recursal/Fanatic-Fandom huggingface dataset:
Icicle Field

You summon frigid winds to freeze a 20-feet radius sphere within range. The area becomes covered by many layers of ice, freezing objects that aren’t being carried. All creatures on the area must make a Dexterity saving throw. On a failed save, they take 6d6 cold damage and become **frozen** for up to 1 minute. On a success, they only take half the damage rolled.

Creatures wearing heavy armor have disadvantage on the saving throw. The effects on the objects last longer, for up to 1 hour or until enough work is made to break or melt the ice (up to the DM’s discretion).

**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.
Sonic Boom

Compress wind into your palms to release a sonic boom. Creatures inside a 15-foot cone in front of you must make a Strength saving throw. On a failed save, they are pushed 10 feet away from you and fall prone. If a creature is pushed into a solid object or creature, they stop and don’t fall prone; instead, they take 1d8 bludgeoning damage for each 5 feet left of the push.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the distance pushed increases by 5 feet for each slot level above 1st.
Sakura Blossom

### Components

V, S, M (a branch of a sakura tree, which the spell consumes, or an adult sakura tree)

### Classes

Cleric, Druid

The spell can be cast by two means:

* You plant the sakura tree branch. Using primal energy, the tree begins to grow and reaches the adult state in one minute, even if you lose concentration. After half a minute passes (5 rounds aprox.), the tree will occupy a 5-foot cube, and after a minute (10 rounds aprox.), it will occupy a 10-foot cube.
* You touch an adult sakura tree and imbue it with primal energy, accelerating it’s blossom season.

While you maintain concentration, the adult or growing tree blossoms and fill the air with pink petals, creating an aura of healing on a 60-foot radius around it. At the start of your turns, you can select up to six creatures within the area and heal them for 2d8 + your spellcasting ability modifier.

**At Higher Levels.** When you cast this spell using a spell slot of 8th level, the healing increases by 1d8.
Disturb Magic

You interfere with the magic of a target creature you can see within the range of the spell. While you maintain concentration, if the creature attempts to cast a spell of the same or lower level Disturb Magic was cast, they must succeed a Wisdom saving throw or the spell is not cast. The spell slot is lost by result of this effect.

**At Higher Level.** When you cast this spell using a spell slot of 7th level or higher, you can target an additional creature per slot level above 6th.
Mirror Reflection of Doom

You create an illusory phantom made of coalesced water at a point you can see within 30 feet. The phantom compels hostile creatures within 15 feet of it to draw their attention into it. When you cast this spell, all hostile creatures within 15 feet of the phantom must make a Wisdom saving throw. On a failed save, the creature is drawn to the illusion and gains disadvantage on attack rolls against any creature other than the phantom. Additionally, the creature must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from the phantom. If the creature succeeds on this saving throw, the spell does not restrict the creature’s movement for that turn.

The illusory phantom has hit points equal to 2d8 + your spellcasting ability modifier when you cast this spell, and an AC of 10 + your spellcasting ability modifier. When the phantom reaches 0 hit points, or two rounds pass, it explodes an splashes water on a 10-foot radius sphere. Creatures standing in the area must make a Dexterity saving throw. On a failed save, they take 2d8 bludgeoning damage, or half as much on a success.

**At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the hit points of the phantom increases by 1d8 for each slot level above 4th.
Tornado

To cast this spell, you must remain a round without spending your movement, and being outdoors.

Focusing the storm in your hands, you agitate the winds in a circular pattern and slowly create a giant tornado on a 40-foot radius and 1,000 feet tall cylinder centered around a point within range. When a creature tries to move inside the area, they must spend two extra feet of movement for each feet they move inside it. All non-magical objects that aren’t being carried inside the area are destroyed and circle around the tornado as debris. If a creature starts it’s turn inside the area, they must make a Strength saving throw. On a failed save, they take 10d8 thunder damage and 10d8 bludgeoning damage; if the creature is Huge or smaller, they also become restrained until leaving the area of the tornado, drop any weapons they are holding and start floating 30 feet in the air. On a success, they only take half the damage rolled, and aren’t affected by the other effects. A creature that floats inside the tornado can make a Dexterity saving throw at the end of their turns. On a success, they move 10 feet away from it.

You can use your bonus action to move the tornado up to 30 feet towards a direction.

When a creature leaves the area of the tornado, they must make a Strength saving throw. On a failed save, they are pushed 30 feet away from it, and take 10d8 thunder damage. On a success, they only are pushed 15 feet away from it.

Structures don’t receive thunder damage from the tornado, instead they take an additional 10d8 bludgeoning damage from the debris circling the storm. The damage done on the terrain is up to the DM’s discretion.
Bloodflame Talons

You clench your fist and enchant your hand to form dragon-like claws on your nails. You make a melee spell attack against a creature within 5 feet from you. On a hit, the target takes 3d6 slashing damage. Additionally, whether the attack hits or misses, the cut explodes in bloodflames, immediately dealing 2d6 fire damage to the target.

