recursal/Fanatic-Fandom huggingface dataset:
Vrachodis

**Vrachodis** is a country south of the Lorath Sea and between The Scarred Sands and Drovi Pazar.

## Geography

The eastern half is made up of mostly flat plain and forest while the western half is made of mountains.

### Climate

Arid and relatively dry even in the forested areas.

## Population

Dragons, Dragonborn, Half-Dragons, Koblods, Dry-climate Lizardfolk

## Wealth

Vrachodis is blessed with the richest deposits of natural resources on Caledric. Gold, silver, magical ores, woods and more can be found in Vrachodis and thus it is no secret why the dragons made it their land. Most of the wealth is as one might expect, hoarded by the dragons.

## Culture

Vrachodis is a theocracy and the people are the results of such. Deeply reverent of their gods, especially Xandrelith, Vrachodians often make mission trips to the other parts of Caledric to spread the word.

## Military

The Vrachodians have a disciplined and professional army, set up to protect their natural resources from invaders and prepared to engage in expansion should their gods demand it.
Time Transference

Time Transference

*8th level transmutation*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** V, S, M (a crystal hourglass containing diamond dust worth at least 1500gp)

**Duration:** 1 round

You steal time from a creature and use it for your own purposes. The target’s perception of time halts until the end of the duration. During that period, the creature is frozen in place, unable to move or take actions. Nothing can affect it in this state, although it still occupies space as an indestructible object.

When the creature’s next turn begins, you take a turn instead of them first. At the end of the turn, the spell ends and the creature re-enters the flow of time.

**Spell Lists:** Sorcerer, Warlock, Wizard
Vine Tether

*1st level conjuration*

**Casting Time.**  1 action

**Range.** 30 feet

**Components.** V, S

**Duration.** Concentration, up to 1 minute

You conjure coils of plant matter to lash out at a creature within range, making a spell attack roll. On a hit, the creature takes 2d6 piercing damage and is pulled 15 feet directly towards you. The next attack against that creature before the start of your next turn has advantage. As a bonus action while the spell persists, you can use your bonus action on each of your turns to pull the creature 15 feet directly towards you.

***At Higher Levels.***  When you cast this spell at higher levels, the damage increases by 1d6 for each level above 1st, and the range and pull distance increase by 5 feet for each level above 1st.

**Spell Lists:** Druid, Ranger
Quickstep

*Transmutation cantrip*

**Casting Time:** 1 bonus action

**Range:** Self

**Components:** V

**Duration:** 1 round

You call upon your inner reserves to give you a brief flash of speed. When you cast this spell, your base movement speed increases by 10 feet for the duration.

**Spell Lists:** Bard, Druid, Sorcerer, Warlock, Warmage, Wizard
False Vision

False Vision

*4th level illusion*

**Casting Time.**  1 action

**Range.** Touch

**Components.** V, S, M (a pinch each of diamond, ruby, emerald, and sapphire dust)

**Duration.** 8 hours

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature, a place, or an object no larger than 10 feet in any dimension. If the target is targeted by any divination magic or perceived through a *scrying* spell’s sensors, you are able to present the diviner with false information of your choice, as long as you are conscious at the time of the divination attempt. The target could appear to be in different circumstances, in one or more false locations, or completely undetectable.

**Spell Lists:** Bard, Sorcerer, Warlock, Wizard
Force Buckler

*Abjuration cantrip*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S, M (A specially prepared gauntlet worth at least 5 gp)

**Duration:** 1 minute

You summon a translucent, yet visible, field of force which springs forth from the prepared gauntlet. For the duration, you can wield this field of force as a shield, and you have proficiency with it.

**Spell Lists:** Bard, Sorcerer, Warlock, Warmage, Wizard
Feral Rage

*2nd level transmutation*

**Casting Time:** 1 action

**Range:** 120 feet.

**Components:** V, S

**Duration:** Concentration, up to 1 minute

You make eye contact with one beast that can see you within range, which turns feral. The beast gains advantage on Strength Checks and Strength saving throws, resistance to bludgeoning, piercing, and slashing damage, and has advantage on melee attacks.

You can choose to force the target creature to make a Wisdom saving throw to avoid this effect. On a failed save, on each of its turns it must move towards and attack the closest creature. The target can repeat the Wisdom saving throw at the end of each of its turns. On a success, the spell ends. This spell has no effect on a creature with an Intelligence score higher than 4.

**Spell Lists:** Ranger
Trueshape

Trueshape

*9th level transmutation (ritual)*

**Casting Time:** 1 minute

**Range:** Touch

**Components:** V, S, M (500gp worth of diamond dust, which the spell consumes)

**Duration:** Instantaneous or 8 hours

You delve into the shape of the soul, changing its imprint on the body of a willing creature you touch and trace diamond dust along the flesh of. You can then grant the creature any two of the options below.

