recursal/Fanatic-Fandom huggingface dataset:
Blackened Heart

***3rd-level necromancy***

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S
* **Duration:** Instantaneous

*Corruption waits for the perfect moment to strike.*

You reach out towards a living creature that you can see. The target must make a Constitution saving throw. If it fails, its body is filled with vile poison, and it takes 10d6 poison damage at the start of its next turn. If the target is reduced to 0 hit points before the start of its next turn, the poison explodes outward from it in a shower of disgusting bile. Creatures within a 10-foot radius of the target must make a Dexterity saving throw. If they fail, they take 10d6 poison damage, or half as much on a successful save.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage of each phase of the spell increases by 2d6 per spell slot level above 3rd.
Archaeologist

An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains – their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars and cataclysms.

## Feature: Dust Digger

Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. Roll on the Signature Item table to see what you have, or choose an item from the table.

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## Feature: Historical Knowledge

When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.
Animal Shapes

***8th-level transmutation***

**Casting Time:** 1 action
**Range:** 30 feet
**Components:** V, S
**Duration:** Concentration, 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.
Amplify Magic

***6th-level transmutation***

* **Casting Time:** 1 bonus action
* **Range:** Self
* **Components:** V, S
* **Duration:** Up to 1 minute

You use your bonus action to place a boon upon yourself, empowering the spells. While are under the effects of this spell, the next 3rd level spell that you cast using one of your available spell slots gains benefits as though it had been cast at 7th level.
Antithese

Obwohl es sich technisch gesehen nicht um ein Gift handelt, dient diese ölige Mischung einem ähnlichen Zweck. Es enthält mikroskopisch kleine parasitäre Wesen, die im Öl leben und sich an Magie laben.

* **Beschaffung:** Man muss zunächst eine Lösung finden oder erwerben, welche die für diese Mischung notwendigen Lebewesen enthält. Sie werden typischerweise in Tümpeln mit natürlichem Öl gefunden, die entlang von Leylinien im Underdark liegen. Die ölige Mischung kann dann verarbeitet werden, um sie zähflüssiger zu machen, damit sie für Waffen verwendet werden kann, oder um sie klar zu machen, damit sie in Nahrungsmitteln oder Getränken versteckt werden kann.
* **Typ:** Eingenommen oder Wundgift, Aquatoxin
* **Marktwert:**  13
* **Legalität:** Illegal
* **Modification DC:** 18
* **Medicine DC:** 21
* **Saving Throw DC:** 14

## Effekt

A creature subjected to this poison must succeed on a Constitution saving throw. On a failed save, they are infected with a parasitic disease. While diseased in this way, the creature cannot regain hit points through any means other than a short or long rest. Each time it would regain hit points in any other way, it instead takes 4 (1d8) poison damage and can repeat the saving throw, ending the effect on itself on a success.
Clearing the Field

***2nd-level transmutation (ritual)***

* **Casting Time:** 1 action
* **Range:** 40 feet
* **Components:** V, S
* **Duration**: 1 hour

With a harsh word and a vicious chopping motion, every tree, shrub, and stump within 40 feet of you sinks into the ground, leaving the vacated area clear of plant life that might otherwise hamper movement or obscure sight. Overgrown areas that counted as difficult terrain become clear ground and no longer hamper movement. The original plant life rises from the ground instantly when the spell ends or is dispelled. Plant creatures are not affected by *clearing the field*.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the spell lasts for an additional hour for each slot level above 2nd.