**At Higher Levels**. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the claw and the explosion increases by 1d6 for every slot above 1st level.
Diffindo

Target a creature or object that you can see within range and send a powerful slice of wind against them. Make a ranged spell attack against them. On a hit, they take 4d8 slashing damage and start bleeding for up to 1 minute.

A bleeding creature takes 2d8 slashing damage at the start of their turns. To stop the bleeding, a creature within touch range can make an Intelligence (Medicine) check against your DC, stopping the condition on a success. The condition also ends if the bleeding creature regains hit points in any way.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the slice damage increases by 1d8 for each slot level above 3rd.
Fissure

You snap your fingers and open a fissure in the space a creature occupies. The target must succeed a Dexterity saving throw of take 1d4 force damage. If the creature is of Medium or smaller size, they are consumed by the fissure and appear on an unoccupied space 5 feet from their original position. If the space is already occupied, they return to heir point of origin.

**At Higher Levels**. The initial fissure’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).
Cumulonimbus

To cast this spell, you must be outdoors and declare the action at the start of your turn, forgoing your movement and any other action until your next turn starts.

You channel the winds and energy from the sky to form a thunderstorm. For 10 minutes, heavy rain and winds start afflicting the weather in a 300-foot radius from you. Additionally, while you maintain concentration, you can use your action to call lightnings on 3 points within the ground of the thunderstorm. All creatures standing within 20 feet from the area of impact must make a Dexterity saving throw. On a failed save, they take 6d8 lightning damage and become **staggered** until the start of your next turn. A creature cannot take damage from multiple lightning strikes. When you lose concentration of this spell, the thunderstorm starts to slowly dissipate for the next minute. If daylight still shines, a rainbow appears after the storm calms, for a duration of 10 minutes.

**At Higher Levels.** When you cast this spell using a spell slot of 8th level or higher, you call an additional lightning for every slot level above 7th.
Sea Dragon’s Nest

You slam both hands on the floor and summon raging whirlpools to create a dome around you on a 30-foot radius sphere. While you concentrate on the spell, the barrier imposes disadvantages on all ranged attacks that pass through it. Any spell that deals fire damage is destroyed upon contact with the dome, vanishing into vapor. Projectiles that fail to hit through the dome are also destroyed. If a creature attempts to pass through the barrier, you can create a temporary opening to allow them to pass safely. Otherwise, the barrier repels the creature, and they must make a Strength saving throw. On a failed save, they take 3d8 bludgeoning damage, are pushed back 5 feet and fall prone. On a success, they pass through and take half the damage rolled.
Valkyrie Dress

You create a suit of armor around your body using water. While the spell is active, your AC becomes 10 + your spellcasting ability modifier + your proficiency bonus. Also, your speed increases by half and you gain the ability to slow your rate of descent up to 5 feet per round. Additionally, while on the air, you can move horizontally or downwards, ignoring damage from falling.

While wearing the armor, you can use your bonus action to create a stream of water and jump up to 30 feet into the air. Also, as an action, you can create a drill of water and make a melee spell attack against a creature within 10 feet from you. On a hit, they take 12d6 piercing damage and are knocked prone.

**At Higher Levels.** When you cast this spell using a spell slot of 7th level or higher, the damage from the drill increases by 1d6 for each slot level above 6th.
Celestial Shower

Coalescing atmospheric frost and snow, you summon the Sacred Cryo Pearl that exorcises evil. You throw the orb up to 30 feet into the air on a point within range. For the duration of the spell, the orb rains down shards of ice on a 60-foot radius around it. You can use your bonus action to target any creature inside the area to make a Dexterity saving throw. On a failed save, they take 6d8 cold damage and become **frozen** for up to 1 minute. On a success, they only take half the damage rolled. The orb is intangible for the duration of the spell and it returns to your hands when it ends.

**At Higher Levels**. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th.
Wind Cycling

Adapt a lower stance with your weapon and lounge yourself forward, moving to an unoccupied space within 20 feet, without provoking opportunity attacks and passing through creatures. You can make a melee spell attack against each creature you pass through. On a hit, they take 4d10 piercing damage.

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

You call forth pure cold energy to freeze a very wide area instantly. A quick burst of frigid wind razes a 300-foot length square centered on a point within the range of the spell. A creature that stands on the area when the spell is cast must make a Constitution saving throw. On a failed save, if the creature is large or smaller, they take 30d6 cold damage and are encased on a thick ice cover that slowly freezes them. If they are huge or bigger, instead of becoming encased on ice, they become **frozen** for up to 1 minute. On a success, they only take half the damage rolled, and if they are large or smaller, they become **frozen** for up to 1 minute.

