recursal/Fanatic-Fandom huggingface dataset:
Detect Evil and Good

A 1st Level Divination spell

Casting time: 1 Action

Duration: Concentration, up to 10 minutes

Range: Self

Components: V, S

Can be learnt by: Cleric,
Paladin

For the duration, you know if there is an aberration,
celestial, elemental, fey, fiend, or undead within 30’ of you, as well as where
the creature is located. Similarly, you know if there is a place or object
within 30’ of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by
1’ of stone, 1” of common metal, a thin sheet of lead, or 3’ of wood or dirt.
Fear

A 3rd
Level Illusion spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: Self (30’
cone)

Components: V, S, M
(a white feather or the heart of a hen)

Can be learnt by: Bard, Sorcerer, Warlock, Wizard

You project a phantasmal
image of a creature’s worst fears. Each creature in a 30’ cone must succeed on
a Wisdom save or drop whatever it is holding and become frightened for the
duration.

While frightened by
this spell, a creature must take the Dash action and move away from you by the
safest available route on each of its turns, unless there is nowhere to move,
in which case it falls prone and grovel in fear. If the creature ends its turn
in a location where it doesn’t have line of sight to you, the creature can make
a Wisdom save. On a success, the spell ends for that creature.
Animate Dead

A 3rd Level
Necromancy spell

Casting time: 1
minute

Duration: Instantaneous

Range: 10’

Components: V, S, M
(a drop of blood, a piece of flesh, and a pinch of bone dust)

Can be learnt by: Cleric, Wizard

This spell creates
an undead servant. Choose a pile of bones or a corpse of a Medium or Small
humanoid within range. Your spell imbues the target with a foul mimicry of
life, raising it as an undead creature. The target becomes a skeleton (for
bones) or a zombie (for corpse); use these creatures normal stat block as
listed on the Monster Manual (ask your DM for the stat block if you do not own
or have access to the Monster Manual).

On each of your
turns, you can use a Bonus Action to mentally command any creature you made
with this spell if the creature is within 60’ of you (if you control multiple
creatures, you can command any or all of them at the same time, issuing the
same or different command to each one). You decide what action the creature
will take and where it will move during gits 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’ve given it. To maintain the control of the creature for another 24 hours,
you must cast this spell on the creature again before the current 24-hour
period ends. This use of the spell reasserts your control over up to four
creatures you have animated with this spell, rather than animating a new one.

Remember however
that the creation of something as unnatural as an undead creature is an inherently
evil act that will strain your relations with good-aligned supernatural
entities and taint your soul with the essence of evil. Excessive use of this
spell will invariably draw your alignment towards evil, for every 100 undead
creatures you create, make a DC 12 Wisdom save, on a failure your Wisdom score
is permanently decreased by 1. For every 3 points of Wisdom you lose this way,
move your alignment one step down towards the evil alignments. You do not need
to make the Wisdom save if you are already of evil alignment.

When this spell is
cast using a spell slot of 4th level or higher, you animate or
reassert control over two additional undead creatures for each slot level above
3rd. Each of the creatures must come from a different corpse or pile
of bones.
Crusader's Mantle

A 3rd Level
Evocation spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: Self

Components: V

Can be learnt by: Paladin

Holy power radiates
from you in an aura with a 30’ radius, awakening boldness in friendly
creatures. Until the spell ends, the aura moves with you, centered on you.
While in the aura, each non-hostile creature in the aura (including you) deals
and extra 1d4 radiant damage when it hits with a weapon attack.
Deathbloom

A 9th Level Conjuration spell

Casting Time: 1 minute

Duration: 24 hours

Range: 30’

Components: V, S, M (blood of a green dragon, the stinger of a wyvern, and
the leaf/bark of a tree that is at least 1,000 years old, all of which the
spell consumes)

Can be learnt by: Cleric, Druid, Sorcerer

You conjure forth a Deathbloom flower, a plant native to the
Negative Energy Plane, that is somehow nourished by the plane’s pure energies
of death. The flower appears in an unoccupied space within range that you can
see, it is sized Large and cannot move. The flower has 12 AC and 200HP, is
immune to bludgeoning, poison, and psychic damages, resistant to acid and piercing
damage, and vulnerable to fire, radiant, and slashing damages, it also absorbs
necrotic damage to restore its HP.

The area within 30’ of the flower is infused with the
flower’s deadly energies, all creatures (excluding you) that enters or starts
its turn inside the area must make a Constitution save against your
Spellcasting DC, taking 6d6 poison damage on a failure, or half as much on a
success.

While the flower is alive, and you are within 5’ of it, you
can use your Action to command the flower to shoot its poisonous spores at any
location you can see within 300’. The spores explode in a 10’ radius sphere and
all creatures within that area must succeed on a Constitution save against your
Spellcasting DC + 5, taking 20d6 poison damage on a failure or half as much
damage on a success.