**Ritual Focus.** If you expend your ritual focus, plant creatures within the area of effect must make a successful Constitution saving throw or be affected as though a by a reduce spell.
Absorb Elements

***1st-level abjuration***

* **Casting Time:** 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
* **Range:** Self
* **Components:** S
* **Duration:** 1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

*At Higher Levels.* When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Catch the Breath

***3rd-level transmutation***

* **Casting Time:** 1 reaction
* **Range:** Self
* **Components:** V
* **Duration:** Instantaneous

You can cast this spell as a reaction when you’re targeted by a breath weapon. Doing so gives you advantage on your saving throw against the breath weapon. If your saving throw succeeds, you take no damage from the attack even if a successful save normally only halves the damage. Whether your saving throw succeeded or failed, you absorb and store energy from the attack. On your next turn, you can make a ranged spell attack against a target within 60 feet. On a hit, the target takes 3d10 force damage. If you opt not to make this attack, the stored energy dissipates harmlessly.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage done by your attack increases by 1d10 for each slot level above 3rd.
AlteVersion/Hithos

Hithos ist das Pantheon der Götter in Onos und besteht seit dem Kataklymus. Unterteilt wird das Pantheon in Hauptgötter, Götter, die unter den Hauptgöttern gestellt werden, und Pseudo-Götter. Regional werden verschiedene Götter verehrt, und manche Götter beziehen einen besonderen Stellenwert bei diversen Bevölkerungsschichten. So ist Emdia, Göttin des Wassers, Ozeane und Flüsse, zwar verehrt, jedoch hat sie eine besondere Bedeutung für Seefahrer und Fischer.
Banishing Smite

***5th-level abjuration***

* **Casting Time:** 1 bonus action
* **Range:** Self
* **Components:** V
* **Duration:** Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points of fewer, you banish it. If the target is native to a different plane of existence than the on you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Armament of Irritants

***8th-level conjuration***

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S
* **Duration:** Up to 24 hours

One hundred tiny insects cover your body and grant you 100 temporary hit points. Also, you are immune to poisons and diseases for the duration. You gain additional effects depending on how many temporary hit points are remaining:

* 75 or more. You have 3/4 cover.
* 45 or more. You have half cover.

Additionally, once per round, if a single source of damage would remove more than 50 temporary hit points, you can use your reaction to only lose half of the temporary hit points instead. The spell lasts for the duration or when the temporary hit points are depleted, whichever happens first. You can only have one instance of this spell active at a time.

**At Higher Levels.** When you cast this spell using a spell slot of 9th level, you gain an additional 20 temporary hit points and the spell lasts for 10 days.
Binding of Perduring Possession

***9th-level abjuration***

* **Casting Time:** 1 hour
* **Range:** Touch
* **Components:** V, S, M (an item to serve as a receptacle, made of materials worth at least 1,000gp per Hit Die of the target)
* **Duration:** Special

You embed the soul and personality of a willing target into an item. While affected by this spell, the target doesn't need to breathe, eat, or drink, and it doesn't age or die. It retains its senses. Divination spells can't locate or perceive the target. The target's perception of the vessel may vary and is chosen by the caster as they form a mental image of the target's place of voluntary imprisonment. The target will be able to verbally communicate with creatures outside of the vessel, and to communicate telepathically with creatures attuned to the item. While within the vessel, the target may summon any mundane items they desire.

The item used as a vessel gains a magical aura about it and is inured to wear and damage. It also has advantage on saving throws against spells and other magical effects, and resistant to damage originating from such. The item uses the statistics of the bound creature for saving throws, and the maximum value of the bound creature's Hit Dice (including its Constitution modifier) for determining the item's HP. Its AC is 25, and any damage to it is repaired at a rate of 5 HP per round.

**Ending the Spell.** The spell may be ended through a ceremonial ritual where diamonds worth at least 500gp per Hit Die of the bound target are fired in a brazier for 24 hours, stoked and fueled with rare herbs native to the target's place of birth. The item must be laid upon the diamonds for the duration of the ceremony, and the true name of the target chanted at its zenith. Performing this ritual will expunge the target's soul from the item, releasing it to its expected destination upon death, and destroying the possessed item along with all resources used in the ritual. A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting the item.
AlteVersion/Sub:Paladin/Geschichte