The ice encasing a creature has HP equal to your spell ability modifier × 9, and an AC equal to your DC. The ice only disappears if a creature breaks free or it reaches 0 hit points. A creature encased in ice by result of this spell is incapacitated and can’t move or speak, but they are aware of their surroundings. Whenever the ice covering them takes damage, they also take damage. At the end of their turns, they can make a Strength saving throw, if they succeed it, they break free from the ice and it’s effects. If a creature fails the saving throw three times in a row, they become unconscious, and cannot regain consciousness until the ice is broken.
Briars of Sin

With your blood, you form a thorny stem on your hand and stab yourself with it. You take 1d4 piercing damage and sprout briars of blood around you. Make a melee spell attack against any creatures of your choice within 15 feet from you. On a hit, they take 6d4 piercing damage. Afterward, your blood returns to your body and the wound closes.

**At Higher Levels**. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot above 2nd.
Briars of Punishment

With your blood, you form a thorny stem on your hand and stab yourself with it. You take 1d4 piercing damage and, from the wound, your blood forms briars that travel in the ground and grow on a 60 feet long and 15 feet wide line. Each creature in the line must make a Dexterity saving throw. On a failed save, they take 12d4 piercing damage. On a success, they only take half the damage rolled.

**At Higher Levels**. When you cast this spell using a spell slot of 4th level or higher, the damage damage increases by 2d4 for each slot above 3rd.
Trail of the Qilin

You teleport to an unoccupied location within 15 feet from you and leave behind an Ice Lotus on the 5-foot square you stood. When you cast this spell, all creatures standing within 10 feet from the lotus must make a Dexterity saving throw. On a failed save, they take 2d6 cold damage and are magically compelled to attack the frozen flower. On a success, they only take half the damage rolled. A creature immune to enchantments cannot be compelled by the lotus.

A compelled creature has disadvantage on attack rolls against creatures other than the lotus, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from the lotus; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.

The lotus has HP equal to your spell ability modifier × the slot level used and an AC equal to your DC. When the lotus HP becomes 0, or the duration ends, the flower explodes on a 30-foot sphere of cold energy. Creatures standing on the area must make a Dexterity saving throw. On a failed save, they take 4d6 cold damage and become **frozen** for up to 1 minute. On a success, they only take half the damage rolled.
Bloodboon

You reach your hand into the sky to call for the blood of your god and spray it on a 15-foot cone from your hands. Creatures in the area must make a Dexterity saving throw. On a failed save, they take 4d4 necrotic damage. On a success, they only take half the damage rolled. Afterwards, the area burns in bloodflame. When a creature starts it's turn in the area or the first time they enter it on their turn, they take 2d4 fire damage.

**At Higher Levels**. When you cast this spell using a spell slot of 3rd level or higher, the spray and fire damage increase by 1d4 for each slot above 2nd.
Bane of All Evil

Condensing air into a physical form, you create and don a yaksha mask. You assimilate the power of a wind demon, gaining the following bonuses:

* Whenever you take the Attack action, you can replace your attacks to make standing jumps.
* When you make a standing jump, you can jump up to 40 feet upwards and 10 feet horizontally. Also, you become immune to damage from falling.
* While falling, you can immediately travel to the ground. Where you land, a field of spears emerges from the ground. The spears rise on a cylinder centered around you. It’s radius and height are equal to half the distance fallen (up to 20 feet). Make a melee spell attack against each creature in the area. On a hit, they take 1d10 piercing damage for each 10 foot you fall (up to 4d10 piercing damage).
* At the start of each of your turns, you take 1d10 necrotic damage.

The spell ends early if you fall unconscious, or with the use of a bonus action.
Surgent Manifestation

You call on the might of the flora around you and create a big lotus made of raw primal energy on a point you can see within 60 feet from you. At the end of your turns, the flower releases a wave of energy on a 15-foot radius sphere around it. Creatures in the area must make a Constitution saving throw. On a failed save, they take 3d6 primal damage, or half as much on a success.

The lotus is adaptive to energy around it and may transform when in contact with certain elements. The lotus may only transform once per cast.

* If it comes in contact with damage from a water spell, the wave’s area becomes a 25-foot radius sphere.
* If it comes in contact with lightning damage, the wave’s damage increases by 1d6.
* If it comes in contact with fire damage, the spell ends and the lotus explodes, dealing 3d6 primal damage to all creatures within 10 feet from it.
Dandelion Breeze

Calling upon the wind’s protection, you create a dandelion field that heals your allies and repels your foes. Creatures of your choice within 20 feet of you heal for 3d8 + your spellcasting ability modifier. All the other creatures in the area must make a Strength saving throw. On a failed save, they take 4d8 thunder damage and are pushed back 20 feet. On a success, they only take half the damage rolled, and aren’t pushed back.