***Adaptivity.*** For 8 hours, the target can breathe in any environment. It then gains a swimming speed, a climbing speed, and a flying speed each equal to twice its base walking speed.

***Change Appearance.*** You can change the target’s appearance for 8 hours or permanently alter its innate makeup. You or the creature may decide its new appearance, including height, hair coloration, facial features, weight, the sound of its voice, along with any other defining characteristics. You may even change the creature’s race to another, altering its racial bonuses and features.

***Beast Hide.*** For 8 hours, the creature gains fur, scales, or another form of natural armor, which grants it an Armor Class of 15 + its Dexterity modifier while it is not wearing armor or a shield. It also gains magical natural weapons, which have a +3 bonus to attack and damage rolls and may use Strength or Dexterity for attack and damage rolls. The damage die for these weapons is a d12 of bludgeoning, piercing, or slashing damage.

While under the effects of this spell, the creature is considered to be in its true form.

**Spell Lists:** Bard, Druid, Wizard
Shadow Clone

Shadow Clone

*4th level illusion*

**Casting Time:** 1 action

**Range:** 90 feet

**Components:** S

**Duration:** 1 turn

You teleport to an unoccupied location within range, leaving behind an illusory clone. Each creature within 30 feet of the clone must make a Wisdom saving throw. On a failure, they believe that the shadow is you until the end of their next turn. The target rationalizes any illogical outcomes from interacting with the shadow clone.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. A creature who is immune to being charmed is also immune to this effect.

If you ready this spell, you can choose to release it when you are targeted by a harmful effect leaving a shadowy clone to take the blunt of the blow while you teleport away. Targets automatically succeed on the Wisdom save, but the harmful effect fails if it can no longer target you.

**Spell Lists:** Warlock, Wizard
Captain Jarvan

Captain Jarvan, commonly addressed as Jarvan, is a leading figure of the standard guards of Veradon.

## Physical Description

He is a standard human, standing at 5'9''. He is fair-skinned, autumn-colored short hair, with no facial hair. He is seen as athletic and lean.

## Personality

Jarvan attempts to break away from the old mold of the Guards of Veradon, as he is proactive in his duty, keeping a vigilant eye and a helping hand.

As someone who was born and raised in Veradon on the farmside, he knows how it mostly works, from carrying out his responsibility as a guard and stopping crime himself to watching the seedy underbelly of the slums and doing what he can to help those unfortunate, with mixed results.

He has altruistic and idealist notions, striving to improve the guard's public image and the people's relations and hope in Veradon's law, but is tempered by caution and cynicism over the years as the slums' got poorer and the wealthy district became richer.

## Backstory

Jarvan was born to a wide family of farmers. Initially made to be a heir to one of its farms, he left that to his siblings and turned to the city itself, hearing about the mercenaries and the wild happenings of Veradon.

He entered in a public school, where his intellect was found average but his physique was a step above the rest. Many people had recommended him to enter the Guild Federation during his school life, but by end of his education, he had considered the Guards as well, and after a fateful encounter in the slums involving sewers, paintings and a now deceased nobility figure from Veradon's wealth district, Jarvan instead thought protecting Veradon from the inside was better than protecting it from the outside.

He had enlisted in the guard, passing mental and physical tests with flying colors, but after enlisting and becoming a guard officially, he found himself disappointed and disillusioned by the truth of being a Guard in Veradon. Between feelings of impotence as either mercenaries or crime bosses outpowered, outmanned and outskilled the guards, as well as certain but unknown elements of the guard secretly aiding the crime they were meant to stop, Jarvan had thought to quit, but decided against it on principle and hope.

Jarvan then began to work his duties proactively, albeit bit by bit. He garnered a mixed reputation as a nosy guard at first, once incurring the annoyance of a crew of good swashbucklers at one point for an unscheduled inspection. Slowly but surely, as his deeds continued, The name "Jarvan" became known around certain circles as he would be the go-to guard that people eventually met when the need for Guards arose, some even erroneuously referring him as "Captain Jarvan" or "Jarvan the Fourth" to some who knew of his farmboy past.

Over the years, after persistence, hope and certain incidents involving acid, rats and a prison escape intercepted before it happened, Jarvan finally climbed the ranks and attained the leading title of Captain, finally making his popular moniker true.

Now, even with his new promotion, Jarvan continues to help Veradon in whatever way he can, striving to keep law where and when he can.
Fangs of the Storm Serpent

Fangs of the Storm Serpent

*4th level transmutation*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, M (two light melee weapons)

**Duration:** 1 minute

Electricity pulses from your hands and envelopes your blades in bright sparking energy. You can use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of attacks with these weapons, which each deal an additional 2d6 damage lightning damage the first time you hit with the weapon each turn.

Additionally, a magical connection is forged between each weapon and the hand that holds it. After using an action or bonus action to make an attack with one of these weapons, you can teleport the blade back into your hand or teleport up to 30 feet to where the blade struck a creature.

