recursal/Fanatic-Fandom huggingface dataset:
Žena Magle

## Description

Said to be one of the first settlers to inhabit the steppe, Žena Magle's story goes back for generations. Her actual origin is unknown; some say she was a simple goat herder that helped all those she came across, others say she was a hag that roamed the land and would bestow gifts on those she came across and curse those that harmed the people she watched over, while others say she has always been part of the lands of Paelia. Worship of Žena Magle can take many different forms, ranging from a simple prayer to the the sacrifice of an animal. But regardless of which form the worship takes, Žena Magle worshipers believe every little thing is due to the Mother's blessing. A mother giving birth to a child, a successful trade deal, a sunny day, all is believed to been of the Mother's design.

Despite having such a strong influence in the Paelia providence of Jibra'il, Žena Magle's presence is very little to none in Orlanthea.
Brisk Blades

*1st 1evel transmutation*

**Casting Time:** 1 action

**Range:** Self

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

**Duration:** Concentration, up to a minute.

As part of the action used to cast this spell you can take the Dash or Disengage action and unsheathe two light melee weapons. These blades become wreathed in a sharp wind, which extend beyond the end of the blade. Until the spell ends the damage die for these weapons become 1d10 and these weapons become magical, if they weren't already.

**Spell Lists:** Ranger
Molten Blade

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** 5 feet

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

**Duration:** 1 round

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 attack does damage as normal, except that the entire attack deals fire damage instead of its normal type. Additionally, flame fills the space around the target. Until the start of your next turn, any creature that enters the space or ends its turn there takes 1d8 fire damage.

At 5th level, the melee attack and secondary damage each deal an additional 1d8 fire damage to their targets. Both damage rolls increase by 1d8 at 11th level (2d8/3d8), and 17th level (3d8/4d8).

**Spell Lists:** Sorcerer, Warlock, Warmage, Wizard
Dazzling Breath

*2nd level illusion*

**Casting Time:**  1 action

**Range:** 60 feet

**Components:** V, S

**Duration:** 1 round

Three rays of brilliant color shoot from your hand at up to three creatures that you can see within range. Make a ranged spell attack for each ray. On a hit, the target takes 1d4 radiant damage and is blinded until the spell ends.

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

**Spell Lists:** Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Garid

## General Climate

Temperate at base level, growing colder as the Spear is ascended.

## Wealth

Moderate, but receives stipend from the Empire

## Culture

Tribal nomadic with pockets of influence from the Empire

## Military

Moderate, what they are missing in numbers, they make up with elites.

## Important Information

* Deemed “The Guardians of the Mızrağı.” by the emperor.
* Any who wishes to climb the Mızrağı must have favor of the Emperor and pass the challenges of the Khujaa. Those that try to climb without either of these...will not make it far.
* Thrice a year they host the Great Golden Eagle Festival. Participants compete in several challenges set out by the clan leader in hopes of gaining passage to ascend the Mızrağı and claim the egg of their own great eagle.

## Great Golden Eagle Festival

The Great Golden Eagle Festival is not just a tradition celebrated by the Khujaa clans that calls Garid home, but is open to all tribes that call the steppe of Paelia home. For ten days and ten nights, the tribespeople of the steppe compete in various different contests, trade fine goods created by their skilled craftsmen, and hold cultural exchanges with peoples from far off lands. The festival caps off with a grand feast to Žena Magle where those that excelled above the rest during the challenges throughout the festival are chosen for the trial of Ihbarhasvad.

The trial of Ihbarhasvad is not something to be taken lightly. Those that are honored with the chance to undertake the trail must climb over four-thousand and claim the egg of a great beasts that call that layer of The Spear of the Gods home. The climb is incredibly perilous and has led to the death or disability of many that have taken it. All those that take the trial are held to the highest honor, rather they succeed or not. Those that return from the trial with the egg of a mighty beast are given the title of “Bürkitshi” and are given status akin to that of a noble among the tribes. Those that hold the title of “Bürkitshi” satisfy one of the requirements to take the true trial of The Spear and ascend to the peak of The Spear.

Challenges of the Great Golden Eagle Festival:

* Archery Competition
* Blink-mountback Archery Competition
* The Great Jad Toss
* Kykbar
* The Hunt
* Kyz Kuar: *Cancelled due to sexist themes*
* Hitting the flag
* The Yurt Time Trials
Spear of the Gods

## Inhabitants

Temples and shrines to gods are located at the foot of the mountains, where secluded priests reside. Small groups of Firbolg are also known to live at the foot of the mountain to protect the sacred grounds. Creatures ranging from elementals to dragons have been seen on the mountain, so many have been advised to be wary if attempting to climb further up towards the peak.

## Rumors and Folklore

The mountain is rumored to be home to a Gods, varying one god to many different gods. History books written before the Blood Wars speak nothing about the mountain, so many suspect it has not been present before then, although many dismiss the theory. Many strange creatures ranging from elementals to adult dragons have been known to reside on the mountain, some say they are drawn to it, others say the mountain is a portal to another plane.