*"Ein Paladin ist ein Werkzeug der Götter. Sie zerschmettern die Feinde ihres Glaubens, heilen ihre Verbündeten und sind exzellente Söldner, falls es ein Problem mit Untoten oder Dämonen gibt."*
 – Kango Brett, Kangos Enzyklopädie der Monstrositäten
Paladin ist einer der Klassen von Onos, in die Charaktere hinein passen. Paladine zeichnen sich aus durch eine gute Mischung aus Schaden, Zauber und Zähigkeit, die sie effektiv in den vordersten Reihen eines Kampfes sein lässt. Paladine sind oft Untergebene eines der Götter von Onos und unterliegen einem Eid, den sie schworen, als sie ihre Ausbildung anfingen.

## Geschichte

Paladine gibt es seit dem Anfang der Zeitrechnung in Onos. Die Geschichte der Welt erzählt von vielen, legendären Paladinen, die ihre Waffen für Gerechtigkeit und Ehre einsetzten, aber es gibt auch einige, die für ihren abwegigen Pfad berühmt sind.

Es gibt keine einheitliche Ausbildungsstelle für Paladine, oder eine bestimmte Gesellschaft, Gilde oder Gruppierung, die über die Paladine von Onos waltet, da ein Paladin lediglich jemand ist, der im Auftrag einer Gottheit einen Schwur abgelegt hat, und somit im Namen dieser Gottheit waltet. Jedoch gibt es in Westrana die Hithos'sche Universität von Wittburg, welche Kleriker und Paladine über Jahre hinweg ausbildet und trainiert, um der Nation zu dienen. In Westrana wird aufgrund dieser Akademie ein Unterschied zwischen 'offiziellen' und 'inoffiziellen' Paladinen anerkannt, wobei die offiziellen Paladine einen ranghohen Ruf genießen, verglichen mit ihren herkömmlichen Gegenstücken.

Eine andere Nation, in der Paladine eine wichtige Rolle spielen, ist Seland. Die Ritterrunde von Seland besteht lediglich aus einer Mischung aus Kämpfern und Paladine, die auf der Insel ihr Können bewiesen haben.

Obwohl es in allen Teilen von Onos Paladine zu finden gibt, sind die zwei Nationen Westrana und Seland die einzigen, in der Paladine eine besondere Rolle spielen. Auch wenn ein Paladin nicht einer der zwei Nationen angehört, so genießen sie doch beim Volk ein hohes Ansehen und genießen das Vertrauen der Bürger der zivilisierten Nationen.
Cone of Cold

***5th-level evocation***

**Casting Time:** 1 action
**Range:** Self (60-foot cone)
**Components:** V, S, M (a small crystal or glass cone)
**Duration:** Instantaneous

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue until it thaws.

**At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Ameliorate

**3rd-level evocation**

* **Casting Time:** 1 action
* **Range:** 60 feet

* **Components:** V, S
* **Duration:** Concentration, up to 1 minute

A creature you can see within range gains a number of
temporary hit points equal to 2d6 + your spellcasting ability
modifier. This effect happens every round at the start of your
turn for the duration as long as the target is within range,
otherwise the spell ends.

**At Higher Levels:** When you cast this spell using a spell
slot of 4th level or higher, the temporary hit points given
increase by 1d6 for each slot level above 3rd.
Alluvial Pool

***8th-level conjuration***

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S, M (a vial of ooze)
* **Duration:** Concentration, up to 1 hour

Thick ooze fills an area of the ground you choose within range. The area by default is a 50-foot square, but its dimensions may be whatever you wish, provided it is one continuous pool and the total surface area does not exceed 2500 square feet. The resulting pool has a depth of 10 feet and is difficult terrain. The area looks like a shallow pool of water at first glance, and any creature that was not aware of the spell being cast must make an Intelligence (Investigation) or Wisdom (Perception) check against your spell DC to believe otherwise before contact is made with the pool.