**Spell Lists:** Ranger
Droshin's Challenge

Droshin’s Challenge

*8th level conjuration*

**Casting Time.** 1 action

**Range.** 60 feet

**Components.** V, S

**Duration.** 10 minutes

You speak taunts in a supernatural tongue, challenging a creature to personal duel and creating a demiplane 40 feet on a side which you and the creature are transported to. The demiplane cannot be dispelled or destroyed for the duration. Neither you nor the creature can leave the demiplane by any means unless you spend 1 minute in concentration to end the spell early, or when one of you is reduced to 0 hit points, ending the spell early. When the spell ends, you and the creature are deposited in your locations before entering the demiplane.

Additionally, you can choose to halve the maximum hit points of yourself and the target creature while inside the demiplane. This effect cannot be mitigated.

***At Higher Levels.***  If you cast this spell at 11th level or higher, you can reduce both combatants’ hit points to ¼ their original amount. If you cast this spell at 12th level, you and the creature both have 1 hit point, but your hit point maximums are not reduced.

**Spell Lists:** Bard, Warlock, Wizard
Springheel

*Transmutation cantrip*

**Casting Time:** 1 bonus action

**Range:** Self

**Components:** V

**Duration:** 1 round

You flood magic into your legs, allowing you to bound high into the air from a standstill. When you cast this spell, your jump distance increases 10 feet for the duration, and you can make a running high jump or a running long jump without a running start.

**Spell Lists:** Bard, Druid, Sorcerer, Warlock ,Warmage, Wizard
Haunt

Haunt

*4th level conjuration*

**Casting Time:** 1 bonus action

**Range:** 10 feet

**Components:** V, S

**Duration:** Concentration, up to an hour.

You mark a hostile creature to be the singular focus of your hunt. You always know where the creature is, and it can never be hidden from you. In addition, you can sense what areas are in the target's line of sight. On a subsequent turn, you can use your bonus action to teleport to location within 30 feet of the target as long as the location isn't in the target's line of sight. If the location is occupied or is in a solid material, such as a wall, the teleportation fails. It also fails if you and the creature aren't on the same plane.

**Spell Lists:** Paladin, Ranger, Warlock
True Ascendence

True Ascendance

*3rd level mythic transmutation*

**Casting Time.**  1 bonus action

**Range.** Touch

**Components.** V, S, M (1,000gp worth of diamond dust, which the spell consumes)

**Duration.** 1 round

You tap into the ultimate form of the soul: perfection. A creature you touch has all of its ability scores increased to 30 until the start of your next turn.

**Spell Lists:** Bard, Sorcerer, Warlock, Wizard
Aspect Mark

*3rd level abjuration (ritual)*

**Casting Time:** 10 minutes

**Range:** Touch

**Components:** V, S, M (special ink worth 200 gp, which the spell consumes)

**Duration:** 8 hours

You scribe a tattoo on a willing creature’s skin that holds a portion of an animal’s energy and ability. A creature can only hold one aspect tattoo at a time; scribing another eliminates the previous one. The animal being represented must be present when the aspect tattoo is created.

The recipient of the tattoo can activate the tattoo’s effect as a bonus action. Once the tattoo is scribed, it remains until the effect is activated.

The known tattoos are as follows:

* **Badger:** The recipient goes into a battle frenzy, gaining advantage on melee attacks for 1 minute.
* **Bear:** The recipient’s Strength score increases to 19 for 10 minutes.
* **Cheetah:** The recipient’s speed increases to 60 feet for 1 minute, and opportunity attacks against the recipient have disadvantage.
* **Panther:** The recipient gains advantage on Stealth checks for 10 minutes.

Other animal tattoos could be discovered that grant different powers.

**Spell Lists:** Bard, Cleric, Druid, Ranger
Faust’s Delirium

Faust’s Delirium

*5th level transmutation*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** S, M (a piece of rotten food or flesh)

**Duration:** 7 days

You crush a piece of decay in your fist and assault the senses of a creature that can see you within range. This does not require you to see it, only be aware that it can see you. Make a melee spell attack against the target as your grasp traverses the folds of reality to rupture its senses. On a hit, the creature gains the Sunlight Sensitivity trait, treats all ground as difficult terrain, and gains no benefit from special senses such as truesight, blindsight, or tremorsense. At the end of each of the target's turns, it must make a Wisdom saving throw. After failing three of these Saving Throws, the spell’s Effects last for the Duration: and the creature stops making these saves. After succeeding three saving throws, the delirium and the effects end.

***At Higher Levels.*** When you cast this spell using a spell slot of 8th level or higher, the creature must succeed four saving throws to end the spell’s effects, instead of three.