## Origin

The Spear of the Gods is actually the remains of the Spear of Amaranthinos, who wielded it in the Blood Wars, having used it to slay his enemies. After a particularly bloody battle, as a tribute to the fallen and to his weapon, Amaranthinos, The Blood God drove the weapon into the ground before him and the earth began to grow around it, growing and growing until it reached its enormous size, becoming the mountain today known as the "Spear of the Gods."
Katyla Miaras

## Overview

**Name:** Katyla Miaras (Kæ-taɪ-la Maɪˈɑrəz)

**Race:** Amethyst Gem Dragon

**Occupation:** Oathkeeper of Veradon, Veradon Spymaster

**Status:** Married

**Build:** 6'2", muscular, has patches of amethyst scales, short auburn hair, lavender eyes, tanned brown body.

## History

As a young half-elf half copper dragon woman, Katyla was mischievous in her own

## Current Day

Upon reaching Orichalcum rank and then eventually being appointed as an Oathkeeper of Veradon, Katyla is in charge of the city's information network both public and underground. She also runs a bar in uptown called "The Purple Rose"
Sinister Blade

Sinister Blade

*2nd level enchantment*

**Casting Time:** 1 reaction

**Range:** 15 feet

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

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

As a reaction to a hostile creature coming into range, or a creature in range becoming hostile, you unsheathe part of your blade. You imbue this simple implication with a magically binding threat. That creature can choose to end its turn immediately and be charmed by you until the spell ends or until you or your companions do something harmful to it or its allies. If it isn't charmed, it must make a Wisdom saving throw. On a failed save, the creature is frightened of you and you have advantage on melee attack rolls against it. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the spell does not require concentration.

**Spell Lists:** Bard, Warlock
Stoneleaf

**Stoneleaf** is the largest country in the Caledric bordering the States of Belator, The Scarred Sands, and Vrachodis.

## Geography

Stoneleaf’s landscape is colorful; majestic mountain tops from both the Western Spine and the Spear of the Gods, jade green fields, emerald green forests, and mellow rivers reaching down towards the shores of the chilly Thermortalic Sea. The northern forests that surround the Spear of the Gods are usually snowy.

### Climate

Stoneleaf has an oceanic climate, leading to mild summers and cool but not particularly cold winters. Often Stoneleaf experiences cloudy conditions with light precipitation throughout the year, though it can experience clear, sunny days usually during the spring and summer months.

## Population

The population of Stoneleaf is almost entirely made up of Elves, Dwarves and Halflings. It’s almost impossible to find any other type of humanoid there. In rare cases you can also find Simic Hybrids, but they are mostly outcast-ed and rejected by society.

## Wealth

The kingdom of Stoneleaf is rather wealthy, harboring the most fertile farmland and best overall crop growing weather. It prospers off of its food trade.

## Culture

Stoneleaf cannot truly be called a nation-state as its peoples identify much more with their individual kingdoms and races then with the alliance as a whole. As a result its culture varies from kingdom to kingdom, from the elves who value grace, and creativity to the dwarven kingdoms who value honor and oaths.

## Military

Each of Stoneleaf’s kingdoms has their own troops, however in case of invasion they are to come together and face the threat as a united front.
Skrimisher's Cloak

Skirmisher’s Cloak

*5th level illusion*

**Casting Time.**  1 action

**Range.** 30 feet

**Components.** V

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

You weave fey magic between your fingertips, draping a veil over up to four creatures you can see within range. For the duration of the spell, selected creatures are invisible. The invisibility ends early when an affected creature attacks or casts a spell. You or an affected creature can use a bonus action to make one of the spell’s targets invisible again.

***At Higher Levels.***  When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each level above 5th.

**Spell Lists:** Ranger
Sacrificial Dagger

Sacrificial Dagger

*4th level necromancy*

**Casting Time:** 1 action

**Range:** 5 feet

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

**Duration:** Instantaneous

You imbue a blade with a sacrificial curse and plunge it into an enemy. Make a melee spell attack against a creature within range, dealing 2d12 piercing damage on a hit. If it hits, every creature other than you within 30 feet of you must make a Wisdom saving throw. On a failed save, a ghostly specter appears within 5 feet of that creature and stabs them as well, dealing 4d12 necrotic damage.

Alternatively, you can stab yourself or a willing ally with the blade, which automatically hits causing irreducible damage, and causes creatures other than the target within 30 feet to make the save at disadvantage.

***At Higher Levels.***  When you cast this spell using a spell slot of 5th level or higher, the damage of the area of effect increases by 1d12 for each slot level above 4th.

**Spell Lists:** Warlock
Diamondhide

*2nd level mythic transmutation*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S, M (A diamond worth at least 50,000GP that is not consumed)

**Duration**: 1 hour

You touch a willing creature. Until the spell ends, the target's skin has a shiny, gem-like appearance, and the target's AC can't be less than 30, regardless of what kind of armor it is wearing.