If the flower is still alive after 24 hours has passed, it
will simply return to the Negative Energy Plane. However, if the flower is
destroyed before the 24 hours is up, it will explode, forcing all creatures
(except you) within 20’ of it to make a Dexterity save. Creature who failed the
save will take 10d8 piercing damage and must immediately make the Constitution
save against the flower’s spores with disadvantage, creatures who succeed take
half the piercing damage and make the Constitution save as normal.

If you cast this spell on a Deathbloom that is still in
effect (no material components needed in this case), you can extend the flower’s time in the material realm by another 24
hours. A Deathbloom flower that remains in the material realm for 30 straight
days becomes fully interred in the realm and won’t return to the Negative
Energy Plane unless it is destroyed. The Deathbloom has a modicum of
intelligence and can be taught to recognize friendly creatures to be exempt
from its deadly aura-like ability.

A Deathbloom that lingers in the material realm must be
constantly fed with necrotic energies. Dealing 10 necrotic damage to the
Deathbloom every 7 days is sufficient, though the flower will prefer the
“taste” of undead flesh. The roots of the Deathbloom is one of the surest ways
in the multiverse to completely destroy all manners of undeath. For every week
the Deathbloom goes without being dealt necrotic damage, or every month without
feeding it an undead creature, the flower “starves” and suffers a -20 penalty
to its maximum HP. Feeding the Deathbloom with an undead creature or dealing 50
necrotic damage to it brings it back to its normal maximum HP.

This is a Lost Spell.
Conjure Volley

A 5th Level
Conjuration spell

Casting time: 1
Action

Duration:
Instantaneous

Range: 150’

Components: V, S, M
(one piece of ammunition or one thrown weapon)

Can be learnt by: Ranger

You throw a nonmagical
weapon or fire a piece of nonmagical ammunition from a ranged weapon into the
air and choose a point within range. Hundreds of duplicates of the ammunition
or weapon fall in a volley from above and then disappear. Each creature in a
40’ radius, 20’ high cylinder centered on that point must make a Dexterity save.
A creature takes 8d8 damage on a failure, or half as much on a success. The
damage type is the same as that of the ammunition or weapon.
Greater Restoration

A 5th Level
Abjuration spell

Casting time: 1
Action

Duration:
Instantaneous

Range: Touch

Components: V, S, M
(diamond dust worth at least 100gp, which the spell consumes)

Can be learnt by: Bard, Cleric, Druid

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

* One effect that charmed or petrified the target
* One curse, including the target’s attunement to a cursed magic item
* Any reduction to one of the target’s ability scores
* One effect reducing the target’s max HP
Creeper

Creeper is the name given by goblins to those of their kind who specializes in tracking, stealth, assassination, and other such solo operations that differs greatly from the common goblin tactics of swarming the enemy with sheer number. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to characters of the ***Goblin*** race.

## Class Features

Creeper Features
Level
Level
No attribute scores less than 9
 2nd
No attribute scores less than 12
 3rd
No attribute scores less than 15

### Sadistic Glee

Goblin Creepers are masters of taking down unsuspecting victims, and they revel in their ability to do so. As a member of this feared brotherhood, every time you have advantage on a weapon or spell attack, and every time you attack a surprised creature, you can add half your Character Level to the damage dealt. The damage dealt through the use of this feature ignores damage resistances but not immunities. You can use this feature a number of times equal to twice your Creeper level per long rest.

### Improved Darkvision

Long hours spent in dark tunnels and under the cover of night have made your eyes more adapted than most at picking out details in pitch darkness. The range of your Darkvision ability increases to 90 feet, and you cannot suffer disadvantage on your Wisdom (Perception) checks as a result of lighting condition.

### Extra Pockets

Due to the nature of your "work", you are used to working alone or with very little back-up, causing you to become more self-sufficient. Your carrying capacity is increased such that the total weight of items you can carry is equal to your Strength attribute x 20lb (instead of 15lb). Furthermore, you can both stow one item and take out another item (currently on your person) as part of the same Action, Bonus Action, or Item Interaction.

### Ambush Expertise

As a result of your extensive experience with setting up and executing ambushes and sneak attacks, it has now became second nature for you to pick up on the details of what could potentially be an ambush or be used in an ambush. Whenever you or your party is subjected to a situation that would cause you to become surprised, you can make a DC 16 Insight check as a Reaction to not be surprised. Also, you receive a +10 bonus to Stealth checks made to stalk someone, and you receive a +5 bonus to Hit and damage every time you make an attack against a target you've successfully hidden from. Regardless of whether you hit your target while hiding, you can make a DC 12 Dexterity save to avoid being detected by your target or their companions.
Clairvoyance

A 3rd Level
Divination spell

Casting time: 10
minutes

Duration:
Concentration, up to 10 minutes

Range: 1 mile

Components: V, S, M
(a focus worth at least 100gp, either a jeweled horn for hearing or a glass eye
for seeing)

Can be learnt by: Bard, Cleric, Sorcerer, Wizard

You create an invisible
sensor within range in a location familiar to you (a place you have visited or
seen before) or in an obvious location that is unfamiliar to you (such as
behind a door, around a corner, or in a grove of trees). The sensor remains in
place for the duration, and it can’t be attacked or otherwise interacted with.