**Spell Lists:** Bard, Druid, Sorcerer, Wizard
Lacrimanth

## Worshipers

### Worshipers

Arsonists, Azer, Blacksmiths, Fire Elementals, Fire Giants, Pyromancers, Salamanders

## Description

Lacrimanth is a primal force, synonymous with the elements of fire and earth. Generally depicted as a giant, extremely muscular man made of rock and magma with hair and a beard made of fire, usually wielding a gem encrusted hammer and sometimes matching tongs or a shield. As the deity of fire and earth, most of the rituals around him involve fire and/or metals of some sort, and when he answers prayers, he usually grants those asking for heat or riches.
Exude Aura

*2nd level conjuration*

**Casting Time.** 1 reaction, when you cast a spell that would require concentration and creates an area of effect that deals damage

**Range.** Self (20-foot radius)

**Components.** S

**Duration.** Special

You transmute the magic of the spell to condense around and flow directly from your body. The spell instead functions as an aura centered on you, and moves with you. If the spell is a wall, it functions as a dome that moves with you. If the area designates creatures moving into the area, it does not deal damage when you move the effect into that creature’s space. The spell also only affects creatures of your choice, but otherwise functions the same.

**Spell Lists:** All
Kreevix

"The lady of vengeance flies on the wind tonight"

## Overview

Kreevix, revels in the harvesting of mortal souls. Her power comes from the intensification of feelings of hatred and entitlement in mortals, leading to an eventual payoff in increased casualties and death. Who dies is rarely something she cares about. Her weakness is that she suffers from the same blinding hatred she instills in others. She is incredibly jealous of the other gods and wishes to take her revenge on them someday. She regrets her very existence. She prides herself in knowing that she was the cause of much death amongst the mortal followers of her sibling gods, weakening their power. Most of the other gods despise her or just don't care about her very much at all. Her followers believe she is the voice that speaks from the afterlife whispering words of malice and vengeance. She is considered a bad omen by other mortals, the symbol of the horns and six feathered wings being a somewhat occultist symbol, left to identify and instill fear.

## Description

She takes the form of a humanoid skeleton, with large horns and no face. From her back sprout six large feather wings of dark ebony.

## History

Intended to be a guide for souls traversing the path between their mortal lives and the afterlife, Kreevix was created shortly after the first mortals began to die. Tasked with leading the dead to their place among the spirits of the underworld, she grew to be obsessed. When not enough mortal souls were ready for harvest, she grew bitter and began to sow the seeds of malice and vengeance amongst those who could hear her dark whispers. War was the only offspring of her barren womb, and her twisted creation offered up an ever-increasing number of souls for the reaping.
Thunder-wreathed Fists

*3rd level evocation*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, M (gunpowder)

**Duration:** Concentration, up to 1 minute

Energy lances up your arms as you imbue your blows with booming energy of the thunder demiplane, accelerating them to supersonic speeds. For the duration, you use your spellcasting ability modifier for the attack and damage rolls of unarmed strikes. When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action. Your unarmed strikes deal an additional 1d8 thunder damage, and when you hit a creature with an unarmed strike, it is pushed 5 feet directly away from you.

On a hit, you can channel the spell's energy into a final blow, ending the spell. Each creature within a 20 foot cone in the direction of your attack must make a Dexterity saving throw. On a failed save, they take 4d8 thunder damage and fall prone. On a success, they take half damage and suffer no other effects.

***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d8 for each slot level above the third. The damage of the final attack also increases by 1d8.

**Spell Lists:** Sorcerer, Warlock, Wizard
Corrosive Blood

Corrosive Blood

*5th level transmutation*

**Casting Time.**  1 action

**Range.** Self

**Components.** V, S

**Duration.** 10 minutes

You turn your blood to release an intense acid when spilled. When a creature hits you with a melee weapon attack, it takes 2d8 acid damage, and any non-magical bonuses to attack rolls until the end of your next turn are halved. You also gain resistance to acid and poison damage.

**Spell Lists:** Druid, Sorcerer, Warlock, Wizard
Aura of Overgrowth

Aura of Overgrowth

*7th level conjuration*

**Casting Time:** 1 action

**Range:** Self (60-foot radius)

**Components:** V, S

**Duration:** Concentration, up to 10 minutes

A corrupted source of life flows through you, causing strange organisms to sprout on creatures you designate. At the start of each of your turns while the spell is active, each creature within 60 feet of you regains 7d4 + your spellcasting modifier hit points, unless it is an undead or construct. As a bonus action on your turn, you can cause this growth to overtake creatures of your choice within 60 feet of you, dealing 14d4 piercing damage to them, or half as much on a Constitution saving throw. A creature that fails its saving throw becomes poisoned for 1 hour.

***At Higher Levels.*** When you cast this spell at higher levels, the damage and healing each increase by 2d4 for each level above 7th.

**Spell Lists:** Druid, Ranger, Warlock
Dark Pounce

*1st level conjuration*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S

**Duration:** 1 round

The first time before the end of your next turn you make a running jump, you instead teleport to your landing location. If this jump would take you into a Large or smaller creature's space you appear in an unoccupied space in front of the creature (if there is none, the spell fails). The target must make a Strength saving throw. On a failure, the target falls prone and if you have a free hand, is grappled by you.