**Spell Lists:** Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Vault Riddles

## All Vault Riddles and answers

This page contains all the riddles for the vault for Cave Digger 2

 When push comes to shove
And the chips are down
What’s yours is yours
And what’s \_\_\_\_\_ is \_\_\_\_\_
 K
 A

 Of hemp or silk
A woven snake
You better hope
Your \_\_\_\_ won’t break
 L
 A

 The color of
Soot
Shadow
And thoughts
Take a shot in the \_\_\_\_
 R
 B

 In ancient times
In days of old
King Midas’ touch
Turned things to \_\_\_\_
 B
 W

 Hammer or pick
Shovel or pan
A miner is known by their \_\_\_\_
 N
 D

 After a long day in the dark
A miner returns to the sun
With their pack laden with \_\_\_\_
 O
 P

 It breaks your iron
The orange dust
This eater of steel
Is known as \_\_\_\_
 A
 L

 One little piggy built his house from straw
The wolf ate him
Two little piggy built his house from wood
And the wolf ate him too
Three little piggy built his house from \_\_\_\_
And lived his life in fear
For ever
And ever
And ever more
 A
 L

 Below the field
Below the moor
The miner mines
To find some \_\_\_\_
 A
 B

 Essential to industry
And important to man
\_\_\_\_ within
And \_\_\_\_ in hand
That’s what a miner is made of
 E
 G

 A glinting eye
A shining heart
The word for this poem
Is a treasure, a \_\_\_\_
 B
 R

 Where the north wind will blow
This we all know
Everything’s covered in \_\_\_\_
 E
 R

 These giants
So far away
Can only be seen at night
Tho one even at day
 E
 R

 Clayton, Clayton, curious man
Forever stuck, brain in a \_\_\_
 T
 B

 Heavy the head that wears the crown
Nevertheless
It’s good to be the \_\_\_\_
 S
 E

 Knows all trades
But master of none
 R
 E

 When sitting down with sharks
It’s good to have
An \_\_\_ in the hole
 E
 I

 Flip it
And see both sides
Heads and tails spin
As it flies
 E
 A

 Captain Aubrey
Finest of them all
Never did surrender
Even when he did fall
 J
 S
Aura of Decay

Aura of Decay

*6th level necromancy*

**Casting Time:** 1 action

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

**Components:** V, S

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

A diseased aura radiates from you within range. Until the spell ends, the aura moves with you, centered on you. Each hostile creature that enters the area for the first time on a turn or starts its turn within it has disadvantage on death saving throws and must make a Constitution saving throw or take 5d6 necrotic damage.

***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the spell’s necrotic damage increases by 1d6 for each spell slot above 4th.

**Spell Lists:** Cleric, Druid, Paladin
Psi Blade

*2nd level evocation*

**Casting Time:** 1 action

**Range:** 5 feet

**Components:** S

**Duration:** Instantaneous

You coalesce an aquamarine blade of distilled pain, having the unique property of phasing through armor and carapace. When you cast this spell, you make a melee spell attack at a creature within range. You treat your target as having AC of 10 + their Dexterity modifier. On a hit you deal 2d12 psychic damage, or half on a miss.

***At Higher Levels.***  When you cast this spell using a spell slot of 3rd level or higher, you deal an additional 1d12 damage for each slot level above 2nd.

**Spell Lists:** Sorcerer, Warlock, Wizard
Anomaly T 0007 A (Jhenkins) (by Mihai)

## Anomaly T\_0007\_A (Jhenkins)

* Shadow Jhenkins
* Normal Jhenkins
* Hatless Jhenkins
* With Piano

## Anomaly T 0007 A (Jhenkins) (by Mihai) information on the ML Mysticism Wiki

Templates by Monster Legends Wiki.

  Glossophobia

  Jhenkins

  Exhalted

  The Monster Inside

  "I Hate This Sound..."

Templates copied from the Monster Legends Wiki.

  60

  40
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  40
  32

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## Fan Facts:

* ***"Glossophobia"*** is a fear of public speaking.
Arcane Advance

*3rd level evocation*

**Casting Time:** 1 action

**Range:** 15 feet

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

**Duration:** Instantaneous

You flash forward with a blur of speed, advancing upon your foe with a series of lunges. You can lunge up to three times per casting of this spell.

When you lunge, you teleport to an unoccupied location you can see within 15 feet of you and make a melee spell attack on one creature within reach. On a hit, you deal 3d6 piercing damage and push the target back up to 10 feet.

***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, you can make an additional lunge.

**Spell Lists:** Ranger, Paladin, Warlock, Wizard
Justitium

*Justitium*, formally known as 'The State Of Exception', has been used in times of emergency to suspend law in the name of the public good. This most recent Justitium has been declared by the
Category:Oathkeepers
until the end of their investigation into the Prime Minister's mysterious murder.

Restrictions are as follows:

\* Arcane barriers have been raised. **There may be no teleportation into or out of the city without the express permission of the Oathkeepers.**

\* Trade has been suspended. **There may be no ships or convoys in or out without express permission of the Oathkeepers**
Tribi

Un Tribi est un responsable politique nommé par le Grand Poséryon au sein de l'Empire d'Addington. Il administre un secteur ou un service sous ordre de l'état, cependant seul une série de territoire son sous cette gouverne, si l'état souhaite nommé un tribi qui remplacerait les forces locales (Gouverneurs autonomes et parlements autonomes) il doit proposer un vote approuvé par le conseil de Mehedes. L'Hiteryon ne peu pas interférer avec une nomination de tribi mais peut participer à la l'établissement de tribi potentiel en conseillant le Grand Poséryon.