A creature entering the pool for the first time on a turn or starting its turn there must make a Dexterity saving throw, taking 4d6 acid damage on a failed save and sinking into the pool, as the grappled condition. On a successful save, the creature takes half as much acid damage and is not grappled. A grappled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check (its choice) against your spell save DC. On a success, it frees itself. A creature of size Large or smaller that fails the saving throw while already grappled by the pool is also restrained against your spell save DC.

A restrained creature can't breathe, and any non-magical metal objects it carries begin to corrode. When the restrained creature takes acid damage from the pool, non-magical metal weapons and armor take a permanent, cumulative -1 penalty to their damage rolls and AC, respectively. If this penalty on a weapon reaches -5, the weapon is destroyed; similarly, armor is destroyed if its AC is reduced to 10. Other metal objects take cumulative damage as well, as the pool eats through a 1-inch-thickness of non-magical metal each round it is immersed.
Ashen Pack

***4th-level conjuration***

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S
* **Duration:** Concentration, up to 10 minutes

*Those are not torches burning in the woods beyond. They are eyes, and they are hungry.*

With a gesture, you summon three flaming wolves made from ash and metal into your space. When you cast this spell, and as an action on each of your turns while it is in effect, you can choose a point within 60 feet of you. When you do, one of the flaming wolves rushes to the target point, and then seeks out the nearest creature within 30 feet of it, making a melee spell attack using your spell attack modifier. If the attack hits, the target takes 4d10 fire damage and must make a Strength saving throw. If the target fails, they are knocked prone. The flaming wolf then immediately returns to your space, coiling around your feet. The wolves have an AC equal to your spell save DC. If a flaming wolf is struck by a weapon or spell attack or is prevented from returning to your space after making an attack, it vanishes. The spell ends when all three wolves are lost, or you lose concentration.

**At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the fire damage of the wolf’s attack increases by 1d10 per spell slot level above 4th
Arcane Sword

***7th-level evocation***

**Casting Time:** 1 action
**Range:** 60 feet
**Components:** V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
**Duration:** Concentration, up to 1 minute

You create a sword-shaped plane of force that hovers within range. It lasts for the duration.
When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.
Acolyte

You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power.

Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service. The Gods of the Multiverse section contains a sample pantheon, from the Forgotten Realms setting. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.

## Feature: Shelter of the Faithful

As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Pieprz i Sól

**Pieprz i Sól** - piętnasta reklama TP.

## Opis

Serce chodzi po stole i podaje Rozumowi sól. Jednak Rozum mówi mu, żeby przyniósł jeszcze pieprz. Serce, usłyszawszy to, odpowiada Rozumowi "A pieprz yourself!".

## Transkrypcja

* **Serce**: Rozum... o co chodzi z tą telewizją, razem z internetem?
* **Rozum**: To proste. Telewizja i internet są jak pieprz i sól. teraz musisz mieć oba. A propos, mógłbyś mi podać sól?
* **Serce**: [wyciąga sól] Jasne! [przechodzi cały stół] [skacze widelcem na ananas] ała ! [poparzony świecami] Aaaaha aha! [wyląduje do zupy] [idzie do maselniczki, a na nim lecą zapałki] e, ehhehai…
* Serce: Chaaaa!
* **Serce**: Eeee ehe... Pras mi oo a uu cz... yyy… szajse. Puuur!!
* **Rozum**: A pieprz?
* **Serce**: A pieprz... A PIEPRZ YOURSELF!!!

## Ciekawostki

* Jest to piętnasta reklama TP, jaka została wyemitowana.
* Reklama miała limit czasowy (trwała półtorej minuty).
* Kontrowersją było to, że pojawił się żart "A pieprz yourself!". Z tego powodu, ta reklama nie została wyemitowana w TV.
Barkeep

Sometimes you want to go where everybody knows your name and they’re always glad you came. As a barkeep,you’re a charismatic fellow that knows how to deal with people. Whether you’re the life ofthe party or simply an ear for someone who needs advice, people from all walks of life are drawn to your trustworthy nature.