***At Higher Levels.***  When you cast this spell using a 3rd level slot or higher, you can cast it with a bonus action.

**Spell Lists:** Druid, Warlock
Attractor Pulse

Attractor Pulse

*4th level evocation*

**Casting Time:** 1 action

**Range:** 120 feet

**Components:** V, S

**Duration:** Instantaneous

You throw an orb of dark energy out to a location within range. A line of lightning streaks out, pulling creatures towards it before a thunderous boom sounds forth. Each creature you choose within 30 feet of a point within range must make a Dexterity saving throw. On a failure, it takes 4d10 lightning damage and is pulled 20 feet in a straight line towards the origin of the area of effect. On a success, it takes half damage and is not pulled.

A 10-foot radius area centered at that point crackles with latent magical energy. Until the start of your next turn, the area is considered dimly lit and difficult terrain. At the start of your next turn, creatures other than you in the area must make a Dexterity saving throw, taking 4d10 thunder damage and falling prone on a failure, or half damage on a success.

***At Higher Levels.***  When you cast this spell using a spell slot of 5th level or higher, the damage the spell deals increases by 1d10 for each slot level above 4th.

**Spell Lists:** Sorcerer, Warlock, Wizard
Jespern Kiavar

Unseen for years, Jespern is simply a local legend washed away by time. He used to be a popular enchanter and protector, but now?

He is only a bedside fairytale.

## **Physical Details**

Jespern was a water-bound merling because of his tail not allowing him to easily go on land. Long and twisting, his tail is around 5'9 feet while his torso takes the rest of the length. His skin is a deep shade of blue, with small fins running down his back, neck and arms, and bioluminescent spots along his tail.

He has four eyes, two smaller ones under and to the side of the normal ones. His hair is an even darker blue, often floating around with the currents. An anglerfish like appendage sprouts from the middle of his head, giving him even more of a blue glow.

## Personality

Jespern was a kind soul, wishing nothing but the best for the world. Loving both the land-folk and his aquatic kin equally, he would be happy to help anyone in any way he could. Innocent and pure, he worked for years to ensure everyone around him was happy.

Jespern also had a knack for enchanting, even if combat wasn't his strong suit. Often spending time in libraries, he would enchant others weapons just for the fun of it, if they wished so, of course.

## Disappearance

Not much is known about his sudden disappearance. One day, he was exploring the oceans as usual, but he never came back. While not the best at combat, he could hold his own, even having netherite armor, tools, and axolotls to protect him from guardians. He was happy, he was safe, then no one saw him again. His study was left to rot, his brewery repurposed into something new, and pets left alone.

Rumors quickly spread, most believing him to be dead, but some thinking otherwise. Whispers and pleas would sometimes be heard by a select few of individuals, having no apparent source. They sounded like Jespern, begging for someone to save him. To free him.

Even after thousands of years, people still heard his cries. People who hadn't even known him, or had been born after his vanishing. What used to be a happy, loving man now sounded hopeless, tired and most of all terrified. No one could find him, and since not all heard his voice it was treated mostly as a prank. Though it evolved into a legend of sorts, about the siren care-taker of the seas, magic adept, who had suddenly vanished without a trace.

If you swim near the right area, people say you can hear his screams and cries, just under the howling of the wind, and rage of the tides.
Silver's Mirror Shards

Sliver’s Mirror Shards

*5th level enchantment*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** S, M (a broken mirror)

**Duration:** Concentration, up to 1 minute

Choose a target in range. Its mind is clouded, and its ability to tell the difference between targets is massively hindered as its own eyes fail it. For the duration, any time the target would attack, cast a spell at, or otherwise affect your allies, it has to randomly choose between all targets within the effects range to center the effect on or otherwise target. On its turn, the target can use an action to make an intelligence saving throw against the spell, ending it on a success.

**Spell Lists:**  Bard, Sorcerer, Warlock, Wizard
Illusory Feint

*1st level illusion*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, M (a weapon)

**Duration:** Concentration, up to 1 minute

You conjure fleeting illusions of attacks or movement. For the duration of the spell, you have advantage on melee attacks. Regardless if you hit or miss, your target is prevented from taking reactions until the end of your next turn.

That creature must then make an Intelligence saving throw. If they succeed, they can’t be deceived by you with this spell any longer. They can see through the illusion, and the spell no longer has any effect on the creature.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blind sight, or if it can perceive illusions as false, as with true sight.

**Spell Lists:** Bard, Sorcerer, Wizard
Chain Heal

Chain Heal

*7th level necromancy*

**Casting Time.**  1 action

**Range.** 150 feet

**Components.** V, S

**Duration.** Instantaneous

You create a bolt of healing steam that arcs toward a creature of your choice that you can see within range. Three bolts then leap from that creature to as many as three other targets, each of which must be within 30 feet of the first target. A target can be targeted by only one of the bolts.

