recursal/Fanatic-Fandom huggingface dataset:
Elves

Elves originate from orcs. When they expressed interest in creating settlements and farming the land, they were either enslaved or chased out of Du-Kah and into Leushlan. As they settled there and were taught by the local dragonborn how to survive in the marshy land, they began to shift. Eventually, it became known that the reason for this shift was due to the fey influence in Leushlan, especially towards the north. Drow traveled further north into that influence, eladrin stayed exactly where they were, and wood elves left the city to go live in the wilderness of Leushlan.

## Description

There are three kinds of elves, and they are each connected to a different source of magic. Drow are connected to the fey and can be able to cast enchantment magic. Eladrin are connected to the earth and can be able to cast conjuration magic. Wood elves are connected to the moon and can be able to cast transmutation magic. Elves have fine, soft features, and vary in tone from sepias to purples and blues. They can live to be 750 and reach maturity at about 100 years of age.

## Stereotypes

Elves are often found to be self-absorbed, cowardly, and physically weak. They are strongly associated with their magic source, and are almost always assumed to be casters of some kind. Elves are seen as unempathetic and power hungry; a little too eager to become a warlock.

## Racial Relations

 Goblins | Goblins have been held as slaves, mostly by eladrin, since the slavery of tieflings was outlawed. The goblins are motivated by shiny things. and the elves feed into that desire by giving them a worthless, shiny currency.
Animal Shapes

Level: 8

Casting Time: 1 action

Range: 30 feet

Duration: Conentration, up to 24 hours

Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.

The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.

The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.

**Source:** *PHB*, page 212. Available in the SRD.
Incendiary Cloud

Level: 8

Casting Time: 1 action

Range: 150 feet

Duration: Concentration, up to 1 minute

A swirling cloud of smoke shot through with white- hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

**Source:** *PHB*, page 253. Available in the SRD.
Heroes' Feast

Level: 6

Casting Time: 10 minutes

Range: 30 feet

Duration: Instantaneous

You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast.

A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.

**Source:** *PHB*, page 250. Available in the SRD.
Create Undead

Level: 6

Casting Time: 1 minute

Range: 10 feet

Duration: Instantaneous

You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.)

As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.

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

**Source:** *PHB*, page 229. Available in the SRD.
Hypnotic Pattern

Level: 3

Casting Time: 1 action

Range: 120 feet

Duration: Concentration, up to 1 minute

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

**Source:** *PHB*, page 252. Available in the SRD.
Aura of Purity

Level: 4

Casting Time: 1 action

Range: Self (30-foot radius)

Duration: Concentration, up to 10 minutes

Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

**Source:** *PHB*, page 216
Frella's Fracture

After centuries of war, the resurgence of slavery posed a moral dilemma for the gods in the area. The humanoids had been left to work things out on their own, and it always seemed to end in bloodshed. This disturbed many, but particularly, Frella. The goddess of the self has never had a high tolerance for hatred, cruelty, and needless death.

Frella did not offer much explanation for the breakage of her land. Large swaths of coastline ripped from primarily Seilsan, though land from Leushlan was pulled away as well. Many believe this was the goddess laying down a boundary for her land; an attempt to spare her inhabitants from the harshness of the rest of the world. Others suggest that she was simply retreating to focus more on self reflection instead of the status of the world.

Regardless of why, the inhabitants of the Frellan Islands live in almost complete isolation from the rest of the Broken Earth. While they are not horribly far from other land masses, they choose to continue this isolated lifestyle, where they could live more peacefully and not be constantly shrouded by the fear of the future.
Charm Person

Level: 1

Casting Time: 1 action

Range: 30 feet

Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

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

Level: 1

Casting Time: 1 bonus action

Range: Self

Duration: Concentration, up to 10 minutes

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

**Source:** *PHB*, page 238. Available in the SRD.
Arcanist's Magic Aura

Level: 2

Casting Time: 1 action

Range: Touch

Duration: 24 hours

You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.

When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.

**False Aura.** You change the way the target appears to spells and magical effects, such as *detect magic*, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

**Mask.** You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a *symbol* spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.