## Feature: Social Lubricant

You have no trouble finding and getting into places that serve drinks. While drinking in a social establishment, strangers take a liking to you and feel comfortable enough to share gossip.
Barricade

***2nd-level conjuration***

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S
* **Duration:** Up to 1 minute

You create a semi-transparent vertical wall made of magical
force (AC 25, 10 HP). The wall is a solid object and appears
within range. It lasts for the duration or until it takes damage.

You can make a straight wall up to 40 feet long, 40 feet high,
and 5 feet thick. The wall provides full cover to creatures on
either side of it and only creatures you allow can pass
through it.
Amulett des Schutzes

*"Der alte Hausmeister der Schule trug dieses Amulett täglich als Erbstück seiner Mutter. Als die Elfen die Schule angriffen, versuchte er die Kinder vor den Elfen zu retten, indem er einzelne Feinde in seinen Werkzeugraum zog und sie dort tötete.*
Nachdem er das ein paar mal gemacht hatte, wurde er überwältigt und in seinem Raum festgekettet, wo er dann durch Zauberei erstickt wurde." *– Legenden von Rhivany*
## Effekt

### Geschützt

Während dieses Amulett getragen wird, erhält der Träger einen Bonus von +1 zu seiner AC und seinen Saving Throws.
Beguile

***1st-level enchantment***

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S
* **Duration:** 1 round

You point at a creature within range and suggest a short phrase of up to 5 words, forcing the target to make a Wisdom saving throw. On a failure, the creature is forced to shout the nearest approximation to the proffered phrase that exists in their native tongue. If the creature fails its saving throw by 5 or more, it can take no other actions during this round.
Co u Jacka?

**Co u Jacka?** - czwarta reklama TP Serca i Rozumu.

## Transkrypcja

* Rozum: Trzymaj się, pa.
* Serce: No nareszcie, ile można gadać, co tam u Jacka, co mówił? Co mówił.
* Rozum: W zasadzie, nic, samochód zmienił.
* Serce: Na szybszy?
* Rozum: Nie, na większy.
* Serce: A co urósł? Haha! (śmieje się Serduszko)
* Rozum: Nie, żona mu kazała.
* Serce: [zszokowany] Żo-, żo-, ożenił się, "a ty mówisz w zasadzie nic, nic"?!
* Rozum: No, jak mu się trojaczki urodziły, to co miał zrobić?
* Serce: Aaee… [mdleje się]
* Rozum: No, pięknie, czy ogląda nas jakiś lekarz?
* Serce: Kardiolog?

## Ciekawostki

* Jest to czwarta reklama TP, jaka została wyemitowana.
* W tej reklamie Rozum zburzył czwartą ścianę.
Contingency

***6th-level evocation***

**Casting Time:** 10 minutes
**Range:** Self
**Components:** V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp)
**Duration:** 10 days

Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell--called the contingent spell--as part of casting *contingency*, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a *contingency* cast with *water breathing* might stipulate that *water breathing* comes into effect when you are engulfed in water or a similar liquid.
The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then *contingency* ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one *contingency* spell at a time.
If you cast this spell again, the effect of another *contingency* spell on you ends. Also, *contingency* ends on you if its material component is ever not on your person.
Bigby's Hand

***5th-level evocation***

**Casting Time:** 1 action
**Range:** 120 feet
**Components:** V, S, M (an eggshell and a snakeskin glove)
**Duration:** Concentration, up to 1 minute

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space.

When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

* **Clenched Fist.** The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.
* **Forceful Hand.** The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
* **Grasping Hand.** The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
* **Interposing Hand.** The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.

***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Control Flames

***Transmutation cantrip***

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** S
* **Duration:** Instantaneous or 1 hour (see below)

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

* You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.

* You instantaneously extinguish the flames within the cube.

* You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.