Each target is healed for 8d8 + your spellcasting modifier hit points.

***At Higher Levels.***  When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

**Spell Lists:** Bard, Cleric, Druid
Spike of Dis

Spike of Dis

*4th level conjuration*

**Casting Time:** 1 action

**Range:** 5 feet

**Components:** V, M (any piercing weapon)

**Duration:** Instantaneous

You imbue your weapon with the curse of Dis's kiss and make an overhead strike. Make a melee spell attack against a creature within range, dealing 2d12 piercing damage on a hit.

On a hit or a miss, you can use your bonus action to summon thin barbed spikes that rupture from the 5-foot square attack. The creature must succeed on a Dexterity saving throw or take 2d12 piercing damage and be restrained until it uses its action to free itself.

***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the damage of the spell attack and area of effect increases by 1d12 for each slot level above 3rd.

**Spell Lists:** Druid, Ranger
Flashing Blade

Flashing Blade

*5th level necromancy*

**Casting Time:** 1 action

**Range:** Self

**Components:** S, M (a sheathed melee weapon)

**Duration:** Concentration, up to 1 minute

Whenever you make an attack on your turn, you can draw the weapon you use to cast this spell and move up to 15 feet without provoking opportunity attacks prior to the attack. Immediately after that attack, you return to your original position and sheathe your weapon.

Additionally, when a creature moves into or within a 15 foot radius of you, you can have it take 2d8 slashing damage for every 5 feet it travels.

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

**Spell Lists:** Paladin, Ranger, Wizard
Spell-Shattering Strike

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** 5 feet

**Components:** V, M (a melee weapon)

**Duration:** Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and if the target is concentrating on a spell this attack deals an additional 1d8 force damage.

***At Higher Levels:*** At 5th level, the melee attack deals an extra 1d8 force damage to the target and the additional damage if the target is concentrating on a spell increases to 2d8. Both damage rolls increase by 1d8 at 11th (2d8/3d8) and 17th level (3d8/4d8).

**Spell Lists:** Sorcerer, Warlock, Wizard
Caustic Blade

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** 5 feet

**Components:** V, M (a weapon)

**Duration:** 1 round

You imbue your blade with a highly corrosive acid and make a wide lunging slash with it. As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and the attack is infused with caustic energy. If the target is of size Large or higher, it takes acid damage equal to your spellcasting modifier at the end of its next turn.

This spell's damage increases when you reach higher levels. The damage (both initial attack and later damage) increase by 1d8 when you reach 5th level, 11th level (2d8), and 17th level (3d8).

**Spell Lists:** Sorcerer, Wizard
Aura of Atmosphere

Aura of Atmosphere

*4th level conjuration*

**Casting Time.**  1 action

**Range.** Self (20-foot radius)

**Components.** V, S

**Duration.** Concentration, up to 10 minutes

A circle of soothing air encircles you, extending out to the range through walls. Until the spell ends, this aura moves with you, centered on you. This does not hedge out gases or clouds, but creatures of your choice can breathe normally no matter the conditions within the aura. The space within the aura is a comfortable temperature. Creatures affected also have advantage on saving throws against stunned, and receive a +5 bonus to saving throws against effects caused by clouds or gases.

**Spell Lists:** Druid, Ranger, Sorcerer
Strikethrough

*2nd level conjuration*

**Casting Time:** 1 bonus action

**Range:** Self

**Components:** V, S

**Duration:** Concentration, up to 1 minute

Until the spell ends, when you make an melee attack on a target, your attack deals an additional 1d8 force damage. Additionally, on a hit, you can teleport to an unoccupied space within 5 feet of your target. This effect only occurs on the first attack against the target during that turn.

If you teleport at least 10 feet, you discombobulate the target, who isn't able to make an opportunity attack against you until the start of its next turn.

**Spell Lists:** Ranger, Warlock
Enhance Fate

Enhance Fate

*4th level divination*

**Casting Time.**  1 bonus action

**Range.** 30 feet

**Components.** V

**Duration.** 1 hour

You provide a minor blessing on the fate of a creature. For the duration, when the creature would roll a die that is not a d20, it can choose the maximum result. Once it does so, the spell ends.

**Spell Lists:** Bard, Cleric, Wizard
Nystul's Crystal Dagger

*3rd level conjuration*

**Casting Time:** 1 action

**Range:** 90 feet

**Components:** V, M (a small stone)

**Duration:** Instantaneous

You conjure a splendid shard of light and hurl it at a creature within range. Make a ranged spell attack against the target. If you hit, you deal 4d12 force damage. If you miss, the shard reassembles and returns to you. You regain an expended spell slot of level 2 or lower.

***At Higher Levels.***  When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d12 for each slot level above the third. You can regain a spell slot below the spell slot used to cast it.

