recursal/Fanatic-Fandom huggingface dataset:
Keji Kakusereta

Keji Kakusereta is number 8 of the 15 students in A Planned Game (APG). She loves to take risks and doing physical activities, hence earning the title of being the Ultimate Stunt Performer. She is often found swimming, and she claims that she specializes in bikes -- motorbikes, unicycles, and regular bikes. Keji is a very easygoing person who loves entertaining and communicating with others. However, making new friends is not her main priority, since she is mainly focused on strengthening her bond with her already made friends and family. The one thing she can't stand is being bored, not even for a short time. She constantly has to be doing something and will create activities on her own if there is nothing to do. She tells dark jokes to others, but ironically is very uncomfortable with gory scenes and imagery. It is a treasure to be a close friend to Keji; she is the type to sacrifice herself for her friends. When someone harms one of her friends, she will seek vengeance and immediately care for the friend's every needs.

## Profile

In the killing game, Keji is 16 years old, born on June 5th. She has dark brown short hair with long front parts that are light brown, and black eyes that are as dark as the night sky. Keji loves to wear different patterns on her clothes to 'mix and match'. She wears a purple and black striped vest with a checkered black and white crop top. She also wears long, slightly baggy black pants, with purple boots (the same purple as the vest). Normally, she doesn't like wearing hair accessories, but she does like to wear black chokers.

Fun facts:

* Her name originally was going to be (Me)seji Kakusareta, which means 'message hidden.' (Giving hints about how she may be hiding something, specifically her talent.)
* She lives in a family circus and has 3 sisters and twin brothers.
* She is a Gemini.
* Spoilers - Her ultimate is the Ultimate Clown but wanted to be referred to as the Ultimate Stunt Performer. This was because she felt as if her ultimate is "uninteresting"; she wanted to be known as something cooler. Besides, she had learned to perform tricks on bikes due to her being in a circus all her life, and it would be easy to pretend. "Don't get me wrong; I love my circus and being a clown. I just think that being known as the 'Ultimate' Clown doesn't seem very serious or amazing..."
* She secretly loves younger children and entertaining them.
Etherealness

*7th-level transmutation*
 Range
 Components
 Duration

You step into the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you came from, but everything looks gray and you can't see more than 60 feet.

While on the Ethereal Plane, you can only interact with other creatures on that plane. Creatures not on the Ethereal Plane can't perceive or interact with you, unless a special ability has given them the ability to.

You ignore all objects and effects that aren't on the Ethereal Plane.

When the spell ends, you immediately return to the plane you came from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are moved to the nearest unoccupied space and take force damage equal to twice the feet you are moved.

This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it.

**At Higher Levels:** You can target up to three willing creatures for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.
A Planned Game Wiki

A small game? Who knows?

**Welcome to the A Planned Game Wiki!**
**A Planned Game is a fan-made roleplay server inspired from the Danganronpa series. Just some information before you get confused~**

## Important articles

PlaceholderA page about your topicThere is no main character, Monoshark will always be number 1 though. :)PlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Flesh to Stone

*6th-level transmutation*
 Range
 Components
 Duration

Choose one creature that you can see that has a body made of flesh. It must make a Constitution save. On a failed save, it's restrained as its flesh begins to harden. On a successful save, it isn't affected.

If restrained, the creature must make a Constitution save at the end of its turns. If it successfully saves three times, the spell ends. If it fails three times, it is turned to stone and has the petrified condition for the duration.

If the creature is broken while petrified, it suffers from similar deformities if it reverts to its original state.

If you maintain concentration for the entire duration, the creature is turned to stone until the effect is removed.
Bane

*1st-level enchantment*
 Range
 Components
 Duration

Up to three creatures you can see must make Charisma saving throws. If a target fails, whenever they make an attack roll or saving throw before the spell ends, they must roll a d4 and subtract the number rolled.