When you cast the
spell, you choose seeing or hearing. You can use the chosen sense through the
sensor as if you were in its space. As your Action, you can switch between
seeing and hearing. A creature that can see the sensor (such as a creature
benefitting from see invisibility or truesight) sees a luminous, intangible orb
about the size of your fist.
Human (Erath)

This page only contains Racial Traits, lore-wise Humans of Erath follow the same description as found on pages 29-31 in the official *D&D 5th edition Player's Handbook* by Wizards of the Coast.

## Human Traits

***Ability Score Increase.*** Increase two ability scores of your choice by 1
or one ability score by 2

***Age.***
**Humans mature at**
around 20 and live to be about 80

***Skill.*** Gain proficiency in one skill of your choice

***Feat.*** Gain one feat of your choice

***Alignment.*** Any

***Size.*** Medium; 5’ to 6’8” tall, weighs 130-220lb

***Speed.*** 30’

***Tool Proficiency.*** Gain proficiency in one Tool Set of your choice

***Languages.*** Common and one extra language of your choice

***Subraces.*** Humans have three subraces: Caesar, Hamad, and Han. Choose one of these

## Human Subrace

### Caesar

Pale skinned with lightly colored hair, the Caesar people are warlike yet hospitable.

***Ability Score Increase.*** Increase CHA by 2

***SPQR.*** allow 2-handed reach weapons to be used with 1 hand
when paired with a shield, at the cost of -1 to Hit

***Open Society.*** Gain advantage on CHA Saving throws

### Hamad

Dark skinned with bushy hair, the Hamad people are shrewd natural explorers.

***Ability Score Increase.*** Increase CON by 2

***Desert Nomads.*** Non-magical desert/sand do not count at difficult
terrain

***Extra Language.*** Gain one extra language of your choice

### Han

Tan skinned with dark hair, the Han people are aloof and richly cultured.

***Ability Score Increase.*** Increase WIS by 2

***Refined Scholar.*** Gain proficiency and advantage in Persuasion but
suffer disadvantage in Intimidation

***Innovative Crossbowmen.*** Gain proficiency with all Crossbows (Hand, Light,
Heavy, Repeating, etc.) and has doubled range when attacking with Crossbows
Forbiddance

A 6th Level Abjuration spell

This spell can be cast as a Ritual

Casting time: 10 minutes

Duration: 1 day

Range: Touch

Components: V, S, M (a sprinkling of holy water, rare
incense, and powdered ruby worth at least 1,000gp)

Can be learnt by: Cleric

You create a ward against magical travel that protects up to
40,000 square feet of floor space to a height of 30’ above the floor. For the duration,
creatures can’t teleport into the area or use portals, such as those created by
the Gate spell, to enter the area. The spell proofs the area against planar
travel, and therefore prevents creatures from accessing the area by way of the
Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the Plane Shift spell.

In addition, the spell damages types of creatures that you
choose when you cast it. Choose one or more of the following: aberrations,
celestials, elementals, fey, fiends, and undead. When a chosen creature enters
the spell’s area foe first time on a turn or starts its turn there, the
creature takes 5d10 radiant or necrotic damage (your choice when you cast this
spell).

When you cast this spell, you can designate a password. A
creature that speaks the password as it enters the area takes no damage from
the spell.

This spell’s area cannot overlap with the area of another
Forbiddance spell. If you cast Forbiddance every day for 30 consecutive days in
the same location, the spell lasts until it is dispelled, and the material
components are consumed on the last casting.
Acid Blast

A 3rd Level Evocation spell

Casting Time: 1 Action

Duration: Instantaneous

Range: 100’

Components: V, S, M (a tiny ball of bat guano and sulfur)

Can be learnt by: Cleric, Sorcerer, Warlock, Wizard

An orb of acid flies from your hands and explodes in a 20’
radius sphere, spraying caustic acid everywhere. All creatures in the area must
make a Dexterity save, taking 8d6 acid damage on a failure or half as much on a
success. The acid spreads around corners.

If cast using a spell slot of 4th level or higher, the
damage increases by 1d6 for each slot level above 3rd.