**Spell Lists:** Sorcerer, Wizard
Warlord's Whisper

Warlord’s Whisper

*7th level enchantment*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** V

**Duration:** Instantaneous

You send a telepathic message of 25 words or less to a willing creature you can see within range, designating a course of action for them to take. The creature then uses its reaction to take an action of your choice. If the creature would not be able to take the action specified, this spell fails.

**Spell Lists:** Bard, Cleric, Wizard
Dissociative Strike

*2nd level transmutation*

**Casting Time:** 1 bonus action

**Range:** 30 feet

**Components:** S, M (any weapon)

**Duration:** Instantaneous

The next time you make a melee weapon attack you can instead swing into the air in front of you and project the attack forward.

Each creature within a 5-foot-wide 30-foot long line, emanating from you, must make a Dexterity saving throw starting from the creature closest to you. The first creature that fails takes 2d10 force damage and the damage of your attack as if you had hit.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you deal an additional 1d10 damage for each slot level above second.

**Spell Lists:** Bard, Paladin, Sorcerer, Wizard
The Blighted Lands

The **Blighted Lands** are the result of near a century of heated tensions between Vredia and Sanguis.

## Geography

Dry surface area at sea level, with various pockets of crater cities and underground tunnels between them. Due to decades of war between the elemental country of Vredia and the human country of Sanguis, the landscape bordering the two countries is frightening; collapsing fjords, withered flower fields, dark, twisted forests and black lakes are just a sliver of the barrenness The Blighted Lands has to offer, which is why the country is infamous among foreigners.

## Climate

Humid (though that may be because of the potent magic within the breathable air of the territory). Mornings are foggy and it rains almost as much as it does on Izala.

## Population

Densely populated within crater cities, with very small encampments at sea level usually occupied by vampric, fiendish, and the occasional undead races.

## Military

A lot less organized, despite once being a battlefield for mages and those with high magical prowess during times of war. This is mostly due to the lack of organization and unity of the inhabitants of the Blighted Lands.

## Appendix

Beneath the ruined city of Aanar, is a passageway to the Underdark where many a drow attempt to make the perilous journey to escape to the surface.
Fulminous Smite

Fulminous Smite

*4th level evocation*

**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, divine lightning falls from the sky, and the attack deals an extra 8d6 lightning damage to the target. You can choose to then knock the target prone.

**Spell Lists:** Druid, Ranger, Paladin
Conjure Freezing Shot

Conjure Freezing Shot

*5th level conjuration*

**Casting Time.**  1 action

**Range.** Self (100-foot line)

**Components.** V, M (a ranged weapon)

**Duration.** 1 minute

You release a gigantic projectile from your weapon, which travels in a line 150 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. The closest creature in the line that fails the saving throw is stunned, and takes damage as if it had been hit by your weapon twice. The damage is instead dealt as cold damage. A creature can make a Constitution saving throw at the start of each of its turns, ending the effect on a success.

**Spell Lists:** Artificer, Ranger, Warlock
Eclipse

*1st mythic enchantment*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S

**Duration:** Instantaneous

A silvery beam of pure energy strikes down in a 10-foot-radius, 120-foot-high cylinder centered on a point within range. Each creature within the area must succeed on a Wisdom saving throw. The creature takes 15d8 radiant damage and 15d8 psychic on a failed save, or half as much damage on a successful save. On a failed save, the creature is blinded and stunned for 1 minute. The creature may repeat the save at the end of each of its turns.

**Spell Lists:** Cleric, Druid, Warlock
Scapegoat

Scapegoat

*4th level abjuration*

**Casting Time.** 1 action

**Range.** Touch

**Components.** V, S

**Duration.** 8 hours

You trace a complex arcane symbol into the flesh of a willing creature within 5 feet of you, marking them for sacrifice. During the spell’s duration, when you are hit with an attack and the marked creature is within 60 feet of you, you can use your reaction to switch positions with the creature, causing it to be hit by the attack instead of you, which then the spell ends.

**Spell Lists:** Artificer, Bard, Sorcerer, Warlock, Wizard
Blazing Blitz

Blazing Blitz

*5th level evocation*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** V, S

**Duration:** Instantaneous

You instantly move to a location adjacent to a creature within range, delivering a series of blows that sear the flesh. Make three melee spell attacks against the target. On a hit, each attack deals 2d8 fire damage. These attacks count as unarmed strikes, and apply any effects that would apply for unarmed strikes.

**Spell Lists:** Druid, Ranger, Sorcerer
Forceful Emplacement

Forceful Emplacement

*5th level conjuration*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V

**Duration:** Instantaneous

You speak aloud your will to the world, forcing reality to suit your whim and selecting a creature you can see within range. If it is unwilling, it must make a Charisma saving throw to resist the spell’s effect. On a failure or allowing itself to be moved, the creature is teleported up to a space you can see within range. If the space is occupied by a creature or object, the target of this spell takes 10d4 force damage and is shunted to the nearest unoccupied space. The creature or object that it was teleported into must make a Charisma saving throw or take the force damage and also be shunted, taking half damage and not being shunted on a success.