**At Higher Levels.** When you cast this spell using a spell slot of 7th level or higher, both the healing and damage increases by 1d8 for each slot level above 6th.
Frozen Armament

You enchant the weapon you’re holding with frost magic. The weapon glows white, radiating a freezing mist. The first time on your turn that you hit with the enchanted weapon, you deal an extra 1d8 cold damage and the target must make a Constitution saving throw. On a failed save, they become **frozen** until the start of your next turn.
Terra Magica

You expend half your movement speed and draw a spell diagram on a 10-feet radius circle below you. The circle glows and leaves a faint trail of mana upwards. When a creature standing on the circle casts a spell using an action that doesn’t require concentration and deals damages, they add 2d6 to one damage dice rolled. You cannot draw Terra Magica on top of another instance.
Crimson Impalement

You open a wound in the palm of your hand and take 1d4 slashing damage, controlling the blood to travel from the ground to a point you can see within range. Clenching your fist, a pool of blood forms and multiple spikes rise on a 15-foot radius and 10-foot tall cylinder. Creatures in the area must make a Dexterity saving throw. On a failed save, they take 4d4 piercing damage + 4d4 slashing damage and become restrained until the end of your next turn. On a success, they only take half the damage rolled and aren't restrained.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, both damages increase by 1d4 for each slot level above 3rd.
Briar Leash

Channeling primal energy, you nurture a flower and create a large thorny vine with flower buds. As a part of the same action, you can make a melee spell attack against a creature within 15 feet from you. On a hit, the target takes 1d8 bludgeoning damage + 1d8 piercing damage. Afterwards, you can repeat the attack with the use of an action. The spell ends if you drop the whip or lose concentration, making the whip wither and leaving behind a flower.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the piercing damage increases by 1d8 for each slot level above 1st.
Overloaded Shock

You call a quick and potent ray of lightning to strike from the sky and land on the ground (you need to be outdoors to cast this spell). Whenever the lightning strikes, it divides into an intricate formation covering a 30 feet radius surface before dissipating. All creatures on this area must roll a Dexterity saving throw, with disadvantage if they’re within 15 feet from the center of the area. On a failed save, the creature receives 6d8 lightning damage and become **staggered** for 1 minute. On a success, they take only half the damage rolled. At the end of a **staggered** creature’s turn, they can make a Constitution saving throw to end the condition early.
Slicing Maelstrom

You summon a small storm that follows you on a 30-foot radius sphere around you. When a creature starts their turn on the area, you can choose for them to make a Dexterity saving throw, as lightning strikes them. On a failed save, they take 1d8 lightning damage and become stunned until the start of their next turn. On a success, they take only half the damage rolled and become immune against becoming stunned by this spell for 1 minute.
Arcane Crystal

You throw a condensed magic crystal into an unoccupied space within range. The crystal grows into 5 feet wide, 5 feet high cluster that distorts the weave around it. The crystal has an AC equal to your DC and 40 hit points. It also has immunity against poison, psychic and necrotic damage; and is resistant to bludgeoning, piercing and slashing damage.

At the end of each of your turns select up to 8 creatures of your choice within 100 feet from the crystal. Fissures in the weave crack open near the targets to irradiate them with raw arcane energy. These creatures make a Dexterity saving throw. On a failed save, they take 6d10 force damage and gain one level of exhaustion as the weave corrodes them. On a success, they only take half the damage rolled and don't gain a level of exhaustion. If the crystal reaches 0 hit points, or you lose concentration, the cluster turns back into a crystal and any levels of exhaustion given by result of it go away.

When a creature reaches 0 hit points by result of this spell, it's duration increases by an additional round (6 seconds). The duration can only be extended once per round.
Vine Grasp

You throw seeds from a vine into a creature you see within 30 feet from you and harness primal energy to spur their growth and constrict the creature. The target must succeed a Strength saving throw or take 1d8 bludgeoning damage and have their speed reduced by 10 feet until the start of your next turn. The vines wither after the spell ends, leaving only the seeds.

**At Higher Levels.** The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Electric

Sparks of lightning form at the tip of your fingers. You release the energy and electric beams cover a 15-foot cone from your hand. All creatures on the area must make a Dexterity saving throw. On a failed check, they take 2d8 lightning damage and become **staggered** until the start of your next turn. On a successful check, a creature only takes half the damage rolled. A creature wearing metal armor has disadvantage on the saving throw.

**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 above 2nd.
Gale White Bow

You compress the wind of the atmosphere to form a large bow and six arrows of equal proportions. You can use a bonus action to shoot one of the arrows towards one creature or object within 180 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d10 piercing damage. Whether you hit or miss, the arrow is expended. The spell ends early if you expend the last mote, or you use a bonus action to dispel the arrows and bow.