**At Higher Levels:** You can target one additional creature for each slot level above 1st.
Mage Hand

***Conjuration cantrip***

**Mage Hand** is a conjuration available to bards, sorcerers, warlocks, and wizards.

## Description

You use your action to create a spectral, floating hand at a point you choose. Once made, you can use your action to control the hand. It can move up to 30 feet at a time, but can't be more than 30 feet away from you or it will vanish. The hand is able to manipulate objects, open an unlocked door or container, put away or get an item out of an open container, or pour out a vial's contents. It can't attack, activate magic items, or carry more than 10 pounds. You use an action to dismiss the hand before the end of the duration.

## References

1. ↑ 1.0 1.1 "Mage Hand." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 256.
2. ↑ "Spells." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 207–213.
Antilife Shell

*5th-level abjuration*
 Range
 Components
 Duration

A barrier extends from you in a 10-foot radius and moves with you. It keeps out creatures other than undead and constructs. An affected creature can't pass or reach through, but can cast spells or make ranged or reach attacks through the barrier. If you move so that an affected creature is forced to pass, the spell ends.
Mason’s Tools

Mason’s tools allow you to craft stone structures, including walls and buildings crafted from brick.

**Components:** Mason’s tools consist of a trowel, a hammer, a chisel, brushes, and a square.

**History:** Your expertise aids you in identifying a stone building’s date of construction and purpose, along with insight into who might have built it.

**Investigation:** You gain additional insight when inspecting areas within stone structures.

**Perception:** You can spot irregularities in stone walls or floors, making it easier to find trap doors and secret passages.

**Demolition:** Your knowledge. of masonry allows you to spot weak points in brick walls. You deal double damage to such structures with your weapon attacks.

 Find a weak point in a stone wall
Soundwave

* Vehicle Mode
* Instruction Idea

**Soundwave** is one of the major antagonists for *Transformers*, acting as Megatron's prime minister of the Decepticon Empire. His alternate mode is a HEMTT M983.

## Abilities

Soundwave's battle class is a Bombardier, in which he uses his rocket launcher to trade his speed for great damage.

* - Strong Attacks.
* - Quick Attacks.
* - Defensive Attacks.
* - Cyber Key Type Attacks.

## Trivia

* Soundwave is a homage to the Generation One Motormaster, with his face resembling his Animated counterpart, but with beady hair based upon Lúcio from "Overwatch".
* His color scheme is a traditional blue.
Detect Thoughts

*2nd-level divination*
 Range
 Components
 Duration

The surface thoughts of any creature within 30 feet are revealed to you. This spell also allows you to detect the presence of thinking creatures you cannot see, and you must, either at the casting of the spell or as an action, detect the creature's presence first, if you cannot see it. The spell works through most barriers except 2 feet of stone, 2 inches of metal, or a thin sheet of lead. This spell does not work on creatures with Intelligence lower than 4 or ones that cannot use language; instead, you will sense nothing.

You may also use an action to learn the surface thoughts of another creature, or to go deeper into one whose mind you've already touched. By going deeper, you can learn the target's emotional state, what's important to it in that moment, or the pattern of its logic. if you try to look deeper into a creature's mind, it makes a Wisdom saving throw and the spell ends if it succeeds. The creature will also know that you are there, even if it fails the save, and can make an Intelligence check contested by your own Intelligence check at the end of each of its turns to try and end your probing.

If a creature whose thoughts you are reading moves more than 30 feet away from you, you can no longer detect its thoughts.
Creation

*5th-level illusion*
 Range
 Components
 Duration

You create a nonliving object of matter. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.

The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration. Using material created by this spell as another spell's material component causes that spell to fail.

 Stone or crystal
 Precious metals
 Gems
 Adamantine or mithral

**At Higher Levels:** The cube increases by 5 feet for each slot level above 5th.
Flame Strike

*5th-level evocation*
 Range
 Components
 Duration

Each creature in a 10-foot-radius, 40-foot-high cylinder must make a Dexterity save. Targets take 4d6 fire and 4d6 radiant damage on a failed save, or half as much on a success.

**At Higher Levels:** The fire or radiant damage (your choice) increases by 1d6 for each slot level above 5th.
Carpenter’s Tools

Skill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items.