This spell is a Lost Spell.
Friends

An Enchantment cantrip

Casting time: 1 Action

Duration: Concentration, up to 1 minute

Range: Self

Components: S

Can be learnt by: Bard, Sorcerer, Warlock, Wizard

For the duration,
you have advantage on all Charisma ability checks. Any creature that observes
you casting the spell can attempt an Insight check against your spellcasting
DC. On a success, a creature becomes aware that you are using magic to
influence your social abilities. The consequences of this are at the DM's
discretion, but most creatures do not take kindly to such magical trickery.
Ensnaring Strike

A 1st Level Conjuration spell

Casting time: 1 Bonus Action

Duration: Concentration, up to 1 minute

Range: Self

Components: V

Can be learnt by: Ranger

The next time you hit a creature with a weapon attack before
this spell ends, a writing mass of thorny vines appear at the point of impact,
and the target must succeed on a Strength save or be restrained by the magical
vines until the spell ends. A Large or larger creature has advantage on this
save. If the target succeeds on the save, the vines shrivel away.

When restrained by this spell, the target takes 1d6 piercing
damage at the start of each of its turns. A creature restrained by the vines or
one that can touch the creature can use its Action to make a Strength check
against your spell save DC. On a success, the target is freed, and the vines shrivel
away.

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

A 1st Level Conjuration spell

Casting time: 1 Action

Duration: Concentration, up to 1 hour

Range: 120’

Components: V, S

Can be learnt by: Druid,
Ranger, Sorcerer, Wizard

You create a 20’ radius sphere of fog centered on a point
within range. The sphere spreads around corners, and its area is heavily
obscured, it lasts for the duration or until a wind of moderate or greater
speed (at least 10 mph) disperses it.

When you cast this spell using a spell slot of 2nd
level or higher, the radius of the fog increases by 20’ for each slot level
above 1st.
Half-dwarf

Half-dwarves are the halfbreed hybrid of Dwarf and Human. Because humans have settled in just about all habitable environments, it is not uncommon for humans to reside in Dwarven settlements, or for Dwarven craftsmen to settle in human cities. Many humans are drawn to the determination and boldness of the Dwarves, and, even though they don't like to admit it, Dwarves often respect humans for their devotion and adaptability. As such, it is not uncommon for young individuals from these two races to intermingle and, in some instances, marry. Such unions are often sweet, if short, for humans are limited by their short lifespan, and Dwarves who chose a human mate rarely, if ever, spend their final years truly happy.

Children born to these unions are, more often than not, left to their own devices, as Dwarven clans usually require Half-dwarves to prove their worth before they are willing to accept them as their own. Half-dwarves that grow up surrounded by other humans are still more likely to take up jobs as soldiers or smiths, and they often end up isolating themselves from the rest of society due to their extended lifespan.

## Half-dwarf Traits

***Ability Score Increase.*** CON + 2, and increase two other ability scores of
your choice by 1 or one ability score by 2

***Age.***
Half-dwarves mature at around 20, they live longer than humans due to their
Dwarven blood and can live to be about 300

***Alignment.*** Half-dwarves commonly lean towards Law

***Size.*** Medium; slightly shorter (4”) than humans, also
slightly more heavily built (20lb)

***Speed.*** 30’, not affected by heavy armor

***Darkvision.*** Thanks to your Dwarven blood, you can see in dim
light as if in bright, and darkness as if in dim light, for 60’; you cannot
tell color, only shades of grey

***Dwarven Resilience.*** You have advantage on saving throws against Poison,
and have resistance against Poison damage

***Endurance.*** Gain proficiency in CON Saving Throws and Athletics
skill

***Languages.*** Common and Dwarvish, along with one additional
language of your choice

***Subcategories.*** Depending on which parent played a more important role in the younger years of a Half-dwarf's life, two separate subcategories of Half-dwarves exist: Child of Men and Dwarven Blood. Choose one of these.

## Half-dwarf Subcategories

### Child of Men

Child of Men Half-dwarves grew up primarily in the company of their Human family, and as such share many similarities with other young Humans.

***Ability Score Increase.*** Increase one ability score of your choice by 1

***Skill Versatility.*** Gain proficiency in 2 skills of your choice

### Dwarven Blood

Dwarven Blood Half-dwarves grew up primarily in the company of their Dwarven family, and as such share many similarities with other young Dwarves.

***Ability Score Increase.*** STR + 1

***Dwarven Combat Training.*** You have proficiency with the Battleaxe, Warhammer,
Handaxe, Lighthammer, and Shield
Entangle

A 1st Level Conjuration spell

Casting time: 1 Action

Duration: Concentration, up to 1 minute

Range: 90’

Components: V, S

Can be learnt by: Druid

Grasping weeds and vines sprout from the ground in a 20’
square starting from a point within range. For the duration, these plants turn
the ground in the area into difficult terrain. A creature in the area when you
cast the spell must succeed on a Strength save or be restrained by the
entangling plants until the spell ends. A creature restrained by the plants can
use its Action to make a Strength check against your spell save DC. On a
success, it frees itself. When the spell ends, the conjured plants wilt away.
Hallow

A 5th Level
Evocation spell

Casting time: 24
hours

Duration: Until
dispelled

Range: Touch

Components: V, S, M
(herbs, oils, and incense worth at least 1000gp, which the spell consumes)