**At Higher Levels.** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Aspects of the Crucible: Horns

You create a mighty horn on your shoulder and dash into a creature up to 15 feet away from you. Make a melee attack against them. On a hit, the creature becomes impaled by the horn and takes 3d8 piercing damage. If the creature is up to one size bigger than you, it is restrained until the start of your next turn. The creature can make a Strength saving throw at the start of their next turn to free from the impalement, regaining half their movement speed on a success. The horn disappears from your shoulder at 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 above 2nd level.
Gabby

**Gabby** is a 9-year old girl and feisty mechanic and one of the main characters of *Blaze and the Monster Machines*.

Gabby is the 10-year old human mechanic in Axle City who runs the Axle City Garage. She's really smart and good with all types of tools, and can fix anything. She always carries her toolbox with her in case of a fix, and knows just the right ones to use. She often joins Blaze for his adventures.

In Season 3, Gabby becomes the driver for Watts, the newest member of the Monster Machines.
Black Flame Blade

You ignite a weapon and cover it with black flames that flicker with white cinders. The first time an attack hits with the enchanted weapon, the target burns with black flames and must spend one hit dice and take it as fire damage. Afterwards, the black flames disappear and the spell ends.

**At Higher Levels:** When you cast this spell with a 2nd level spell slot or higher, the damage dealt by the attack increases by 1d6 for each slot level above 1st.
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Five Ceremonial Plays

Compresses the atmosphere into a singular vacuum that grinds all troubles away on a point within range. Creatures within 40 feet of the point must make a Strength saving throw. On a failed save, they take 5d8 thunder damage and are pulled 20 feet into it’s center. On a success, they only take half the damage rolled and aren’t pulled into the point. Small objects in the area that aren’t being carried are destroyed and scattered in the area.

Afterwards, the pressure is released violently. Creatures that stand within 20 feet of the point immediately take 5d8 thunder damage and are pushed 30 feet upwards.

**At Higher Levels**. When you cast this spell using a spell slot of 8th level or higher, both damage rolls increase by 1d8 for each slot level above 7th.
Raincutter

You start creating water blades that float above your head. While you maintain concentration, the first time you deal damage against a creature on your turn, you can target one of the damaged creatures and send water blades against them. The target immediately takes 3d6 piercing damage.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage of the blades increases by 1d6 for each slot level above 3rd.
Cryo Stasis

You select a large or smaller creature within range and use them as a vessel to form an ice pillar around them. The target must make a Strength saving throw. On a failed check, they become trapped inside a 10-foot high ice pillar, with a 5-foot radius base. A huge or bigger creature automatically succeeds the saving throw.

A target that succeeds the saving throw must additionally make a Dexterity saving throw. On a failed save, they take 4d6 cold damage and become **frozen** for up to 1 minute. On a success, they only take half the damage rolled. Regardless of the save, they are pushed away from the pillar. All creatures that stand within 5 feet from the target when the spell is cast must also make the Dexterity saving throw.

A creature trapped inside ice is incapacitated and can’t move or speak, but they are aware of their surroundings. They cannot take damage until the ice pillar covering them dissapears. If they must make a death saving throw, they automatically fail it. At the end of their turns, they can make a Strength saving throw, if they succeed it, they break free and are pushed away from the pillar.

The pillar has HP equal to 10 × the slot level used and an AC equal to your DC. The pillar disappears after it reaches 0 HP or you lose concentration.
Lightning Spear

You summon a lightning spear in your hands and hurl it at a creature. You make a ranged spell attack against the creature. On a hit, the creature takes 3d6 lightning damage and lose half their movement speed until the start of your next turn.

**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.
Bloodflame Blade

You pass your hand through the edge of your weapon and enchant it with your blood. Whenever you attack with the weapon, a trail of bloodflame explodes on it's path. Whether you hit or miss an attack, the target takes an additional 1d4 fire damage + 1d4 slashing damage.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the attack damage increases by 1d8 for every two slot levels above 3rd.
Debris Storm

You agitate the winds on a 20-foot radius sphere centered on a point within range, causing objects to float around the area. The terrain becomes difficult terrain, and when a creature starts it’s turn there, you can collide the debris into them. The target must make a Dexterity saving throw and take 2d8 bludgeoning damage on a failed save, or half as much on a success.

Fragile objects in the area that aren’t being carried are destroyed when the spell is cast. Damage on other objects may vary and is up to the DM’s discretion.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Fortissax’s Lightning Spear

You float 10 feet above ground to conjure 2 spears of lightning, and throw them on the ground below you. From each cardinal direction, a 40-foot long and 15-foot wide line of lightning originates on the ground. All creatures standing on the area must make a Dexterity saving throw for each spear, and take 3d8+5 lightning damage on a failed save, or half as much on a success. After the spell is cast, you fall back on the ground, ignoring fall damage.

**At Higher Levels.** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Zephyr’s Embrace

You conjure a wind spirit on a point within range, agitating the currents on a 25-foot radius and 15-feet tall cylinder centered on the spirit. Creatures inside the area must make a Strength saving throw. On a failed save, they take 3d8 thunder damage, are pulled 10 feet into the center and knocked prone. On a success, they only take half the damage rolled.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Shema

* Cleric clothes
* Traveler clothes
* Elegant clothes

A secretive boy who travels around the world with an objective that is unknown to most of his acquaintances. By raising his beloved shield, healing his allies or punishing his enemies, he will always try to do everything he can to meet the task his goddess, Sealk, has entrusted him with: protecting the others.