Le tribi dispose de vaste pouvoir, il prend contrôle de la police de secteur, peut lever des impôts, promulguer des lois et procéder à des arrestations si les parlements autonomes les valides. Si les parlements bloques toutes les mesures le tribi peut envoyer une Hoces Premat à l'Hiteryon, cette lettre lui permet d'outre passer les parlements. Le tribi doit toujours rendre des comptes aux deux grands de l'état, mais si il abuse de ses fonctions les parlements autonomes peuvent envoyer également une Hoces Premat pour lui retirer ses pouvoirs. Lorsque que la nation rentre en guerre, l'administration peut proclamer la Solution, une fois la Solution activée le tribi dispose des mêmes pouvoirs sans passer par l'accord des parlements.
Azodus

## Worshipers

### Worshipers

Humans, Goblinoids, Ambitious politicians, Conquerors, Generals, Soldiers, Tyrants

## Description

Azodus only goal is to become the one true god of this world that is his only true care. He is willing to do anything to achieve his goal. Over the centuries he has lured the humans into thinking they are the true race of gods and through that, he will achieve his one title because he believes that the gods with the most followers and worshipers are the strongest among all of them. He has also acquired the friendship of some of the more mischievous gods to help him in his quest. All they ask for is that they can have a seat in his new world, With this much traction, he has also acquired some enemies as well, mainly his fellow god Xandrelith. Azodus' greatest strength is in strategy. He believes he knows everything that there is to know about war strategy, but unfortunately, with his greed he has a tendency to underestimate his enemies even with thousands of years of experience under his belt.
Intensify Gravity

Intensify Gravity

*8th level transmutation*

**Casting Time:** 1 action

**Range:** 150 feet

**Components:** V, S, M (a pellet of lead and a drop of oobleck)

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

You make the gravity in a 30 foot radius 2 mile tall cylinder overwhelming. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves, or 8 feet of movement for every 1 foot it moves if it’s flying. Furthermore, the gravity slows movements, so any creature in the area can only take an action or bonus action, and cannot take reactions. If a flying creature is in the area, it must make a strength save or lose its ability to fly, plummeting to the ground, and taking double fall damage because of the force of gravity. All creatures in the area have a -4 penalty to their AC and Dexterity saving throws, and, if they use an action involving multiple attacks, can only make half as many as they’d normally be able to, and any ranged weapon attacks going through the area have their ranges halved.

**Spell Lists:** Warlock, Wizard
Dr. Kimmel (by Hedgy2099)

Years of resentment have overtaken Dr. Kimmel, and now, he plans to have himself known! He is a puppet master, not one to fight in the frontlines, but a manipulator who pulls strings of his own, whether it be letting his allies into other places or even controlling his enemies. Unfortunately, he views everyone who isn't working with as his new test subjects, so you better be careful...

## Obtention

* Unbreedable
* First released in the Malice Dungeon Maze, first maze in the Side Story Season 1.

## Skills

Templates by Monster Legends Wiki.

  A Gift From Me

  Broken Illusions

  Pulling Strings

  Time Machine Gift

  Eternal Grudge

Templates copied from the Monster Legends Wiki.

  45

  30
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  40
  36

  25
  36

  45
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  45
  42

  35
  48

  30
  48

## See Also

* *Previous Monster:* TheNextGenius
* *Next Monster:* Odocoiluous

## Fun Facts

* He is the creator of Kimmel's Gift, Electradrone, HiveDrive, Delterhion,
Runic Armor

*1st level transmutation*

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S

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

You inscribe a small glowing rune on one set of non-magical armor that isn't being worn or carried. For the duration of the spell, the armor becomes magical and can't be affected by other spells unless you choose for it to be. You have a +1 to AC and advantage on concentration checks while wearing this armor.

Until the spell ends, you can use a bonus action to speak a command word and don the armor instantly. The armor pieces assemble around you, piece by piece, ending with the helmet if it has one. If you end the spell, you can choose to magically doff the armor as well, which folds neatly into a pack.

***At Higher Levels.***  If you use a spell slot of 3rd level or higher, the duration is 1 hour. If you use a spell slot of 5th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

**Spell Lists:** Cleric, Paladin, Ranger, Wizard
Plumes

Les "Plumes" sont une suite de 29 îles situées autour de Uros dont la taille est particulièrement petite. La plupart d'entre elle sont peuplés par des peuples locaux tel que les Alache qui ont été soumis par l'armée de l'Empire D'Addington. L'empire d'Addington étant par ailleurs la puissance occupant les îles.