Can be learnt by: Cleric

You touch a point
and infuse an area around it with holy (or unholy) power. The area can have a
radius up to 60’, and the spell fails if the radius includes an area already
under the effect of another hallow spell. The affected area is subject to the
following effects:

* Celestials, elementals, fey, fiends, and undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect
* You can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or trolls. When a creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Charisma save (if it wants). On a success, the creature ignores the extra effect until it leaves the area
	+ Courage: Affected creatures can’t be frightened while in the area
	+ Darkness: Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can’t illuminate the area
	+ Light: Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can’t extinguish the light
	+ Energy Protection: Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing
	+ Energy Vulnerability: Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing
	+ Everlasting Rest: Dead bodies interred in the area can’t be turned into undead
	+ Extradimensional Interference: Affected creatures can’t move or travel using teleportation or by extradimensional or interplanar means
	+ Fear: Affected creatures are frightened while in the area
	+ Silence: No sound can emanate from within the area, and no sound can reach into it
	+ Tongues: Affected creatures can communicate with any other creature in the area, even if they don’t share a common language
Ego Whip

A 4th
Level Enchantment spell

Casting time: 1 Action

Duration: Concentration, up to 1 minute

Range: 30’

Components: V

Can be learnt by: Bard, Sorcerer, Warlock, Wizard

You lash the mind of one creature you can see within range,
filling it with despair. The target must succeed on an Intelligence save or
suffer disadvantage on attack rolls, ability checks, and saves, and it can’t
cast spells. At the end of each of its turns, the target can make another
Intelligence save (they also suffer disadvantage on this save). On a success,
the spell ends on the target.

When this spell is cast using a spell slot of 5th
level or higher, you can target one additional creature for each slot level
above 4th. The creatures must be within 30’ of each other when you
target them.
Suggestion

A 2nd
Level Enchantment spell

Casting time: 1
Action

Duration:
Concentration, up to 8 hours

Range: 30’

Components: V, M (a
snake’s tongue and either a bit of honeycomb or a drop of sweet oil)

Can be learnt by: Bard, Sorcerer, Warlock, Wizard

You suggest a course
of activity (limited to a sentence or two) and magically influence a creature
you can see within range that can hear and understand you. Creatures that can’t
be charmed are immune to this effect. The suggestion must be worded in such a
manner as to make the course of action sound reasonable. Asking the creature to
stab itself, throw itself onto a spear, immolate itself, or do some other
obviously harmful act ends the spell. The target must make a Wisdom save. On a
failure, it purses the course of action you described to the best of its
ability. The suggested course of action can continue for the entire duration.
If the suggested activity can be completed in a shorter time, the spell ends
when the subject finishes what it was asked to do.

You can also specify
conditions that will trigger a special activity during the duration. For
example, you might suggest that a knight give her warhorse to the first beggar
she meets. If the condition isn’t met before the spell expires, the activity
isn’t preformed.

If you or any of
your companions damage the target, the spell ends.
Parties

**Parties** are occasional events celebrated on the Club Penguin Back island. Parties are often celebrated with a different specific theme or even simply a celebration of a holiday. Whenever a party is occurring on the island, the majority of the rooms are decorated, and even special music to temporarily replace the default room music. Parties can also contain free items and special quests. While most parties re-occur annually, some parties only occur once which may sometimes include an exclusive rare item set to never return, an example of such a party is the Beta Test Party which has been confirmed to never return as well as the Beta Hat that was offered for free to players who participated in the party. During parties, mascots could also be met at random times or even at a scheduled time. Parties occasionally had special stamps for completing activities during them.
Feather Fall

A 1st Level Transmutation spell

Casting time: Reaction

Duration: 1 minute

Range: 60’

Components: V, M (a small feather or piece of down)

Can be learnt by: Bard,
Sorcerer, Wizard

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

A 3rd Level
Conjuration spell

Casting time: 1 Action

Duration:
Concentration, up to 10 minutes

Range: Self (15’
radius)

Components: V, S, M
(a holy symbol)

Can be learnt by: Cleric

You call forth
spirits to protect you. They flit around you to a maximum distance of 15’ for
the duration. If you are good or neutral, their spectral form appears angelic
or fey (your choice). If you are evil, they appear fiendish.

When you cast this
spell, you can designate any number of creatures you can see to be unaffected
by it. An affected creature’s speed is halved in the area, and when the creature
enters the area for the first time on a turn or starts its turn there, it must
make a Wisdom save. On a failure, the creature takes 3d8 radiant damage (if you
are good or neutral) or 3d8 necrotic damage (if you are evil). On a success,
the creature takes half as much damage.

