magic than they would be able to normally.

Offensively, this mana can be funneled into spells to increase their size, number, and range. It can also be used to launch attacks in any direction and from any direction within the zone. Spells can be created all-around a target to keep them from escaping or behind a target to catch them by surprise.

## Usage

When casting a spell with mana zone active you can cast it from any point no matter the range of the spell

## Spells

*To see all of the Mana Method Spells see this page: Category: Mana Zone Spells*

## Users

*To see all of the Mana Method Users see this page: Category: Mana Zone Users*

* Sana Daedi
Restraining Magic

(1)Dark Binding - the user creates ropes composed of darkness which wrap around the target, restricting their movements and magic

(2)Flame Rope Solid Binding Formation - the user creates a rope composed of fire which wraps around the target. The spell makes use of fire sources from the surrounding area, so it is commonly used after activating other fire-based spells

(3)Chrono Stasis - With their hands in front of them with the palms facing upward, the user spreads their arms and manifests a sphere around the target. The sphere has a ring around its orbit with Roman numerals on it. The user is able to generate multiple spheres to restrain several targets, for a sphere could only contain a single person.

Those trapped within the sphere experience a time loop, reliving a moment in time continuously in such a way that they are rendered immobile. However this part of restraining magic takes a large toll on the user

1D6 charges per day
Nagas

Nagas are an ultra deep aquatic race that live in the darkness of the seas

## The nagas

Birthed from the deeps of the marine trenches the Nagas are a strong, driven race known for there impressive power and fantastic warriors. They are a relatively normal sized race between 5-6ft tall. The skin of the Nagas are in shades of blue and they have a magnificent head crest made of shades of golds, whites and reds. There eyes are very unique there colours are inverted the pupils of Nagas are colourful to help light pass through to see in the almost magical darkness of leagues under the sea. Unlike there mortal enemies the In-eo, they do not have a tail instead have a pair of strong legs with webbed toes as pointed as there claws.

## Nagas trivia

1. Nagas tan but instead of pale to brown like land folk, they go from blue to green
2. The crests on there head are unique to the individual, often used to quickly identify each other in the depths of the water.
3. Females often have sharper feet and teeth while males usually have bigger claws.
4. When cold they go more of a grey colour.
Ravenous Void

Ravenous Void is a Dunamancy Light God spell

## Effect

You create a 20-foot-radius sphere of destructive gravitation force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried.

When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.

A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any nonmagical items it is wearing or carrying.

## Table

When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.
A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any nonmagical items it is wearing or carrying.