* You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Catapult

***1st-level transmutation***

* **Casting Time:** 1 action
* **Range:** 150 feet
* **Components:** S
* **Duration:** Instantaneous

Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage.

*At Higher Levels.* When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
Blutfeuerpaste

Dieses Gift ist eine rötlich-braune, klebrige Paste, die extrem selten vorkommt. Einmal verletzt, reagiert das Gift mit dem Blut der Kreatur und beginnt sich von innen heraus anzuzünden, wodurch die Kreatur schnell von innen heraus verbrennt. Oft brennt sich das Gift so schnell und intensiv durch das Opfer, dass nur noch verkohlte Knochen übrig bleiben.

* **Beschaffung:** Es gibt mehrere Methoden zur Herstellung von Blutfeuerpaste, obwohl die häufigste die Frucht eines Wüstenkaktus beinhaltet, die im Speichel von riesigen Wüstenechsen eingeweicht und mit destilliertem Alkohol vermischt wird. Nach einigen Tagen des Tränkens wird die Frucht aus der Mischung entfernt und zu einer Paste zermahlen.
* **Typ:** Wundgift
* **Marktwert:**  6  50
* **Legalität:** Illegal
* **Modification DC:** 17
* **Medicine DC:** 17
* **Saving Throw DC:** 13

## Effekt

A creature subjected to this poison must make a Constitution saving throw, taking 11 (2d10) fire damage on a failed save, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the creature takes 3 (1d6) fire damage. After three successful saves, the poison ends. This effect ignores a creature's immunity to poison, but cannot effect a creature without blood.
Conjure Elemental

***5th-level conjuration***

**Casting Time:** 1 minute
**Range:** 90 feet
**Components:** V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)
**Duration:** Concentration, up to 1 hour

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.
The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. The GM has the elemental's statistics.

**At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
Charm Person

***1st-level enchantment***

**Casting Time:** 1 action
**Range:** 30 feet
**Components:** V, S
**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.
Albtraumswurzel

**Albtraumswurzel** stammt von einer Pflanze tief aus dem Abgrund. Wenn sie in einen Brei gestampft wird, kann sie in Nahrungsmittel und Getränke gemischt werden ohne deutlich Geschmack, Farbe oder Geruch zu ändern, fügt jedoch die Textur von feinem Sand hinzu. Diejenigen, welche die Wurzel einnehmen werden sobald sie einschlafen von ihren größten Ängsten heimgesucht.

* **Beschaffung:** Dieses Gift kommt von den pulverisierten Wurzeln einer gewundene rot-lila gefärbten Pflanze tief aus dem Abgrund.
* **Typ:** Eingenommen
* **Marktwert:**  14  50
* **Legalität:** Illegal
* **Modification DC:** 19
* **Medicine DC:** 21
* **Saving Throw DC:** 19

## Effekt

A creature subjected to this poison must make a Constitution saving throw. On a failed save, the creature's sleep is haunted with a combination of their greatest fears and everything they've ever done wrong. An affected creature cannot benefit from long rests, and therefore gains a point of exhaustion at the beginning of the next day. The poison leaves the creature's system 24 hours after ingestion.
Anon

**Anon** (\* 1998 n. Chr. in Amerika), wahrer Name unbekannt, war ein Purblut Mensch, ein Samurai und Spielcharakter, sowie einer der Protagonistem aus der Kampagne Märchenhelden.

## Hintergrund

Eine mysteriöse Person, die behauptet aus einer anderen Welt zu stammen, die sich "Erde" nennt. Über Anons Vergangenheit ist nicht viel bekannt, und es wird vermutet, dass Anon nicht einmal sein wahrer Name ist. Kredenz, dass er nicht von dieser Welt ist, leihen ihm seine seltsame Kleidung - ein stilvoller Hut, sowie ein langer Mantel aus feinem Material, sowie eine seltsame Hose in etwas eingefärbt, was er "Tarnfarben" nennt. Zusätzlich mit einem Geldbeutel voller fremder Währung, fortgeschrittenem technologischem Wissen und eine Metall-Kristall-Legierung, die er als "Smartphone" bezeichnet, könnte etwas an seiner Geschichte dran sein.