**Components:** Carpenter’s tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel.

**History:** This tool proficiency aids you in identifying the use and the origin of wooden buildings and other large wooden objects.

**Investigation:** You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can conceal areas from discovery.

**Perception:** You can spot irregularities in wooden walls or floors, making it easier to find trap doors and secret passages.

**Stealth:** You can quickly assess the weak spots in a wooden floor, making it easier to avoid the places that creak and groan when they're stepped on.

**Fortify:** With 1 minute of work and raw materials, you can make a door or window harder to force open. Increase the DC needed to open it by 5.

**Temporary Shelter:** As part of a long rest, you can construct a lean-to or a similar shelter to keep your group dry and in shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available, the shelter collapses 1d3 days after being assembled.

 Design a complex wooden structure
 Find a weak point in a wooden wall
 Pry apart a door
Heroism

*1st-level enchantment*
 Range
 Components
 Duration

Until the spell ends, a creature you touch is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points.

**At Higher Levels:** You can target one additional creature for each slot level above 1st.
Blade Barrier

*6th-level evocation*
 Range
 Components
 Duration

You create a wall of magical blades up to 100 feet long, 20 feet high, and 5 feet thick; or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover and is difficult terrain.

When a creature enters the wall's area for the first time on a turn or starts its turn there, it must make a Dexterity save. On a fail, the creature takes 6d10 slashing damage, or half as much on a success.
Lightning Bolt

***3rd-level evocation***

100-foot long, 5-foot wide lightning strikes from you in a direction you choose. Each creature in the line must make a Dexterity save. The spell deals 8d6 lightning damage on a failed save, or half as much on a successful one. Flammable objects that aren't being worn or carried are ignited.

**At Higher Levels:** The damage increases by 1d6 for each slot level above 3rd.
Earth Tremor

*1st-level evocation*
 Range
 Components
 Duration

You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Leatherworker’s Tools

Knowledge of leatherworking extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods.

**Components:** Leatherworker's tools include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps.

**Arcana:** Your expertise in working with leather grants you added insight when you inspect magic items crafted from leather, such as boots and some cloaks.

**Investigation:** You gain added insight when studying leather items or clues related to them, as you draw on your knowledge of leather to pick out details that others would overlook.

**Identify Hides:** When looking at a hide or a leather item, you can determine the source of the leather and any special techniques used to treat it. For example, you can spot the difference between leather crafted using dwarven methods and leather crafted using halfling methods.

 Determine a leather item's history
Forcecage

*7th-level evocation*

 Range
 Components
 Duration

An immobile, invisible, cube-­shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-­inch diameter bars spaced 1/2 inch apart.

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.

When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

This spell can’t be dispelled by dispel magic.

1. ↑ PHB, 5.0, page 243
Find Steed

*2nd-level conjuration*
 Range
 Components
 Duration

A special steed, in the form you choose (usually a warhorse, pony, camel, elk, or mastiff, but your Dungeon Master may allow another), appears in an unoccupied space by your side. The magical steed has the statistics of its matching beast form, but if its Intelligence is normally lower than 6, it now becomes 6 and it gains the ability to understand one language you choose. The steed's creature type is not beast, but actually celestial, fey, or fiend according to your choice.

It otherwise behaves as a mount would, however when you are mounted and cast spells that normally target yourself, they can also affect your steed, and you are able to communicate with each other telepathically as far as 1 mile apart.

You can dismiss the steed at any time, as an action, and it also disappears if its hit points drop to 0. You cannot have more than one steed of this kind at a time.
Clone

***8th-level necromancy***

### Components

V S M (1000gp diamond, 1 cubic inch of target's flesh; consumed, 2000gp Medium-sized container with a lid)

### Duration

Instantaneous

A clone of a creature you touch forms inside a sealed container and grows to full size over a period of 120 days. If desired, the clone becomes a younger version of the target. As long as the container is undisturbed, the clone remains and doesn't age or move.