**Source:** *PHB*, page 263. Available in the SRD (as "Arcanist's Magic Aura").
Knock

Level: 2

Casting Time: 1 action

Range: 60 feet

Duration: Instantaneous

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with *arcane lock*, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

**Source:** *PHB*, page 254. Available in the SRD.
Catnap

Level: 3

Casting Time: 1 action

Range: 30 feet

Duration: 10 minutes

You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.

***At Higher Levels.***

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

**Source:** *XGE*, page 151
Find the Path

Level: 6

Casting Time: 1 minute

Range: Self

Duration: Concentration, up to 1 day

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

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

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

**Source:** *PHB*, page 240. Available in the SRD.
Create Magen

Level: 7

Casting Time: 1 hour

Range: Touch

Duration: Instantaneous

While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crystal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell. See appendix C for different kinds of magen and their statistics.

When the magen appears, your hit point maximum decreases by an amount equal to the magen's challenge rating (minimum reduction of 1). Only a wish spell can undo this reduction to your hit point maximum.

Any magen you create with this spell obeys your commands without question.

**Source:** *IDRotF*, page 318
Conjure Barrage

Level: 1

Casting Time: 1 action

Range: Self (60-foot radius)

Duration: Instantaneous

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

**Source:** *PHB*, page 225
Immovable Object

Level: 2

Casting Time: 1 action

Range: Touch

Duration: 1 hour

You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.

If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.

***At Higher Levels.***

If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.

**Source:** *EGW*, page 187
Adoption Day

Adoption Day is mostly celebrated in Leushlan and Seilsan, as it is a holiday originating from the dragonborn culture. Many orphanages or stray children will come to more densely populated areas in order to gain more exposure on a day of empathy and compassion. Fortunate or loving people will come to bring home an addition to their family. Some people use this as an excuse to get cheap labor for their farm or trade work, and some will choose to adopt without thinking through the ramifications, so the child winds up back in the street. But for every family that falls through or misuses their adoptee, another family is offering a loving forever home, which is something that any orphan dreams of.
Illusion Spells By Level