When this spell is
cast using a spell slot of 4th level or higher, the damage increases
by 1d8 for each slot level above 3rd.
Dispel Evil and Good

A 5th Level
Abjuration spell

Casting time: 1
Action

Duration: Concentration,
up to 1 minute

Range: Self

Components: V, S, M
(holy water or powdered silver and iron)

Can be learnt by: Cleric, Paladin

Shimmering energy
surrounds and protects you from fey, undead, and creatures originating from
beyond the Material Plane. For the duration, celestials, elementals, fey,
fiends, and undead have disadvantage on attack rolls against you. You can end
the spell early by using either of the following special functions:

* Break Enchantment. As your Action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures
* Dismissal. As your Action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma save or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild
Hex

A 1st Level Enchantment spell

Casting time: 1 Bonus Action

Duration: Concentration, up to 1 hour

Range: 90’

Components: V, S, M (the petrified eye of a newt)

Can be learnt by: Warlock

You place a curse on a creature that you can see within
range. Until the spell ends, you deal an extra 1d6 necrotic damage to the
target whenever you hit it with an attack. Also, choose one ability when you
cast the spell. The target has disadvantage on ability checks made with the
chosen ability. If the target drops to 0HP before this spell ends, you can use
a Bonus Action on a subsequent turn of yours to curse a new creature. A remove
curse cast on the target ends this spell early.

When this spell is cast using a spell slot of 3rd
or 4th level, the duration for the spell increases to 8 hours. When
this spell is cast using a spell slot of 5th level or higher, the spell lasts 8 hours without needing concentration.
Arcane Lock

A 2nd
Level Abjuration spell

Casting time: 1 Action

Duration: Until dispelled

Range: Touch

Components: V, S, M (gold dust worth at least 25gp, which
the spell consumes)

Can be learnt by: Wizard

You touch a closed door, window, gate, chest, or other
entryway, and it becomes locked for the duration. You and the creatures you designate
when you cast this spell can open the object normally. You can also set a
password that, when spoken within 5’ of the object, suppresses this spell for 1
minute. Otherwise, it is impassable until it is broken or the spell is dispelled
or suppressed. Casting knock on the object suppresses this spell for 10
minutes.

While affected by this spell, the object is more difficult
to break or force open; the DC to break it or pick any locks on it increases by
Common Spells

The following are all of the "common" spells available in game, as in spells that could be found in the libraries and/or arcane institutes of most, if not all, Prime Planes. The spells on this page are grouped into tables by levels.

If you are looking for the spells that are found in dark corners and hidden stashes during your adventures, go instead to Lost Spells.
Call Lightning

A 3rd Level
Conjuration spell

Casting time: 1
Action

Duration:
Concentration, up to 10 minutes

Range: 120’

Components: V, S

Can be learnt by: Druid

A storm cloud appears
in the shape of a cylinder that is 10’ tall with a 60’ radius, centered on a
point you can see 100’ directly above you. The spell fails if you can’t see a
point in the air where the storm cloud could appear (for example, if you are in
a room that can’t accommodate the cloud). When you cast the spell, choose a
point you can see within range. A bolt of lightning flashes down from the cloud
to that point. Each creature within 5’ of that point must make a Dexterity
save. A creature takes 3d10 lightning damage on a failure, or half as much on a
success. On each of your turns until the spell ends, you can use your Action to
call down lightning in this way again, targeting the same point or a different
one.

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

When this spell is
cast using a spell slot of 4th level or higher, the damage increases
by 1d10 for each slot level above 3rd.
Mage Armor

A 1st Level Abjuration spell

Casting time: 1 Action

Duration: 8 hours

Range: Touch

Components: V, S, M (a piece of cured leather)

Can be learnt by: Sorcerer,
Wizard

You touch a willing creature (including yourself) who isn’t
wearing armor, and a protective magical force surrounds it until the spell
ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends
if the target dons armor or if you dismiss the spell as an Action.
Conjure Animals

A 3rd Level
Conjuration spell

Casting time: 1
Action

Duration:
Concentration, up to 1 hour

Range: 60’

Components: V, S

Can be learnt by: Druid, Ranger

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

* One beast of challenge rating 2 or lower
* Two beats of challenge rating 1 or lower
* Four beasts of challenge rating ½ or lower
* Eight beasts of challenge rating ¼ or lower

Each beast is also
considered fey, and it disappears when it drops to 0HP 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. Ask your DM for the creatures’ statistics

When this spell is
cast using certain higher-level spell slots, you choose one of the summoning
options above, and more creatures appear:

* Twice as many with a 5th level slot
* Three times as many with a 7th level slot
* Four times as many with a 9th level slot
Cloud of Daggers

A 2nd
Level Conjuration spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: 60’

Components: V, S, M
(a sliver of glass)

Can be learnt by: Bard, Sorcerer, Warlock, Wizard

You fill the air
with spinning daggers in a cube 5’ on each side, centered on a spot you choose
within range. A creature takes 4d4 slashing damage when it enters the spell’s
area for the first time on a turn or starts its turn there.