## Profile

### Background

There are not so many things people know about him due to the fact that he is always trying to avoid talking about his background, and when he does so, he tries to be as secretive as he can. The only few things people know about him are that he comes from a little clan called Krisaveli, located in the northwest part of Munsal; he is really faithful and loyal to his goddess, Sealk; and that he is traveling around the world with an objective.

### Appearance

A young pure human. Since he is a person who comes from the north of Fu'ak, he is pretty tall despite his young age. Although he is from his clan, he is not as physically strong as his partners due to being thin.

His hair was always well cared for by his mother, who regularly brushed and washed it properly. As a result of that, he has a soft and nice brown hair, but since he started his journey, he has been so focused on his goal that he usually forgets to take care of his hair like he used to. Due to his poor vision, he always wears glasses.

His typical attire includes a dark green shirt, dark green pants, and a light green vest. This outfit is suitable for any type of event, such as a formal party or a casual meeting. The attire that best portrays him as a cleric is this one.

In any case, he has two additional outfits, one more casual and one more formal.

### Personality

His maturity is remarkable, despite his age. Perhaps it is due to his training to become an exceptional cleric. He shows a harsh attitude towards strangers, usually being cold and serious. Although his face may seem contradictory, he never trusts anyone until he is confident that they are truly his friends. He is not a talkative person; he makes an effort not to share any information with strangers because of his lack of confidence in them. He is a person who is very sensitive, and he is able to recognize when someone is deceitful or concealing something from him. This characteristic also enables him to recognize when someone is experiencing personal difficulties, and thanks to his great wisdom, he can offer assistance to them. He is always willing to lend a hand to others as a follower of Sealk. Even though he appears cold, he genuinely cares for others. When he was young, he wasn't as reserved as he is now, but he changed due to certain events. He used to be like any other boy his age. Perhaps some day he will be the same youthful boy he used to be, but only the gods know what his destiny will be.
Foliage Eruption

You throw the seed of a medium tree into an unoccupied space you can see within 60 feet from you. Channeling primal energy into the seed, you surge it’s growth and instantly make it grow on a 10-foot radius and 30-foot height cylinder.

If a creatures is inside the area of the cilinder when the spell is cast, they are moved 15 feet away from the center of the tree and must make a Strength saving throw. On a failed save, they take 2d8 bludgeoning damage and fall prone. On a success, they only take half the damage rolled.

When the spell is cast, the tree magically produces six fruits of the caster’s choice. While the fruits remain on the tree, they remain healthy, but after they are pulled from it, it rots after one day. Consuming a fruit made by this tree heals a creature for 1d8 hit points + your spellcasting ability modifier. When a fruit rots or is consumed, the tree regrows it after one day passes.

If you cast this spell more than one time, the old tree will lose all it’s magic. Fruits created by it rot immediately and the tree completely dies within one day.

**At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the tree produces an additional fruit for each slot level above 4th.
Law of Causality

Manifest a small ring of causality that surrounds a creature you touch. You give 1d8 temporary hit points to a creature you touch that last for 1 minute. If the temporary hit points are completely lost by taking damage from another creature, the ring explodes, dealing the initial hit points rolled as radiant damage to all creatures standing 5 feet away from the protected creature.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points gained increases by 1d8 for each slot level above 1st.
Ancient Death Rancor

You call for a horde of vengeful spirits to strike your foes. A swarm of skull-shaped spirits appear surrounding you and leave for a target you can see within range, leaving a dark mist behind their trail. The spirits move 20 feet at the start of each of your turns. When they reach their target, they explode and deal 8d8 necrotic damage to that single creature. If the spirits don’t hit their target after a minute passes, they disappear into a black mist.
Rings of Water

Using graceful movements, you form water into two razor-sharp rings around you. For the duration of the spell, you gain a bonus +2 to your AC. Additionally, any creature that moves within 5 feet of you for the first time on a turn, or starts its turn within 5 feet of you, takes 2d8 slashing damage from the rings of water.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage of the rings increases by 1d8 for each slot level above 3rd.
Wind Funnel

You unleash a powerful torrent of swirling wind that pulls in a roaring cyclone toward you, creating a 60-foot cone emanating from you. Each other creature in the area must make a Strength saving throw. On a failed saving throw, a creature takes 3d8 thunder damage and 3d8 bludgeoning damage, and it is pulled 30 feet closer to you and knocked prone. On a successful saving throw, a creature takes half damage and isn’t pulled or knocked prone. Unsecured objects that are completely within the area of effect are automatically pulled 30 feet closer to you by the spell’s effect

**At Higher Levels**. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage dealt increases by 1d8 and the distance a creature or object is pulled increases by 10 feet for each slot level above 4th.