Souvent pauvres et n'ayant qu'une population de 100 000 individus, les Plumes conservent néanmoins un rôle important dans la société d'Addington, elles produisent surtout des denrées prisés par les classes supérieures (Hoppit, lagiru ou autres types d'épices). Ainsi elle offre un outil supplémentaire à l'arsenal économique du pays, de plus les îles permettent à l'empire d'avoir différents avant-post dans la Mer Jaune Orientale et Occidentale (la Mer Jaune Supérieure étant composé d'île peu peuplées).

Par l'ordonnance de 1570 chaque île se doit de disposer d'un port capable d'accueillir 5 navires de classe Ormos. Sur le plan politique elles sont reliés au Bureau d'Administration Colonial (BAC) mais sont représentées par 1 élu dans le Conseil de Mehedes
Nystul’s Magic Word

Nystul’s Magic Word

*8th level divination*

**Casting Time:**  1 action

**Range:** 90 feet

**Components:** V, M (a cotton ball)

**Duration:** 1 minute

You utter an offensive word, a taboo phrase, or other blasphemous utterance as you choose a creature within range. You learn the creature’s type, as well as its condition immunities. For the duration, the creature must use the first attack on each of its turns to attack you, or must use its action to deal damage to you. A creature can use its action to make an Intelligence saving throw, ending the effect on a success.

**Spell Lists:** Cleric, Bard, Warlock, Wizard
Lostenos

Lostenos est le nom de la famille royale de Svarna, ce sont en réalité les Rothariens de Loster ayant changés de nom afin d'effacer leur connexion à l'ancien empire. Lors de la Fissure des Mondes les Rothariens de Loster s'enferment dans Svarna et se renomme en Lostenos, Hidros XI est le premier roi à porter se nom et devient Hidros Ier de Svarna.
Allistair’s Wounding Wordplay

Allistair’s Wounding Wordplay

*4th level enchantment*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** V

**Duration:** 1 minute

You weave together a series of rhymes which ultimately insult a creature of your choice within range, absolutely crushing its ego. The creature you insult must make a Wisdom saving throw or take 6d6 psychic damage and have disadvantage on attack rolls for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

***At Higher Levels.*** When you cast this spell at higher levels, you may target one additional creature within range for each level above 4th.

**Spell List:** Bard
Gleam

Gleam

*4th level divination*

**Casting Time:** 1 bonus action

**Range:** 10 feet

**Components:** V, S

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

You peer into the machinations of an enemy's mind, and use this information against them. A creature in range that you can see must make a Charisma saving throw. On a failure, you have advantage on all attacks against them and they have disadvantage on all attacks against you until the end of their next turn.

You automatically know the target’s    location. The target can never be hidden from you. You can see through any illusions conjured by the target, or of the target. Any time that creature would need to guess your location (for example, if there are multiple images of you or because you are hidden), it guesses wrong.

You can subject a different creature to this effect as a bonus action on a subsequent turn. A creature who succeeds on the Charisma saving throw is immune to the effects of this spell from you for the next 24 hours.

**Spell Lists:** Bard, Ranger, Wizard
Eldritch Blade

*Conjuration cantrip*

**Casting Time:** 1 bonus action

**Range:** Touch

**Components:** V, S

**Duration:** Until dispelled

You create a weapon in your empty hand that has the statistics of a dagger and can be used as a spellcasting focus for your warlock spells. This spell ends if your Eldritch Blade is more than 5 feet away from you for 1 minute or more. It also ends if you cast this spell again, if you dismiss the weapon (no action required), or if you die. When you cast a spell using a warlock spell slot, you empower your blade for one minute.

Using an action, you can make an attack with your blade against one creature within reach and use your spellcasting ability modifier for attack and damage rolls. On a hit, if your blade is empowered, you can expend the energy to deal an additional 1d8 force damage.

This spell's damage increases when you reach higher levels. When you reach 5th level as a warlock, the melee attack deals an extra 1d8 force damage to the target, and the force damage from expending the charge increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

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

### Eldritch Invocations

**Sundering Blade**

*Prerequisite: eldritch blade cantrip*

You gain proficiency in medium armor. Your Eldritch Blade can take the form of any melee weapon and once per turn you can deal additional force damage equal to half your warlock level when you attack with it.

If your weapon lacks the heavy property, you are able to maneuver it to repel attacks, magical or otherwise. As long as you aren't wielding a shield and wielding your blade you gain a +1 to AC.
Veins of Vigor

*1st level transmutation*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, M (a vial of the spellcaster's blood)

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

Dark fluid runs through your body, which becomes supernaturally enhanced. 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.

***At Higher Levels.***  When you cast this spell using a spell slot 2nd or higher, you can roll a 1d4 in place of the normal damage of your unarmed strike. You use your spellcasting ability modifier in place of Strength or Dexterity for checks you make. When you cast this spell using a 3rd level slot or higher, it is no longer concentration.

**Spell Lists:** Bard, Druid, Warlock, Wizard
Aurin's Acrobatics

*3rd level transmutation*

**Casting Time:** 1 reaction, when you are forced to make a Dexterity saving throw

**Range:** Self

**Components:** S

**Duration:** 1 round

You channel the wind into your step, and immediately fly up to 40 feet in a direction of your choice. Until the start of your next turn, you also have a +5 bonus to all Dexterity saving throws and cannot be targeted with attacks of opportunity.