After the clone is matured, if the target dies, its soul goes into the clone if possible. The clone is identical to the target and retains personality, memories, and abilities. It does not have the same equipment. The target's corpse can't be restored to life.
Character Advancement

## Beyond First Level

As your character goes on Adventures and overcomes challenges, he or she gains experience, represented by Experience Points. A character who reaches a specified experience point total advances in capability. This advancement is called gaining a level.

When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your Ability Scores, either increasing two scores by 1 each or increasing one score by 2. You can’t increase an ability score above 20. In addition, every character’s Proficiency Bonus increases at certain levels.

Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).

When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, if your 7th-level Fighter has a Constitution score of 17, when he reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.

The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the Proficiency Bonus for a character of that level. Consult the information in your character’s class description to see what other improvements you gain at each level.
Fire Bolt

***Evocation cantrip***

**Fire Bolt** is an evocation available to sorcerers and wizards.

## Description

You hurl a small flame at a creature or object, making a ranged spell attack. The target takes 1d10 fire damage on hit. The fire ignites any flammable object hit by it that isn't being worn or carried.

### Leveling

The spell's number of damage dice increases by one at levels 5, 11, and 17.

## References

1. ↑ 1.0 1.1 1.2 "Fire Bolt." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 242.
2. ↑ "Spells." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 207–213.
Grasping Vine

*4th-level conjuration*
 Range
 Components
 Duration

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.

Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.
Goodberry

*1st-level transmutation*
 Range
 Components
 Duration

Up to ten magic berries appear. A creature can use its action to eat one berry. Eating a berry restores 1 hit point and provides enough nourishment to sustain a creature for a day.

The berries lose their magic if they haven't been eaten within 24 hours.
Drift

* Car Mode
* Chopper Mode
* Instruction Idea

**Drift** is a supporting role for Transformers, serving as a member of the Autobot Resistance. His alternate modes are a Lamborghini Aventador and a AH-64 Apache. He briefly fought with Megatron and the Decepticons as "Deadlock", but he reveals his true colors that he is working for the Autobot Resistance, eventually joining Optimus Prime's cause.

## Abilities

Drift's battle class is a Swashbuckler, in which he uses his katanas for a graceful, but quick fighting style.

* - Strong Attacks.
* - Quick Attacks.
* - Defensive Attacks.
* - Cyber Key Type Attacks.

## Trivia

* Drift is a homage hybrid to the Classics Bumblebee and the *Transformers: The Game* "AH-64 Apache" Shockwave. His head is also a homage to his *2015 Robots in Disguise* counterpart.
* His color scheme is red and silver.
Dream

*5th-level illusion*
 Range
 Components
 Duration

Choose a creature on the same plane of existence known to you. Creatures that don't sleep are immune. You or a willing creature you touch enters a trance state, acting as a messenger. While in the trance, it's aware of its surroundings, but can't take actions or move.

If the target is asleep, the messenger appears in its dreams and can converse with it as long as it remains asleep. The messenger can also shape the dream's environment. The messenger can emerge from the trance at any time, ending the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can end the trance or wait for the target to fall asleep.

You can make the messenger appear terrifying to the target. If you do, the messenger can deliver a message of up to ten words and the target must make a Wisdom save. On a failure, the target gains no benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

If you have a small portion of the target's body, it makes its saving throw with disadvantage.
Fabricate

*4th-level transmutation*
 Range
 Components
 Duration

Choose raw materials that you can see. You can fabricate a Large or smaller object contained in a 10-foot cube or eight connected 5-foot cubes. If you are working with mineral substance, the fabricated object can be no larger than Medium contained within a single 5-foot cube. The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that require a high degree of craftsmanship unless you have proficiency with the appropriate type of artisan's tools.
Chromatic Orb

*1st-level evocation*
 Range
 Components
 Duration

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Heroes' Feast

*6th-level conjuration*
 Range
 Components
 Duration

You bring forth a feast. It takes 1 hour to consume and disappears after, and the effects don't set in until the hour is over. Up to twelve creatures can partake in the feast.