> Wind Funnel, by BenevolentEvil
>
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Spells

The full list of spells allowed in Faeranndia.

## Cantrips

* Fissure
* Electrifying Whip
* Icecraft
* Icicle Shard
* Quagmire’s Earth Lance
* Primal Burst
* Vine Grasp
* Waterball
* Waterbend
* Wind Slice
* Zap Bullet
* Zephyr Guidance

## 1st-Level Spells

* Black Flame
* Black Flame Blade
* Bloodflame Talons
* Boreal Mist
* Briar Leash
* Icicle Break
* Law of Causality
* Lightning Spear
* Lightning Strike
* Quagmire
* Razorgrass Blade
* Razorwind Blade
* Rushing Current
* Sonic Boom
* Sphaera Aereum
* Stugak’s Phalanx
* Water Barrier
* Water Cannon

## 2nd-Level Spells

* Aspects of the Crucible: Horns
* Aspects of the Crucible: Tail
* Bloodboon
* Briars of Sin
* Bulwark of Faith
* Discus of Light
* Electric
* Electrify weapon
* Eyes of the Observing Eagle
* Fatal Rainscreen
* Flood Flush
* Floral Brush
* Frozen Armament
* Gale Blade
* Howling Gale
* Ice Lance
* Kiddo’s Swift Swap
* Night Comet
* Rancorcall
* Scouring Black Flame
* Thunder Familiar
* Transfer Vitality
* Wind Wall

## 3rd-Level Spells

* Ancient Death Rancor
* Atmospheric Crush
* Baleful Omen
* Bloodflame Blade
* Briars of Punishment
* Crimson Impalement
* Debris Storm
* Diffindo
* Electroweb
* Ice Pillar
* Icicle Field
* Raincutter
* Rings of Water
* Seeds of Skandha
* Sharp Eyes
* Stugak’s Greatsword
* Tanglevine Shaft
* Terra Magica
* Whirlpool
* Wind Cycling
* Zephyr’s Embrace

## 4th-Level Spells

* Blossom Barrier
* Foliage Eruption
* Kurage’s Oath
* Lightning Rush
* Mirror Reflection of Doom
* Skyward Sonnet
* Slicing Maelstrom
* Trail of the Qilin
* Whirlwind Blade
* Wind Funnel
* Zamor Ice Storm

## 5th-Level Spells

* Ball of Lightning
* Bellflower Barrier
* Comet Azur
* Divine Maiden’s Deliverance
* Lotus Drain
* Overloaded Shock
* Ranni’s Dark Moon
* Sea Dragon’s Nest
* Sea Dragon’s Roar
* Wind’s Grand Ode
* Zephyr Manifestation

## 6th-Level Spells

* Cryo Stasis
* Dandelion Breeze
* Disturb Magic
* Fortissax’s Lightning Spear
* Gale White Bow
* Infinity Blade
* Lannseax’s Glaive
* Nereid’s Ascension
* Sakura Blossom
* Surgent Manifestation
* The Wind’s Secret Ways
* Valkyrie Dress

## 7th-Level Spells

* Autumn Whirlwind
* Bramble Maze
* Celestial Shower
* Coalescing Tides
* Cumulonimbus
* Five Ceremonial Plays
* Inferno
* Zephyr’s Spirit

## 8th-Level Spells

* Arcane Crystal
* Bane of All Evil
* Gate of Life and Death
* Heaven-Piercing Ice Wall
* Primal Choir
* Spiritual Cloak
* Stellaris Phantasm
* True Teachings of the Dream

## 9th-Level Spells

* Absolute Zero
* Judgement
* Leviathan
* Lightning
* Tornado
* Verdant Overrun
Tanglevine Shaft

You nurture the vine seeds to tangle around your weapon and imbue it with primal energy. A magical arrow is shot and splits into 6 missiles of primal energy. Make a ranged spell attack for each missile, against a creature you can see within 80 feet from you. On a hit, the creature takes 1d4 primal damage and creates an additional missile.

At the start of your next turn, you can repeat the ranged spell attack for each extra missile you created. On a hit, these attacks don’t create additional missiles.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the initial arrow splits into an additional missile for each slot level above 3rd.
Thunder Familiar

You summon one invulnerable and intangible thunder familiar on a point within range you can see. All creatures on a 10 feet-radius from the point must make a Dexterity saving throw. On a failure, they take 2d6 thunder damage. On a successful save, they only take half the damage rolled. Afterwards, the first time you hit with an attack roll on your turn, within 50 feet from the familiar, your familiar deals an additional 1d8 lightning damage to the target. While you’re concentrating on this spell, you can use your bonus action to teleport the familiar to a point you see within 15 feet from you.
Whirlpool

You channel powerful tides and create a whirlpool of water on a 30-foot radius circle centered on a point within range. Large or smaller creatures standing on the area must make a Strength saving throw. On a failed save, they take 4d8 bludgeoning damage and are pushed 15 feet into the center of the whirlpool. On a success, they only take half the damage rolled. If a creature ends on the center of the whirlpool, or collisions with another creature by result of this spell, they are also knocked prone.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the radius of the circle and pull distance increases by 5 feet for each slot level above 3rd.
Howling Gale

You summon winds and throw a whirlwind on a 30-foot long and 5-foot wide line in front of you. Creatures inside must make a Dexterity saving throw. On a failed save, they fall prone and take 2d8 thunder damage. On a success, they only take half the damage rolled.