**Spell Lists:** Bard, Druid, Ranger
Grasp of the Wind

*3rd level evocation*

**Casting Time:** 1 bonus action

**Range:** 20 feet

**Components:** V

**Duration:** Instantaneous

You call upon the wind to aid you. Each creature you choose within range must make a Strength saving throw. On a failure, they take 4d8 bludgeoning damage and are pulled up to 15 feet in a straight line towards you. Your next attack on a creature that fails before the end of your turn is at advantage. 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 attack increases by 1d8 for each slot level above 3rd.

**Spell Lists:** Ranger
Cheat Death

Cheat Death

*7th level necromancy*

**Casting Time:**  1 reaction, when an effect or attack would cause you would drop to 0 hit points or die instantaneously

**Range:** Self

**Components:** S, M (a Tiny or smaller creature bound by rope)

**Duration:** Instantaneous

You sacrifice the small creature, trading its life for your own. The effect you respond to is completely negated, causing you to drop to 1 hit point instead and suffer no additional effects from the effect or attack.

**Spell Lists:** Bard, Sorcerer, Warlock, Wizard
Larloch’s Minor Drain

*Necromancy cantrip*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S

**Duration:** Instantaneous

You drain life energy from a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d6 necrotic damage. You then gain temporary hit points equal to half the amount of damage dealt. This spell has no effect on undead or constructs.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

**Spell Lists:** Cleric, Sorcerer, Warlock, Warmage, Wizard
Drain Will

Drain Will

*6th level necromancy*

**Casting Time.**  1 action

**Range.** 30 feet

**Components.** V, S

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

You send out three beams of horrid energy at all creatures of your choice within range. Each creature chosen must make a Wisdom saving throw or have its will to fight sapped and take 6d6 psychic damage. A sapped creature is frightened of you, and can make one less attack on its turn. It cannot cast spells that only include one ranged spell attack, and cannot use abilities that involve a single attack. Creatures can repeat the save at the end of each of their turns, ending the effect on a success.

On each of your turns, you can use your action to intensify the beams, automatically dealing 4d6 psychic damage to all sapped creatures.

You regain hit points equal to half the psychic damage dealt with this spell.

***At Higher Levels.***  When you cast this spell at higher levels, the initial damage and the additional damage each turn increases by 1d6 per level above 6th.

**Spell Lists:** Bard, Sorcerer, Warlock, Wizard
Bolt Rail

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** 15 feet

**Components:** V, S

**Duration:** Instantaneous

You send out surges of lighting, making a melee spell attack against a creature within range. Upon a hit, the creature takes 1d10 lightning damage.

This damage increases by 1d10 when you reach 5th, 11th, and 17th level. At 17th level, this spell targets all creatures within a line 5 feet wide out to the range of this spell.

**Spell Lists:** Artificer, Druid, Sorcerer, Warmage
Epria Oblia

**Epria Oblia**

## Geography

Mostly forested with arctic mountains in the north

### Climate

Arctic Tundra / Taiga-equse. The northern half of Epria Oblia is frequented by arctic storms while the southern half tends to have thick foggy weather.

## Population

Locathah 50%,  Goliath 15%, Water Genasi 10%, Triton 10%, Other Races 10%, Winter Eladrin 5%

## Wealth

Poor. They aren't very wealthy. They make their living off of their tourist attractions and art. They mostly keep to themselves.

## Culture

* Everyone here respects the mountains and their spirits. Genasi are held in high regard.
* Locathah have lived here the longest, they worship the mountains themselves. Larger beasts are sacred, especially one from the mountains.
* Scattered around the area before the mountains, there are remnants of culture before the two now. People say more clues are in the mountains.
* Common is not, ironically enough, a commonly spoken language. It's mostly travelers and scholars who come to Epria Oblia that speak it while only some natives know Common; however it's very rudimentary. The languages most commonly are spoken are: Giant, Primordial, Elvish, and Aquan.

## Military

Near Non-Existent. The only protection for the providence is it's arctic and thick foggy weather.

## Appendix

The area north of Aviora is mostly unexplored. The reason being that magic works differently in different areas of the mountain. Not all spells work. In the deeper parts of the mountain, there are open portals that lead to other parts of the world, or the area itself. They're untraceable and this is why travellers often get lost here- Only the bottom half, the less mountain, rocky half is inhabitable
They have a lovely hot spring and ski lodge for the tourists that stray near the pathways but closer and closer to the mountains, there's more of the local folk and then in the mountains, there's near none
Fishing and hunting are the main sources of food
The southern half of Epria Oblia specializes in woodcarving and furniture building while the northern half specializes in ice carving and extreme sled races
Sending Blade

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** 120 feet

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

**Duration:** Instantaneous

As part of the action used to cast this spell, you must make a ranged attack with a melee weapon against one creature within the spell's range, otherwise the spell fails. Your magic accelerates your weapon to uncanny speeds over the course of its trajectory. On a hit, the target suffers the attack's normal effects. Attacking at long range doesn't impose disadvantage on your ranged weapon attack roll.