**Spell Lists:** Bard, Sorcerer, Warlock, Wizard
Splinterburst

*3rd level evocation*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S

**Duration:** Instantaneous

You energize a section of once living material and cause it to explode outwards launching splintering shrapnel. Pick one of the following options when you cast the spell:

* You can gesture towards a 5 foot by 5 foot section of wall or flooring, or a non-magical wooden object, which is destroyed. Each creature within 20 feet of the target must make a dexterity saving throw. A creature standing next to the section of wood, or holding the object makes has disadvantage on the save.
* As part of the action used to cast this spell, you lob a pinecone (or similar object) at a location within range. Each creature within 20 feet of the target must make a Dexterity saving throw.

A creature takes 6d6 piercing damage on a failed Dexterity save, or half as much damage on a successful one.

***At Higher Levels.***  When you cast this spell using a spell slot of 5th or higher, you can also target a creature. If you do so, and the target is a plant creature or a creature composed of wood, the radius of the area of effect increases to 40 feet. The creature makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a non-magical plant that isn't a creature, such as a tree or shrub, it is destroyed.

**Spell Lists:** Druid
Temporal Bulwark

Temporal Bulwark

*7th level abjuration*

**Casting Time:**  1 action

**Range:** Touch

**Components:** V, S

**Duration:** 1 hour

You ward a creature with temporal magic, delaying its suffering. When a creature under the effect of this spell takes damage, it is transferred into a delayed damage pool instead of being subtracted from its hit points. When that creature receives healing, it can either subtract the amount from its delayed damage pool or add it to its current hit points.

At the end of each of the affected creature’s turns, it takes damage equal to the amount in the delayed damage pool and the pool is reduced to 0.

**Spell Lists:** Bard, Cleric, Paladin, Sorcerer, Wizard
Reckless Dweomer

*2nd level divination*

**Casting Time:** 1 action

**Range:** Special

**Components:** V

**Duration:** Special

You utter some random magic nonsense and draw upon the powers of chaos, and suddenly magic happens, though a little more than you bargained for. This spell duplicates the effects of a 1st level spell of your choice from any class’ spell list.

Any material components required for the spell appear magically in your hands when you cast the dweomer, only to disappear once they have been used. The effects of the spell are then applied instantly. After you cast this spell, you must immediately roll on the Wild Magic Surge table.

***At Higher Levels.***  When you cast this spell using a spell slot of 3rd level or higher, the potential set of spells that can be duplicated expands to include all of those up to one level lower than the slot from which the dweomer is cast, up to a maximum of 5th. There is no additional benefit from casting the dweomer at 7th level or higher. The spell then counts as being cast at the level that was used for the dweomer minus one, also to a maximum of 5th level. A number of Wild Magic Surges occur equal to half the level of spell slot used to cast this spell.

**Spell Lists:** Sorcerer
Prismatic Smite

Prismatic Smite

*5th level evocation*

**Casting Time:** 1 bonus action

**Range:** Self

**Components:** V

**Duration:** Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon flares with bright light, and the attack deals an extra 5d6 acid, cold, fire, or lightning damage to the target, and the target is restrained. It must then make a Wisdom saving throw or be blinded for the duration and make a Constitution saving throw at the end of each of its turns. Upon failing three saving throws, it becomes petrified and permanently turns to stone.

**Spell Lists:** Cleric, Paladin, Sorcerer, Wizard
Unholy Aura

*1st mythic necromancy*

**Casting Time:** 1 action

**Range:** Self (30-foot Radius)

**Components:** V, S, M (A desecrated relic worth at least 1000 gp)

**Duration**: Concentration, up to 1 minute

Wretched energy radiates from you in an aura with a 30ft radius. Until the spell ends, the aura moves with you. Creatures of your choice within the radius of the spell have disadvantage on all saving throws, and other non-hostile creatures have advantage on all attack rolls until the spell ends. When a creature within the range of the spell would regain hit points, you may use your reaction to have that creature make a Constitution saving throw. On a failed saving throw, the creature does not regain hit points and instead takes necrotic damage equal to the amount of hit points the creature would have regained.

**Spell Lists:** Cleric, Warlock
Apotheosis

Apotheosis

*3rd level mythic transmutation*

**Casting Time.**  1 action

**Range.** Self

**Components.** V, S, M (a diamond worth 10,000gp, which the spell consumes)

**Duration.** 1 minute

You temporarily form a divine spark within your soul. For the duration, whenever you cast a spell of 1st level or higher that consumes a spell slot, the slot it consumes is 1 level lower. Spells of 1st level do not consume spell slots. When this spell ends, you gain 5 levels of exhaustion.

**Spell Lists:** Bard, Cleric, Sorcerer