**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.
Ragnis Festus

Ragnis conjuring a little flame

Ragnis is a sorcerer fire genasi who ussually claims to be a human. He uses a pair of gold bracelets to cast his spells and oftenly plays with them to try new things. Despite a initial lack of interest of joining the adventurer's clan Arkane he's trying his best at his new job

## Profile

### Background

There's little to no things knowed about him. He meet the rest of the clan while working at the "Slippery Cod", a tavern in Whitesands, under the orders of the old Halfling Rimmer Springwood. It's also common knowledge that he has previously met with Belphi, a tiefling, while staying in the port city of Saor.

While sharing a moment with the other members of Arkane he revealed that from time to times a voice speaks to him mentally.

### Appeareance

A young looking skinny and little tanned, at first sight human, of 1.78 meters and 20 years old. His hair is an orange, sometimes described by him as carrot tone, usually tied that combines with his very little beard. Despite the attempts of hiding his race, his body betrayes him when he is exalted or with a pair of cups past, providing him little embers around him.

He usually wears a modest withe shirt with a brown vest and brown suspender pants paradoxically tied aswell with a belt wich in his own words combines perfect with his thin glasses and gold bracelets.

### Personality

When he's in the right moods can be very outgoing and has a soft spot for alcohol and parties nevertheless he also tends to be secretive and tries to hide personal matters. Most of the time likes to trick people into buying stuff for more money than it's worth it.

When it comes to battle and adventuring he seems to take it seriously but can feel awkward with ease in this environments too. Also seems to be kinda upset by treating with most of nobles, this been cause by his impressions on to high society members.
Infinity Blade

You chant an incantation to summon a swarm of swords that dance on a 30-foot radius sphere centered around you that follows you. Whenever a creature starts it's turn in the area, you can make the swords attack them. The creature immediately takes 3d8 + your spellcasting ability modifier as force damage.
Bottled Storm

A crystall ball with a small storm trapped inside it. An exotic trinket procured by powerful spellcasters. The process to create one involves a 24 hour ritual on the peak of a mountain, all during vivid storm is raging around the maker. The crystal ball used to trap said storm has to be forged with various enchantments and exotic materials, costing around 5,000 gp. If a bottled storm is broken, the ball explodes, and all creatures within 100 feet of it must make a DC 18 Constitution saving throw. On a failed save, they take 4d12 thunder damage and 4d12 lightning damage. Afterwards, the biome is afflicted with a storm even more furious than the original one used to create the trinket.

Material to cast the 9th-level spell Tornado.
Zamor Ice Storm

You thrust your staff into the ground and summon a freezing tornado around you. When you cast this spell, all creatures within 30 feet from you must make a Dexterity saving throw. On a failed save, they take 4d6 cold damage and become **frozen** until the start of your next turn. On a success, they only take half the damage rolled. While you maintain concentration, if a creature starts their turn within 30 feet from you, they must make a Dexterity saving throw. On a failed save, they take 2d6 cold damage and become **frozen** until the start of your next turn. On a success, they only take half the damage rolled.

**At Higher Levels**. When you cast this spell using a spell slot of 5th level or higher, the damage of the tornado summon increases by 1d6 for each slot level above 4th.
The Wind’s Secret Ways

You conjure a wind spirit that occupies a 5-foot square on a point within range. The spirit isn’t tangible and cannot take damage. At the end of your turns, the spirit compresses the atmosphere and bursts it violently, forcing creatures within 20 feet of the spirit to make a Strength saving throw. On a failed save, they take 4d8 thunder damage and are pushed 20 feet away from it. On a success, they only take half the damage rolled and aren’t pushed back.

While you maintain concentration, you can use a bonus action to move the spirit into a point you can see within 40 feet from it.

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

You raise a lotus flower and channel primal energy around you to drain the vitality of up to six creatures within 30 feet. Each target must make a Constitution saving throw. On a failed save, they take 3d8 primal damage, or half as much on a success. Half of the total damage dealt is stored on the lotus flower as a pool of hit points. As an action, you can use the hit points stored in the flower to heal a creature within 30 feet from you, up to the maximum amount remaining in it’s pool. The spell ends after a minute passes, the flower’s pool depletes, or you drop the flower.

**At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the number of creatures you can select increases by one for each slot level above 5th.