Alternatively, you can cast this cantrip on a weapon that doesn't have the thrown property. It gains a thrown range of 20/60 until the end of your next turn and floats in the air close at hand, vibrating softly.

This spell's damage increases when you reach higher levels. At 5th level, you can use your bonus action to have the attack deal an extra 1d4 piercing damage to the target, and the damage of the spell if the target is at long range increases to 1d8. Both damage rolls increase by one die at 11th level (2d4 or 2d8) and 17th level (3d4 or 3d8).

**Spell Lists:** Sorcerer, Warlock, Wizard
Wrought Wound

*1st level necromancy*

**Casting Time:** 1 action

**Range:** 5 feet

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

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

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects. Roll 5d8. If the creature's remaining hit points are less than this roll, the wound is magically enhanced. As long as you remain concentrating on this spell, that creature takes 1d8 psychic damage at the end of its turns. This effect ends immediately if the creature receives magical healing.

***At Higher Levels.***  When you cast this spell using a spell slot of 2nd or higher, the effect ends when the creature receives magical healing cast at a level equal to or higher than that used to cast Wrought Wound. In addition, roll an additional 1d8 for each slot level above 1st.

**Spell Lists:** Paladin, Warlock
Spectral Stampede

Spectral Stampede

*5th level conjuration*

**Casting Time:** 1 action

**Range:** 30 feet

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

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

A stampede of spectral wildlife charges forth in a line 30 feet long and 15 feet wide emanating from you in a direction you choose. When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. On a failed save, the creature takes 8d6 psychic damage and falls prone. On a success, it takes half as much damage and doesn't fall prone. A creature has disadvantage on the save if it was already prone.

A hostile creature treats the area of the spell as difficult terrain. Hostile creatures in the area of effect can't take reactions.

**Spell Lists:** Druid
Lashing Bind

*1st level conjuration*

**Casting Time:** 1 action

**Range:** 15 feet

**Components:** V

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

Make a melee spell attack at a creature in range, dealing 3d6 slashing damage on a hit. If you hit, the creature must succeed on a Strength saving throw or become grappled by you. Additionally, you can target the creature with spells with a range of touch even when it is not within your reach.

The spell ends if the target is ever outside the spell's range or if it has total cover from you.

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

**Spell Lists:** Druid, Ranger
Polar Midnight

Polar Midnight

*8th level evocation*

**Casting Time:** 1 action

**Range:** 150 feet

**Components:** V, S

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

Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Non-magical light, as well as light created by spells of 8th level or lower, can't illuminate the area.

Whenever a creature starts its turn in the sphere, it must make a Constitution saving throw, taking 8d8 cold damage on a failed save, or half as much damage on a successful one.

**Spell Lists:** Druid, Sorcerer, Wizard
Acid-Wrought Glaive

Acid Wrought Glaive

*4th level evocation*

**Casting Time:** 1 bonus action

**Range:** 10 feet

**Components:** V, M (an empty hilt)

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

You slam your hands into the ground, and draw out a large emerald blade. The weapon is similar in size and shape as a glaive, which lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

While you are wielding this weapon with both hands, you can use your action to make a melee spell attack at a creature in range, dealing 2d10 acid damage on a hit. On a hit, you can choose a different creature within 5 feet of the original target and within range and repeat this attack against that creature using your bonus action.

Alternatively, you can use your action to end the spell, and make an attack roll on each creature within reach, dealing 6d10 damage on a hit.

***At Higher Levels.***  When you cast this spell using a spell slot of 5th level or higher, the damage the spell deals increases by 1d6 for each slot level above 4th

**Spell Lists:** Bard, Sorcerer, Wizard
Beacon of Fortitude

Beacon of Fortitude

*6th level abjuration*

**Casting Time.**  1 action

**Range.** 30 feet

**Components.** V, S

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

A radiant energy defends you and creatures of your choice within range. Until the spell ends, you and chosen creatures gain an additional 3d8 + 5 maximum hit points.

***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, the spell’s hit point maximum bonus increases by 5 per level above 6th.

**Spell Lists:** Cleric, Druid, Paladin
Shade Splice

Shade Splice

*5th level necromancy*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** V, S

**Duration:** One round

You summon a sliver of shadow essence from the Shadowfell, exchange part of your soul with it, and manifest 3 shades. Shades are invulnerable to damage, but can interact physically with the world and have your stats. Each shade moves up to 30 feet and can touch a creature within 5 feet of them. Make a melee spell attack, dealing 3d10 necrotic damage on a hit.

Each shade has a reaction, which it can use to repeat its attack as an opportunity attack. At the beginning of your next turn, you can teleport to the location of one of your shades.

**Spell Lists:** Warlock, Wizard
States of Belator

The **States of Belator** are a slave nation of fiends south of Stoneleaf and north of The Scarred Sands.

## Geography

Same for the mountains and the volcanoes Belator has a mild geography, consisting of forests and plains.