## Illusion Lvl 1

Color Spray

Disguise Self

Distort Value

Illusory Script

Silent Image

## Illusion Lvl 2

Arcanist's Magic Aura

Blur

Invisibility

Magic Mouth

Mirror Image

Phantasmal Force

Shadow Blade

Silence

## Illusion Lvl 3

Fear

Hypnotic Pattern

Major Image

Phantom Steed

## Illusion Lvl 4

Greater Invisibility

Hallucinatory Terrain

Phantasmal Killer

## Illusion Lvl 5

Creation

Dream

Mislead

Seeming

## Illusion Lvl 6

Mental Prison

Programmed Illusion

## Illusion Lvl 7

Mirage Arcane

Project Image

Simulacrum
Evocation Spells By Level

## Evocation Cantrip

Dancing Lights

Eldritch Blast

Fire Bolt

Frostbite

Light

Ray of Frost

Sacred Flame

Shocking Grasp

Thunder Clap

Word of Radiance

## Evocation Lvl 1

Burning Hands

Chaos Bolt

Chromatic Orb

Cure Wounds

Divine Favor

Earth Tremor

Faerie Fire

Frost Fingers

Guiding Bolt

Healing Word

Hellish Rebuke

Magic Missile

Searing Smite

Thunderous Smite

Thunderwave

Witch Bolt

Wrathful Smite

## Evocation Lvl 2

Acid Arrow

Branding Smite

Continual Flame

Darkness

Flame Blade

Gust of Wind

Moonbeam

Prayer of Healing

Scorcher

Scorching Ray

Shatter

Snowball Swarm

Spiritual Weapon

Warding Wind

## Evocation Lvl 3

Aura of Vitality

Blinding Smite

Crusader's Mantle

Daylight

Fireball

Lightning Bolt

Mass Healing Word

Minute Meteors

Pulse Wave

Sending

Tiny Hut

Wall of Sand

Wall of Water

Wind Wall

## Evocation Lvl 4

Fire Shield

Gravity Sinkhole

Ice Storm

Resilient Sphere

Sickening Radiance

Staggering Smite

Storm Sphere

Vitriolic Sphere

Wall of Fire

## Evocation Lvl 5

Arcane Hand

Cone of Cold

Dawn

Destructive Wave

Flame Strike

Hallow

Holy Weapon

Immolation

Maelstrom

Mass Cure Wounds

Wall of Force

Wall of Light

Wall of Stone

Wrath of Nature

## Evocation Lvl 6

Blade Barrier

Chain Lightning

Contingency

Freezing Sphere

Gravity Fissure

Heal

Sunbeam

Wall of Ice

## Evocation Lvl 7

Arcane Sword

Crown of Stars

Delayed Blast Fireball

Divine Word

Fire Storm

Forcecage

Prismatic Spray

Whirlwind

## Evocation Lvl 8

Dark Star

Earthquake

Maddening Darkness

Sunburst

Telepathy

## Evocation Lvl 9

Mass Heal

Meteor Swarm

Power Word Heal

Ravenous Void
Beast Bond

Level: 1

Casting Time: 1 action

Range: Touch

Duration: Concentration, up to 10 minutes

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

**Source:** *XGE*, page 150. Also found in *EEPC*, page 15.
Gifts of the Deities

After Morkith's suggestion of worship and sacrifice, he offered his followers something extremely lucrative: power. For a half-formed race with nothing to do but offer praise, this was highly desirable. Many humanoids began to flock to Morkith, leaving the world disproportionately in his favor. There was death and destruction throughout the planet. Ordus took it upon himself to balance the world again. He went to the four gods that had not yet offered anything to the world, and asked them for a gift to make the earth less volatile. These gifts were attained over a large span of time, but it is difficult to pinpoint exactly when. We do know the order in which these gifts were received:

First, Ordus went to Philopie. She pondered, and announced that the humanoids needed something to yearn for other than raw power and the god's favor. She gave the gift of knowledge to the people of the planet. They could suddenly think, learn, and protect themselves.

Next, he went to Frella. Encouraged by Philopie's insight, she gave the humanoids the gift of selfhood. They could think, and now think for themselves. They could now form opinions, debate, pursue different concepts. The people became individuals.

Kaliepys was eager to contribute after overseeing Frella's addition. She gave the gift of pleasure. The people had been given passion and love. They created art, built languages, and built strong bonds among each other. After this, the world seemed perfect. We do not have many artifacts from this time, but the ones we do show it was a renaissance of beauty and relative peace.

There was still one more god that needed to add their contribution. Ordus tracked down Engor, a god who rarely has much to say about anything. He absently gave the gift of inhibition, so the people could feel utter freedom to do as they pleased. Many of the humanoids loved this gift, but many were frightened by the insecurity. Humans began to think higher of themselves and their capabilities, and started to strive for more. For their own power. There was still relative balance among worship and in the land, and each of the gods had now added some contribution to the material plane. These gifts were the last major changes to have been created by our deities, and remain unchanged today.
Gust (Spell)

Level: Cantrip

Casting Time: 1 action

Range: 30 feet

Duration: Instantaneous

You seize the air and compel it to create one of the following effects at a point you can see within range:

* One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
* You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
* You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.

**Source:** *XGE*, page 157. Also found in *EEPC*, page 19; *WGE*, page 107; *ERLW*, page 50; *TCE*, page 50.
Druid Grove

Level: 6

Casting Time: 10 minutes

Range: Touch

Duration: 24 hours

You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.

The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.

***Solid Fog.***

You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.

***Grasping Undergrowth.***

You can fill any number of 5-foot squares on the ground that aren't filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.

***Grove Guardians.***

You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can't speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can't leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.

***Additional Spell Effect.***

You can place your choice of one of the following magical effects within the warded area:

* A constant gust of wind in two locations of your choice
* Spike growth in one location of your choice
* Wind wall in two locations of your choice

To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.