Any creature partaking in the feast is cured of all diseases and poison, becomes immune to poison and being frightened, and makes Wisdom saves with advantage. Its hit point maximum increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
Demiplane

***8th-level conjuration***

A door sized for Medium creatures appears on a flat, solid surface. It leads to a demiplane that is an empty room sized 30ft x 30ft x 30ft. The room is made of wood or stone. When the spell ends, the door disappears, and anything inside the demiplane is trapped there.

When you cast the spell, you can make a new demiplane, connect to an old one you created, or connect to one another creature made if you know the nature and contents of the demiplane.
Find Greater Steed

*4th-level conjuration*
 Range
 Components
 Duration

You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber—toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type.

Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it te1epathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.

The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again resummons the bonded mount, with all its hit points restored and any conditions removed. You can’t have more than one mount bonded by this spell or find steed at the same time.

As an action, you can release a mount from its bond, causing it to disappear permanently. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.
Create Homunculus

*6th-level transmutation*
 Range
 Components
 Duration

While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can’t be reduced in any way. You then drip your blood on the spell’s other components and touch them, transforming them into a special construct called a homunculus. The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus’s hit point maximum and current hit points are
both increased by it. This process can reduce you to no lower than 1 hit point. and the change to your and the homunculus’s hit points ends when you finish your next long rest. The reduction to your hit point maximum can’t be removed by any means before then, except by the homunculus‘s death. You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.
Blade of Disaster

***9th level Conjuration***

You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the Duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This Attack scores a critical hit if the number on The D20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).

As a Bonus Action on Your Turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.

The blade can harmlessly pass through any barrier, including a Wall of Force.
Antimagic Field

***8th-level abjuration***

A 10-foot-radius invisible sphere surrounds you. Within the sphere, spells can't be cast, summoned creatures disappear, and magic items become normal. The sphere moves with you. Summoned creatures re-appear once the sphere leaves their space, and magic items are restored upon being removed from the sphere.

Magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't enter or affect things within it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

The sphere cannot be dispelled by magic, nor can two antimagic fields suppress each other.
Freedom of Movement

*4th-level abjuration*
 Range
 Components
 Duration

Touch a willing creature. Its movement is unaffected by difficult terrain, and spells and magical effects can't reduce its speed or cause it to be paralyzed or restrained.

The target can spend 5 feet of movement to automatically escape from nonmagical restraints. Additionally, being underwater imposes no penalties on its movement or attacks.
Fireball

***3rd-level evocation***

Each creature in a 20-foot-radius sphere must make a Dexterity save. A target takes 8d6 fire damage on a failed save, or half on a success. The fire spreads around corners and ignites flammable objects that aren't being worn or carried.

**At Higher Levels:** The damage increases by 1d6 for each level above 3rd.
Erupting Earth

*3rd-level transmutation*
 Range
 Components
 Duration

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

When you cast this spell using a spell slot of 4rd level or higher, the damage increases by 1d12 for each slot level above 3rd.
Conjure Celestial

*7th-level conjuration*
 Range
 Components
 Duration

You summon a celestial of CR 4 or lower, which appears in an unoccupied space that you can see. It disappears when it drops to 0 hit points or when the spell ends. It's friendly to you and your companions. Roll initiative for it. It obeys any verbal commands that you issue to it, no action required by you, as long as they don't go against its alignment. If you don't issue any commands to the celestial, it only defends itself from hostile creatures.

**At Higher Levels:** If you cast this spell using a 9th-level slot, you can summon a celestial up to CR 5.
Blocks

## **GachaGold**

Airs high-quality content from MidoriStories, LenTotally, LunarSun Studios, Jess Can Gacha, CriticalBiscut, RozyClozy, Bokutuh, Mylie, Team Idolize and Senpai Wolfie during the thursday nights, and friday and saturday evenings.

## **GoldCast**

Golden Primvally's gacha skit videos are aired.

### **Jetix**

Airs rejected Project Jetix 3.0 shows on late evening saturdays, and other gacha stuff from Jetix fans.

### **AestheticLife**

Airs aesthetic coloured gacha programming at Friday late afternoons.

### **GreenAction**

Airs LOSW Franchised shows and Jacob's programming on [TeenDive] during late morning Tuesdays.