When this spell is
cast using a spell slot of 3rd level or higher, the damage increases
by 2d4 for each slot level above 2nd.
Arcane Barrage

A 9th Level Evocation spell

Casting Time: 1 Action

Duration: Concentration, up to 1 minute

Range: 1 mile

Components: V, S

Can be learnt by: Sorcerer, Wizard

You create innumerable arcane missiles (as per the *Magic Missile* spell) and rain them down
in a cylindrical area 100’ in radius and 100’ in height. Each creature within
that area must make a Dexterity save, being bombarded by 2d12 missiles, or half
as much on a success, with each missile dealing 2d4 force damage. Creatures
that enter the area for the first time on their turn or starts their turn
within that area must immediately make the Dexterity save.

Creatures inside the spell’s area of effect who takes the
Dash action suffers disadvantage on the Dexterity save, while those who takes
the Dodge action gain advantage on the save.

After you cast this spell and as an Action on each
subsequent turn before the spell ends, you can concentrate the spell’s effect
on one creature within the spell’s area of effect, forcing it to suffer
unavoidable disadvantage on the Dexterity save. On a failure, the chosen
creature is bombarded by 8d12 missiles, or half as much on a success.

Creatures and objects reduced to 0HP by the spell are
reduced to a fine ash, similar to the effects of the *Disintegrate* spell.

This spell is a Lost Spell.
Condon of Arrows

A 2nd Level
Transmutation spell

Casting time: 1
Action

Duration: 8 hours

Range: 5’

Components: V, S, M
(four or more arrows or bolts)

Can be learnt by: Ranger

You plant four
pieces of nonmagical ammunition – arrows or crossbow bolts – in the ground
within range and lay magic upon them to protect an area. Until the spell ends,
whenever a creature other than you comes within 30’ of the ammunition for the
first time on a turn or ends its turn there, one piece of ammunition flies up
to strike it. The creature must succeed on a Dexterity save or take 1d6
piercing damage. The piece of ammunition is then destroyed. The spell ends when
no ammunition remains.

When you cast this
spell, you can designate any creatures of your choice to be ignored by the
spell.

When this spell is
cast using spell slot of 3rd level or higher, the amount of
ammunition that can be affected increases by two for each slot level above 2nd.
Duelist Blade

*Mundane Tier, primary material: Bronze*

**Weapons: longsword, shortsword**

Enchanted to provide both offensive and defensive aid, this weapon is a welcome addition to the arsenal of any warrior who favors one-handed blades. When a creature wields this weapon and no other weapons in their other hand(s), they gain a +1 bonus to AC, a +1 bonus to attack rolls, and a +2 bonus to damage rolls. If the creature wielding this weapon has the Dueling fighting style, the style's effect changes to a +2 bonus to both attack and damage.
Compelled Duel

A 1st Level Enchantment spell

Casting time: 1 Bonus Action

Duration: Concentration, up to 1 minute

Range: 30’

Components: V

Can be learnt by: Paladin

You attempt to compel a creature into a duel. One creature
that you can see within range must make a Wisdom save. On a failure, the
creature is drawn to you, compelled by your divine demand. For the duration, it
has disadvantage on attack rolls against creatures other than you, and it must
make a Wisdom save each time it attempts to move to a space that is more than
30’ away from you; if it succeeds on this save, the spell doesn’t restrict the
target’s movement for that turn.

The spell ends if you attack any other creature, if you cast
a spell that targets a hostile creature other than the target, if a creature
friendly to you damages the target or casts a harmful spell on it, or if you
end your turn more than 30’ away from the target.
Blindness/Deafness

A 2nd
Level Necromancy spell

Casting time: 1 Action

Duration: 1 minute

Range: 30’

Components: V

Can be learnt by: Bard, Cleric, Sorcerer, Wizard

You can blind or deafen a foe. Choose one creature that you
can see within range to make a Constitution save. On a failure, the target is
either blinded or deafened (your choice) for the duration. At the end of each
of its turns, the target can make a Constitution save, ending the effect (and
spell) on a success.

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

A 1st Level Illusion spell

Cast time: 1 Action

Duration: 1 hour

Range: Self

Components: V, S

Can be learnt by: Bard, Sorcerer, Wizard

You make yourself – including your clothing, armor, weapons,
and other belongings on your person – look different until the spell ends or
until you use your action to dismiss it. You can seem 1’ shorter or taller and
can appear thin, fat, or in between. You can’t change your body type, so you
must adopt a form that has the same basic arrangement of limbs. Otherwise, the
extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to
physical inspection. For example, if you use this spell to add a hat to your
outfit, objects pass through the hat, and anyone who touches it would feel
nothing or would feel your head and hair. If you use this spell to appear
thinner than you are, the hand of someone who reaches out to touch you would
bump into you while it was seemingly still in midair. To discern that you are
disguised, a creature can use its action to inspect your appearance and must
succeed on an Investigation check against your spell save DC.
Contagion