**Source:** *XGE*, page 154
Hideous Laughter

Level: 1

Casting Time: 1 action

Range: 30 feet

Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

**Source:** *PHB*, page 280. Available in the SRD (as "Hideous Laughter").
Fortune's Favor

Level: 2

Casting Time: 1 minute

Range: 60 feet

Duration: 1 hour

You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.

If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.

***At Higher Levels.***

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

**Source:** *EGW*, page 186
Glyfh of Warding

Level: 3

Casting Time: 1 hour

Range: Touch

Duration: Until dispelled or triggered

When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose explosive runes or a spell glyph.

**Explosive Runes.** When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

**Spell Glyph.** You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the *glyph of warding*.
Enhance Ability

Level: 2

Casting Time: 1 action

Range: Touch

Duration: Concentration, up to 1 hour

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

**Bear's Endurance.** The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

**Bull's Strength.** The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.

**Eagle's Splendor.** The target has advantage on Charisma checks.

**Fox's Cunning.** The target has advantage on Intelligence checks.

**Owl's Wisdom.** The target has advantage on Wisdom checks.

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

**Source:** *PHB*, page 237. Available in the SRD.
Legend Lore

Level: 5

Casting Time: 10 minutes

Range: Self

Duration: Instantaneous

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."

**Source:** *PHB*, page 254. Available in the SRD.
Arcane Gate

Level: 6

Casting Time: 1 action

Range: 500 feet

Duration: Concentration, up to 10 minutes

You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.

The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.

Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.

**Source:** *PHB*, page 214
Animal Messenger

Level: 2

Casting Time: 1 action

Range: 30 feet

Duration: 24 hours

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

At Higher Levels. If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

**Source:** *PHB*, page 212. Available in the SRD.
History of Broken Earth

## BE is Broken Earth maybe Independence or something?

Negative years? From the more mythological years? very eurocentric but also probably easier since they don't know everything. Or do they? Would Philopie tell? In which case there can be a set skyrim-esque era situation. EI era of independence and Holy Era???

## 9,000-9,999 B.E.

### 9,624 B.E.

Birth of Prince Tihpeechah

Death of Queen Alta
Feign Death

Level: 3

Casting Time: 1 action

Range: Touch

Duration: 1 hour

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.

**Source:** *PHB*, page 240
Bless

Level: 1

Casting Time: 1 action

Range: 30 feet

Duration: Concentration, up to 1 minute

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

**Source:** *PHB*, page 219. Available in the SRD.
Conjure Minor Elementals

Level: 4

Casting Time: 1 minute

Range: 90 feet

Duration: Concentration, up to 1 hour

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

* One elemental of challenge rating 2 or lower
* Two elementals of challenge rating 1 or lower
* Four elementals of challenge rating 1/2 or lower
* Eight elementals of challenge rating 1/4 or lower.

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

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

The GM has the creatures' statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

**Source:** *PHB*, page 226. Available in the SRD.
Elemental Weapon

Level: 3

Casting Time: 1 action

Range: Touch

Duration: Concentration, up to 1 hour

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

***At Higher Levels.***

When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

**Source:** *PHB*, page 237
Fire Storm

Level: 7

Casting Time: 1 action

Range: 150 feet

Duration: Instantaneous

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.

**Source:** *PHB*, page 242. Available in the SRD.
Drought of Emancipation

The second of Fren used to be celebrated as the date of emancipation for the tiefling population of Sielsan. Unfortunately, their freedom was not thorough enough to genuinely qualify as freedom, nor was it particularly long-lived.

The drought in question had started earlier in the year, towards the beginning of summer. The Leushlan landscape was harsh, but nothing like the desert. As elves traveled further south, they encountered the ferocity of the sun. The traders began to wilt under the heat and lack of water throughout the landscape. After many accidental deaths of dehydration, and many more intentional ones that were aided by the elves' disorientation, the Elodian Empire halted the trade in Sielsan.