### **Edutainment**

Airs during early Sunday mornings, with programs that includes educational and informational material either fiction or not fiction.

### **CyberCinema**

Airs gacha movies during 7-8 PM before, [TeenDrive] on Thursdays.
Goblin

## Goblin Traits

* **Ability Score Increase:** Your Dexterity score increases by 2 and your Constitution score increases by 1.
* **Size:** Small.
* **Speed:** 30 feet.
* **Darkvision:** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Fury of the Small:** When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
* **Nimble Escape:** You can take the Disengage or Hide action as a bonus action on each of your turns.
* **Languages:** You can speak, read, and write Common and Celestial.
Half-orc

## Half-orc Traits

* **Ability Score Increase:** Your Strength score increases by 2, and your Constitution score increases by 1.
* **Size:** Medium.
* **Speed:** 30 feet.
* **Darkvision:** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Menacing:** You gain proficiency in Intimidation.
* **Relentless Endurance:** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
* **Savage Attacks:** When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
* **Languages:** You can speak, read, and write Common and Orc.
Antipathy/Sympathy

***8th-level enchantment***

Choose a Huge or smaller object, creature, or area no bigger than a 200-foot cube, then specify an intelligent creature. The target gains an aura of antipathy, which repels the intelligent creature, or sympathy, which draws the creature to it. You choose the aura.

In the antipathy aura, creatures of the chosen type must make a Wisdom save if they can see the target or when they come within 60 feet of it. If it fails, it's frightened and must use its movement to get to the nearest safe spot where it can't see the target. If the creature gets more than 60 feet away and can't see the target, they are no longer frightened but will become so again if they get within the aura or see the target.

The sympathy aura causes creatures of the chosen type to pass a Wisdom save, or use their movement to enter the area if they see the target or move within reach of the target if they're within 60 feet. Once the creature has done so, it can't willingly move away. If the target harms the creature, it can make another Wisdom save.

If the creature successfully saves, it's no longer affected by the target and recognizes the feeling as magical. Additionally, a creature affected can make a Wisdom save every 24 hours. Any creature that successfully saves is immune for 1 minute, then can be affected again.
Animate Objects

*5th-level transmutation*
 Range
 Components
 Duration

Choose up to ten nonmagical objects that are not being worn or carried. A Medium target counts as two objects, a Large counts as four, and a Huge counts as eight. You can't animate an object larger than Huge. Each target becomes a creature under your control until the spell ends or it's reduced to 0 hit points.

As a bonus action, you can mentally command a creatures if it's within 500 feet of you. You can command multiple at the same time if the command is the same. You decide what action and movement the creature will take during its next turn, or issue a general command. If you issue no commands, it just defends itself against hostile creatures. Once given an order, the creature continues to follow it until it's complete.

An animated object is a construct with some stats determined by its size. Its Constitution is 10, its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet. If it can't walk, it has a flying speed of 30 feet and hovers. If the object is securely attached to something, its speed is 0. It has blindsight with a radius of 30 feet. When the object drops to 0 hit points, it reverts to its original form, and remaining damage carries over.

It can make a single melee attack against a creature within 5 feet of it. The attack is determined by its size and deals bludgeoning damage. The DM can rule that it inflicts slashing or piercing damage based on its form.

**At Higher Levels:** You can animate two additional objects for each slot level above 5th.
Animal Friendship

*1st-level enchantment*
 Range
 Components
 Duration

Choose a beast that you can see. It must be able to see and hear you. If its Intelligence is 4 or higher, the spell fails. Otherwise, it must pass a Wisdom save or be charmed by you. If you or one of your companions harms it, the spell ends.

**At Higher Levels:** You can target one additional beast for each slot level above 1st.
Dragon's Breath

*2nd-level transmutation*
 Range
 Components
 Duration

You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type 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 1d6 for each slot level above 2nd.
Dust Devil

*2nd-level conjuration*
 Range
 Components
 Duration

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.