Angeblich wuchs er auf der "Erde" in den "Vereinigten Staaten von Amerika" auf, wo er eine fortführende Schule besuchte. In seiner Freizeit studierte er "Bushido", "Anime" und "Donald Trumps Twitter" und lernte mit Hilfe von einer "Website" eine Fremdsprache. Anon redet vergleichsweise wenig über sich selber. So behauptet er ein "Isekai-Protagonist", "Incel" und "bekannter Hacker Vortschen" zu sein. Hingegen schwärmt Anon von seinen "Animes" und "Japan" öfters am Tag, und wünscht, dass andere verstehen, dass "Hentai" eine Kunstform sei.

In Onos fand sich Anon in Westrana wieder, lies sich ein Katana schmieden, wobei er darauf bestand, dass dieses mindestens 1000 Mal gefaltet werde, und schloss sich der Abenteurergilde an. Dort traf er auf Johann Jorgsen, den er nur Jojo nennt. Oft gibt Anon in der Anwesenheit von Jojo seltsame Wortlaute von sich, darunter:

"Ora, ora, ora, ora..."

"Nie gehrun da Jo"

"You fell for it, fool! Thunder Cross Split Attack!"

Johann Jorgsen scheint das merkwürdige Auftreten seines Partners nicht zu beeinflussen. Stattdessen scheint er ähnliche Wortlaute an den Tag zu legen.

Auch wenn Anon sehr ekzentrisch erscheint, so hat er sich immer noch in Onos angepasst und scheint mit mehr gesundem Menschenverstand gefährliche Unternommenschaften zu betrachten, als der durchschnittliche Abenteurer, der eine einsame Kiste in einem sonst leeren Raum untersucht.

Zuletzt führte Anons Reise hinter Johann ihn zu Pumpstadt, wo der Bürgermeister Gainz einen Notstand ausrief.
Blood Dagger

***Conjuration cantrip (hemomancy)***

* **Casting Time:** 1 bonus action
* **Range:** Self
* **Components:** V, S
* **Duration:** Up to 1 minute

As a bonus action on your turn, you are able to create a weapon from the very life-force that sustains you. Casting this spell causes you to immediately take 1d6 necrotic damage, as a small blade that resembles a dagger made of flowing blood appears clutched in your hand. Attacks with this weapon use your spellcasting modifier for attack rolls and damage rolls and deal 1d4 slashing damage. Attacks from this weapon are also considered magical and you cannot be disarmed. You can only have one blood dagger created by this spell active at a time. The dagger disappears if it leaves your hand or you dismiss it as a bonus action.

The damage dealt by this weapon increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Butterfly Wall

***3rd-level conjuration***

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S, M (a butterfly)
* **Duration:** Concentration, up to 10 minutes.

You summon forth a wall filled with fluttering butterflies on the ground at a point you can see within range. You can make the wall up to 30 feet long, 30 feet high, and 10 feet thick, and the butterfly vanish when the spell ends. It blocks line of sight but not movement. A creature who begins their turn or moves within the wall's space and must spend 3 feet of movement for every 1 foot it moves there and must make a Wisdom saving throw. On a failed save, a creature becomes charmed by the butterflies and their speed is reduced to 0. A creature can repeat the saving throw as an action on their turn, ending the effect on a successful save.
Blasphemous

***9th-level evocation***

* **Casting Time:** 1 action
* **Range:** Self (60-foot-radius sphere)
* **Components:** V
* **Duration:** Concentration, up to 10 minutes

You utter a phrase so baneful that it pains those who hear it, possibly even killing them. Choose any number of creatures you can see within range. Each creature that can hear you must make a Consitution saving throw. On a failed save, a creature takes 3d10 psychic damage when the spell is cast, and then again at the start of each of its turn for the duration. Additionally, it suffers an effect based on its current hit points:

* 90 hit points or less: incapacitated for the duration
* 70 hit points or less: stunned for the duration
* 50 hit points or less: paralyzed for the duration
* 30 hit points or less: killed instantly

At any point during the spell's duration, if an affected creature's current hit points are reduced to a point that would cause it to suffer a different effect, the creature must make a Consitution saving throw. On a failed save, the creature suffers the new effect. On a success, the spell ends for that creature. Any creature who is killed by this spell can be restored to life only by means of a true resurrection or a wish spell.
Bestow Curse

***3rd-level necromancy***

**Casting Time:** 1 action
**Range:** Touch
**Components:** V, S
**Duration:** Concentration, up to 1 minute

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

* Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
* While cursed, the target has disadvantage on attack rolls against you.
* While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
* While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A *remove curse* spell ends this effect. At the GM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse's effect.

**At Higher Levels.** If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
Cloud of Paper

***1st-level conjuration***

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (one piece of paper)
* **Duration:** Concentration, up to 1 minute

You summon forth a swarm of origami shapes in a cube 10 feet on each side, centered on a point you choose within range. A creature takes 2d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.

If a spell that deals fire damage is cast within the cube or targets something in the cube, the origami shapes ignite, and any creature within the cube takes 2d4 fire damage. The spell then ends.

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

***Necromancy cantrip (hemomancy)***

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S
* **Duration:** Instantaneous

You touch a creature with the tip of your finger and attempt to siphon their life force to strengthen your own. Make a melee spell attack against a target, with a successful attack dealing1d4 necrotic damage and granting you half of the damage dealt as temporary hit points.

The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Beast Sense

***2nd-level divination (ritual)***

**Casting Time:** 1 action
**Range:** Touch
**Components:** S
**Duration:** Concentration, up to 1 hour

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.
Control Weather

***8th-level transmutation***

**Casting Time:** 10 minutes
**Range:** Self (5-mile radius)
**Components:** V, S, M (burning incense and bits of earth and wood mixed in water)
**Duration:** Concentration, up to 8 hours

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.
When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

 2
 3
 4
 5

 2
 3
 4
 5
 6

 2
 3
 4
 5
Agsyn's Rebirth

***9th-level necromancy***

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (diamonds worth at least 10,000 gp, which the spell consumes)
* **Duration:** Up to 24 hours

You touch a willing creature that has 1 or more hit points, infusing it with a blessing from Tamara, dragon goddess of life, light and mercy. If the target dies during the duration, for any reason except old age, the blessing is triggered. If its soul is free and willing, the target returns to life at the start of its next turn with hit points equal to half its hit point maximum. As a bonus action on the same turn, the target can expend as many of its hit dice as it chooses to heal itself. Roll each die spent, adding your Constitution modifier to each, and regain a number of hit points equal to the total. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. The spell can even provide a new body if the original no longer exists. The target then appears in an unoccupied space within 10 feet of where it died.
Circle of Death

***6th-level necromancy***

**Casting Time:** 1 action
**Range:** 150 feet
**Components:** V, S, M (the powder of a crushed black pearl worth at least 500 gp)
**Duration:** Instantaneous

A sphere of negative energy ripples out in a 60-foot- radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

**At Higher Levels.** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
Aganazzar's Scorcher

***2nd-level evocation***

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (a red dragon’s scale)
* **Duration:** Instantaneous

A line of roaring flame 30 feet long and 5 feet wide emanates from
you in a direction you choose. Each creature in the line must make a
Dexterity saving throw. A creature takes 3d8 fire damage on a failed
save, or half as much damage on a successful one.

***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.
Conjure Fey

***6th-level conjuration***

**Casting Time:** 1 minute
**Range:** 90 feet
**Components:** V, S
**Duration:** Concentration, up to 1 hour

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.
The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.
The GM has the fey creature's statistics.

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