The traders left, and Sielsan was left to recover from the damage that Elodia had caused to their people and their land. Many feared that this change would not last, and they set towards preparing themselves for future self defense.
Illusion Spells Alphabetical

Arcanist's Magic Aura

Blur

Color Spray

Creation

Disguise Self

Distort Value

Dream

Fear

Greater Invisibility

Hallucinatory Terrain

Hypnotic Pattern

Illusory Dragon

Illusory Script

Invisibility

Magic Mouth

Major Image

Mental Prison

Minor Illusion

Mirage Arcane

Mirror Image

Mislead

Phantasmal Force

Phantasmal Killer

Phantom Steed

Programmed Illusion

Project Image

Seeming

Shadow Blade

Silence

Silent Image

Simulacrum

Weird
Investiture of Ice

Level: 6

Casting Time: 1 action

Range: Self

Duration: Concentration, up to 10 minutes

Until the spell ends, ice rimes your body, and you gain the following benefits:

* You are immune to cold damage and have resistance to fire damage.
* You can move across difficult terrain created by ice or snow without spending extra movement.
* The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
* You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

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

Level: 1

Casting Time: 1 action

Range: Touch

Duration: Instantaneous

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

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

Level: 2

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.

Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn't pushed.

As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.

***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.

**Source:** *XGE*, page 154. Also found in *EEPC*, page 17.
Crown of Madness

Level: 2

Casting Time: 1 action

Range: 120 feet

Duration: Concentration, up to 1 minute

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

**Source:** *PHB*, page 229
Hibernation

The week of Hibernation marks the beginning of such behavior. While only certain creatures will hibernate throughout the entirety of the winter season, almost all will take this week to rest more than they normally would. Whether it is to fatten their bodies to have more layers against the cold, or just a genetic exhaustion, people tend to close their shops and stay indoors to sleep or spend quiet time with their families.

The forests and oceans grow quiet, and food is scarce. Some view Hibernation as a menace, slowing down their work, and others rejoice in it as a well-earned respite from the hard work they do throughout the rest of the year. New parents particularly are thankful for this time of quietness.
Day of Spontaneity

Few people of the Broken Earth celebrate the Day of Spontaneity, but many are wary of it. Followers of Chaos worship heavily during this dedicated time to the god. The rest of the world must survive the extreme variations in luck, a massive increase in random encounters, and unlikely and unstable outcomes popping up in the most unexpected of places.

Many of the more nervously inclined people will stay indoors to avoid any serious risks that might increase in the outside world. This doesn't spare them from the very nature of reality showering us with chaotic energy. It is a good day to follow all precautions and double check yourself every step of the way.
Command

Level: 1

Casting Time: 1 action

Range: 60 feet

Duration: 1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.

**Approach.** The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

**Drop.** The target drops whatever it is holding and then ends its turn.

**Flee.** The target spends its turn moving away from you by the fastest available means.

**Grovel.** The target falls prone and then ends its turn.

**Halt.** The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

**Source:** *PHB*, page 223. Available in the SRD.
Coastal Wars

With new beginnings, new agricultural practices, and a new slave trade, the Elodian rule was exploding across the land. Towards the edge of Leushlan by the sea, the people of the then prosperous Sunrise Gulf and some surrounding villages had not yet been coerced into officially joining under this common ruler. They were determined not to; the aggression of the goblin and tiefling trade was something they wanted no part of.

The people here had fewer people, fewer resources, weaker armor. They saw little hope in successfully surviving without submitting. They ran to their oracle to see if there would be any answers. They were told: "War is Chaos. During these times we must look towards the sea and let it guide us."

Their village elders pulled everyone inland towards the border of their lands. Arcane and mundane alike were expected to help in this endeavor. All were instructed to dig a trench along the entire border, shoreline to shoreline. People were fearful and confused, but they were trusting as well. They all worked hard, digging deeper and deeper into the trench.

They dug and excavated until the elders were satisfied. The villagers then all climbed down into the trench, and unified, they pushed with everything they had. Water began to explode into the trench and flushed the people high enough to swim back to shore.

By the time the Elodians had arrived to issue a formal demand, Sunrise Gulf was already split away from the rest of the earth. This is the first and only known instance of the humanoids of Broken Earth being the ones to shift the global landscape in such a dramatic way. This area remains a series of islands outside of Elodian rule.