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

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Armor of Agathys

*1st-level abjuration*
 Range
 Components
 Duration

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear.
You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot
Kenku

## Kenku Traits

* **Ability Score Increase:** Your Dexterity score increases by 2, and your Wisdom score increases by 1.
* **Size:** Medium.
* **Speed:** 30 feet.
* **Expert Forgery:** You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
* **Kenku Training:** You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
* **Mimicry:** You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
* **Languages:** You can read and write Common and Auran, but you can speak only by using your Mimicry trait.
Gate

***9th-level conjuration***

You make a portal in an unoccupied space you can see that goes to a precise location on a different plane of existence. The portal is a circular opening 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back, but travel is only possible through the front. Anything that moves through it is instantly transported to the other plane, appearing in the nearest unoccupied space.

Planar rulers can prevent portals from opening in their presence or anywhere in their domains.

When you cast this spell, you can say the name of a specific creature and it will be pulled to the nearest unoccupied space next to you.

☀If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal.  You gain no special power over the creature and it's free to act as desired.
Commune with Nature

*5th-level divination*
 Range
 Components
 Duration

In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't work where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

* Terrain and bodies of water
* Prevalent plants, minerals, animals, or people
* Celestials, fey, fiends, elementals, or undead of CR 1 or higher
* Influence from other planes of existence
* Buildings
The Play-Fighting Hollow

This is a place where Warriors and Apprentices can play fight.

You are only allowed to fight here with claws sheathed. (Note that this is called The *Play Fighting* Hollow)

**No killing other characters.**

The play-fighting hollow is right outside the camp. It is a patch of grass near the river. A few wildflowers grow along the edge of the hollow, and a large, tall rock stands in the middle of the grass (Can be used to fight). Trees high and low grow around the hollow, their branches bending in, creating what seems like a “tunnel” in the hollow. The play fighting hollow is a very pretty place too, after rains comes. Sunlight spills through the branches onto the dewdrops sitting on the cobwebs, making them glow. When warriors aren’t training apprentices, patrolling or hunting/doing other important things, they often comes here to play fight with other warriors.

Occasionally, warriors will take apprentices here for a practice fight, since the play fighting hollow is a great place to practice battling; there are trees for attacks from there, a rock to practice jump and pin, a large patch of grass, and bushes to hide in. But they usually train in the Sandy Hollow.
Comprehend Languages

*1st-level divination*
 Range
 Components
 Duration

You understand any spoken language that you hear while the spell lasts. While touching the surface where words are written, you can also understand any written language you see. One page of text can be read in approximately 1 minute.

Secret codes in text and glyphs that aren't part of any written language can't be decoded with this spell.
Calligrapher's Supplies

Calligraphy treats writing as a delicate, beautiful art. Calligraphers produce text that is pleasing to the eye, using a style that is difficult to forge. Their supplies also give them some ability to examine scripts and determine if they are legitimate, since a calligrapher’s training involves long hours of studying writing and attempting to replicate its style and design.

**Components:** Calligrapher’s supplies include ink, a dozen sheets of parchment, and three quills.

**Arcana:** Although calligraphy is of little help in deciphering the content of magical writings, proficiency with these supplies can aid in identifying who wrote a script of a magical nature.

**History:** This tool proficiency can augment the benefit of successful checks made to analyze or investigate ancient writings, scrolls, or other texts, including runes etched in stone or messages in frescoes or other displays.

**Decipher Treasure Map:** This tool proficiency grants you expertise in examining maps. You can make an Intelligence check to determine a map’s age, whether a map includes any hidden messages, or similar facts.

 Determine writer's state of mind
 Spot forged text
 Forge a signature
Control Winds

*5th-level transmutation*
 Range
 Components
 Duration

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.

* Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
* Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube

or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.

* Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Firbolg

## Firbolg Traits

* **Ability Score Increase:** Your Wisdom score increases by 2 and your Strength score increases by 1.
* **Size:** Medium.
* **Speed:** 30 feet.
* **Firbolg Magic:** You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
* **Hidden Step:** As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
* **Powerful Build:** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* **Speech of Beast and Leaf:** You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
* **Languages:** You can speak, read, and write Common, Elvish, and Giant.