### Climate

The States Of Belator have a surprisingly moderate climate for a country ruled by the denizens of the nine hells with an active volcano nearby, generally abiding by the same four seasons of its neighbor Stoneleaf.

## Population

Belator has an incredibly high tiefling population, the other humanoid races making it up being mostly humans and elves. The most curious addition are the devils who rule the land despite making up only a small percentage of the population itself.

## Wealth

Belator has been made wealthy by high mineral and rare metal resources, the vast majority of its economy focused on propping up those industries. Magical ores and minerals can be found in the mines of the Misted Peaks.

## Culture

Belator is a hierarchical, meritocratic society in every sense of the word. Those without the skills, talents, or abilities to make themselves useful to the fiendish Lords Imperial scrape by, serfs at best, slaves at worst. The most intelligent, charismatic and resourceful Belatorans may walk side by side with the fiendish masters of the empire as equals and rivals. The lowest classes have no rights save for those their masters are willing to give them while the middle classes tend to go either two ways: Either seek quiet, safe success or attempt to reach ever higher. It is expected that every child shall raise their family’s status either through military service, civil service, or through labor.

## Military

Despite a military smaller than most of the other developed countries, Belator boasts perhaps the most powerful military pound for pound. Reinforced by bone devils, horned devils and more Belator’s armed forces are a match for any on the continent.
Faendal’s Legend Shot

Faendal’s Legend Shot

*4th level enchantment*

**Casting Time:** 1 action

**Range:** 120 feet

**Components:** S, M (a pinch of gunpowder and a sprig of purpleheart)

**Duration:** 1 minute (concentration)

A spectral pistol appears in your hand, and fires a single shot before disappearing. Make a ranged spell attack. On a hit, the target is incapable of cutting, ignoring, or otherwise circumventing resistances and immunities, and can use no abilities that deal true damage, until the spell ends. At the end of each of the target’s turns, it can make a wisdom saving throw against the spell. On a success, the spell ends. If the target uses a legendary resistance to save against this spell, it consumes two, instead of one.

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

## Description

Not much is known about the God of Secrets, as the god hides their face behind multiple faces and personalities. Hence being referred to as Mask by their followers. The true identity of Mask is shrouded in mystery and only the Watcher knows their true identity. Attempts have been made to discern the identity of the God of Secrets but all attempts have been fruitless, even attempts through Wish and Ultimate Wish have failed entirely. One does have to wonder what lies beneath the mask that the God of Secrets hides behind.

## History

In history, Mask has been known to masquerade as other Gods, attempting to grow in power by collecting more followers. Their influence takes the form of what mortalkind seeks to be looking for, twisting the perspective of the individuals to help further along the god’s own plans. Cults within multiple cities with different agenda to occur might not seemingly have a connection with one another, but one has to wonder if Mask is the spearhead of these fanatics. Masquerading as different figureheads of each of the organizations that they seek, just so for the god’s entertainment or just to further their own plans. Who really knows for sure, as only Mask can tell you that.
Exploding Fist

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** 5 feet

**Components:** S

**Duration:** Instantaneous

You invoke the power of fire, thrusting your clenched fist forward to create a point-blank explosion. Make a spell attack against a creature within range. On a hit, the attack deals 1d6 fire damage. Each creature other than you within 5 feet of the creature must make a Dexterity saving throw or take half the fire damage.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

**Spell Lists:** Artificer, Bard, Sorcerer, Warmage, Wizard
Otherworldly Arms

Otherworldly Arms

*4th level conjuration*

**Casting Time:** 1 bonus action

**Range:** Self

**Components:** V

**Duration:** 10 minutes

You summon a pair of limbs to your side, which can take the form of fiendish hands, dark tendrils, spectral arms or otherwise, taking on a form appropriate to your patron and occupy the space around you one size larger than you. These arms count as weapons you are proficient in, with the light and reach properties. They use your spellcasting ability for the attack and damage rolls, and deal 2d10 radiant, force, or necrotic damage based upon the nature of your patron. They function as an additional set of limbs, leaving your hands free. When you hit a Large or smaller creature with these arms, you can choose to cause it to be grappled and restrained. Each arm can only grapple one creature at a time. A creature can use its action to escape the grapple by succeeding on a Strength check against your spell save DC.

***At Higher Levels.*** When you cast this spell using a spell slot of 5th or 6th level, these arms deal 3d10 damage. When you cast this spell using a spell slot of 8th level or higher, these arms deal 4d10 damage and can grapple and restrain Huge creatures.

**Spell Lists:** Warlock
Dragon Arc

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** 80 feet

**Components:** V, S, M (A scale or piece of iron)

**Duration:** Instantaneous

You unleash a torrent of flaming serpents at a creature or multiple creatures. Make two ranged spell attacks against creatures within range, dealing 1d4 fire damage on a hit and 1d4 cold damage on the other.

You unleash additional and more powerful dragons when you cast this spell as you level up. Your dragons deal 2d4 at 5th level, you attack with four at 11th level, and deal 3d4 per dragon at 17th level.

Each of these dragons must fit in an 80 foot by 10 foot line.

**Spell Lists:** Druid, Sorcerer, Warmage