A 5th Level
Necromancy spell

Casting time: 1
Action

Duration: 7 days

Range: Touch

Components: V, S

Can be learnt by: Cleric, Druid

Your touch inflicts
disease. Make a melee spell attack against a creature within your reach. On a
hit, you afflict the creature with a disease of your choice from any of the
ones described below. At the end of each of the target’s turns, it must make a
Constitution save. After failing three of these saves (doesn’t have to be
consecutive), the disease’s effects last for the duration, and the creature
stops making these saves. After succeeding on three of these saves (again, doesn’t
have to be consecutive), the creature recovers from the disease, and the spell
ends.

Since this spell
induces a natural disease in its target, any effect that removes a disease or
otherwise ameliorates a disease’s effects apply to it.

* Blinding Sickness: Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saves and is blinded
* Filth Fever: A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saves, and attack rolls that use Strength
* Flesh Rot: The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage types
* Mindfire: The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saves, and the creature behaves as if under the effects of the confusion spell during combat
* Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saves, and attack rolls that use Dexterity
* Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saves. In addition, whenever the creature takes damage, it is stunned until the end of its next turn

Because these
diseases are all naturally occurring, when the afflicted individual is within
close proximity to another living creature, as in within at least 10’ of each
other, for at least 4 consecutive hours, the other creature must also start making Constitution
saves against your spell save DC (with the exception being that it needs five
failures to become fully afflicted with the disease, although it still only
need three successes to recover from it). A creature that catches the disease
from the original target will continue to suffer from the disease until it dies
or is cured, as the disease will not disappear after the spell’s duration is over.
This process can continue indefinitely.
Wall of Thorns

A 6th Level Conjuration spell

Casting time: 1 Action

Duration: Concentration, up to 10 minutes

Range: 120’

Components: V, S, M (a handful of thorns or a thorny branch)

Can be learnt by: Druid

You create a wall of tough, pliable, tangled brush bristling
with needle-sharp thorns. The wall appears within range on a solid surface and
lasts for the duration. You can have the wall appear as a 60’ long, 10’ high,
and 5’ thick line, or as a 10’ radius, 20’ high, and 5’ thick circle. The wall blocks
line of sight. When the wall appears, each creature within its area must make a
Dexterity save, taking 7d8 piercing damage on a failure or half as much on a
success.

A creature can move through the wall, albeit slowly and
painfully. For every 1 foot that a creature moves through the wall, it must
spend 4 feet of movement (quarter speed). Furthermore, the first time a
creature enters the wall on a turn or ends its turn there, the creature must
make a Dexterity save (this save is made with disadvantage if the creature had
taken the Dash action before or while it moves through the wall), taking 7d8
slashing damage on a failure, or half as much on a success.

If this spell is cast using a spell slot of 7th
level or higher, both types of damage increases by 1d8 for each spell slot
level above 6th.
Harm

A 6th Level Necromancy spell

Casting time: 1 Action

Duration: Instantaneous

Range: 60’

Components: V, S

Can be learnt by: Cleric

You unleash a torrent of negative energies on a creature
that you can see within range. The target must make a Constitution save, taking
14d6 necrotic damage on a failure, or half as much damage on a success. The
damage can’t reduce the target’s HP to below 1. If the target fails the save,
its maximum HP is reduced by the amount of necrotic damage it took for 1 hour.
A Greater Restoration spell or a similar effect can allow an affected
creature’s maximum HP to return to normal before the hour is up.

If this spell is cast using a 7th level or higher
spell slot, the damage dealt increases by 2d6 for each spell slot level above 6th.
Hunter's Mark

A 1st Level Divination spell

Casting time: 1 Bonus Action

Duration: Concentration, up to 1 hour

Range: 90’

Components: V

Can be learnt by: Ranger

You choose a creature you can see within range and
mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6
damage to the target whenever you hit it with a weapon attack, and you have
advantage on any Perception or Survival check you make to find it. If the
target drops to 0HP before this spell ends, you can use a Bonus Action on a
subsequent turn of yours to mark a new creature.

When this spell is cast using a spell slot of 3rd
or 4th level, the duration for the spell increases to 8 hours. When
this spell is cast using a spell slot of 5th level or higher, the spell lasts 8 hours without needing concentration.
Continual Flame

A 2nd Level
Evocation spell

Casting time: 1
Action

Duration: Until
dispelled

Range: Touch

Components: V, S, M
(ruby dust worth 50gp, which the spell consumes)

Can be learnt by: Cleric, Wizard

A flame, equivalent
in brightness to a torch, springs forth from an object that you touch. The
effect looks like a regular flame, but it creates no heat and doesn’t use
oxygen. A continual flame can be covered or hidden but not smothered or
quenched. It will continue to burn even if the object is submerged under water.