recursal/Fanatic-Fandom huggingface dataset:
Klyn Onyx/Relationships

## Goyang-i kaes

Fellow member (and founding member) of Dark Eclipse. They have spent a long time together over the years.

## Jin Sakai

Fellow member (and founding member) of Dark Eclipse. They have argued sometimes, and fought in an arena as the final two.

## Callen

Former member (and founding member) of Dark Eclipse. Liked her romantically previously.

## Dain Ironfoot

Fellow member (and founding member) of Dark Eclipse. Initially opposed to him joining, but grew to like him.

## Critical

Previously gave missions to Dark Eclipse, offered to become a sponsor, and Father to Jin Sakai.

## John Smith

Prime Minister to Eclipse, get along well enough, but not really friends.

## Jimmy Skillet

Former childhood friend, turned nemesis. Killed Klyn's family. They hate each other to a very high degree.

## Dave

Random overweight guy in a Monster Hunter's guild branch, given a card from a magical deck of cards, received wishes. Now one of the most powerful beings in existence. Dave holds a grudge against those who mocked him. Including Dark Eclipse and Klyn.

## Sakura

Old teammate of Jin's, a part of Two-Teeth's crew. Now deceased. They got along well enough.

## Hartwell 'Two-Teeth' Arch

Captain of The Blind Seas pirate crew, ventured for a while on their boat. Weren't friends but not enemies.

## Button Grumpledorf

Time traveler who helped Dark Eclipse previously. Cool guy. Friendly.

## Hero

Cocky narcissist, but really strong. Do not mess with. Tried to help previously, but was not needed.

## Heroes Beholder

A kind beholder who was reasonable and friendly towards Dark Eclipse. Surprisingly strong.
Hero

The hero is picked by the 4 elemental gods and is said to protect the realm

## Features

### Well liked

Starting level 1, you're a person well liked who can get along with even the most difficult bunch. You have proficiency in all Charisma checks and skills.

### Weapion bonius

You gain a attack bonius equile to the Weapion bonius collom

### Wayward

Starting 2nd level, you're probably well on your journey right? Learn anything? Also, your movement speed is increased by half and you do not require food and water. If you should get an exhaustion stack, you may make a Constitution saving throw (DC = 20 - your Constitution modifier}}). Upon failure, take the stack. On success, you don't take the stack.

### A Hero Never Dies

If you ever should be reduced to 0 hit points, you are instead reduced to 1.

You may use this a number of time equal to half your charisma modifier, regaining all uses after you finish a long rest.

### Condishinal blessing

When in combat, you are considered immune to all status conditions

### World In My Hands

Starting 15th level, the world is your oyster, made to fit you and your narrative. You may now choose whether features and abilities of other creatures that target you have effect or not. You can use this feature once, regaining use when you finish a long rest.
Halo

Halo is a Pure Light Graduate spell

## Effect

The world is your oyster and the sky is your limit, you absorb the suns essence and become better.

Gain a +2 to stats, acs and profiency but hp

At higher ranks you can increase the increase and duration (by 6 seconds per rank)

## Table

Gain a +2 to stats, acs and profiency but hp
At higher ranks you can increase the increase and duration (by 6 seconds per rank)
Immovable Object

Immovable Object is a Dunamancy Light Graduate rank spell

## Effect

You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.

If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.

At Higher Ranks. If you cast this spell using at Teacher the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of master or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.

## Table

If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.
*At Higher Ranks*. *If you cast this spell using at Teacher the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of master or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.*
Migurd

Migurd are a race of small, blue haired humanoid that are rumoured to come form the Nine Hells

## Appearance

Migurds have blue hair, small childish body and long lifespan of 200 years. Their physical growth stops when they reach middle school age and finally can grow older again after they reach 150 years.

## Features

* Ability Score Increase. Your Intelligence score increases by 2.

* Age. Migurds have a long lifespan of 200 years. Their physical growth stops when they reach middle school age and finally can grow older again after they reach 150 years. Min age 200. Max HP 80

* Alignment. Migurd tend toward pragmatic neutrality, and few changelings embrace evil.

* Size. Migurd stop growing at middle school age at about 4 to 5 feet. Your size is small

* Speed. Your base walking speed is 30 feet.
* Telapathical. Migurd can talk to each other telepathically. However one out of every 75 Migurd are born with out this ability
* Languages. Migurd can write in common however while they can speek in common it is often broken as they normally speek with other Migurd throw there Telapathical ability.

## Trivia

* It was only during "the Phase" that a Migurd female became fully sexual as the sex drive of the female in question quadrupled or more. Some females engaged in sexual relationships with any male available, while others focused their attention on a single male who would later become her husband. In the event that a male spurned the female's advances, the female would be deeply offended and take the rejection personally. In some cases, the female's telepathic abilities were impeded by "the Phase".
Shower

Shower is a Water Ice Beginner Fire Beginner spell

## Effect

By summoning water using ice magic then heating it using fire magic you create a stream of warm water that equals a gallon, that comes from your hand and pours out. You can control the temperature of the water up to a minimun of 37 degrees and a max of 41 degrees
Devine Skills

The following are a list of Devine Skills, and the rules sarounding them, found in the Core E-moregar game

## Preparing Devine Skills

You can prepare devine skills after each long rest up to your Con score + Int bonius

## Skill levels

Some skills have levels that the DM can upgrade to give exstra effects or increses the strength of the current effects

## Ultimate skills

An ultimate skill is unlocked by gaining all the required skills and other prerequisites to get the skill. These skills combine all the other skills into one and make it so not only do you not have to prepare 5 skills they also could be a bit stronger. The skills that are used to get the class are removed from you skill list and can NOT be used to get other Ultimate skills. This means that if you say get the Wisdom skill that requires Great sage, you can not also get Beelzebub. *Note : theses skill can not be taught with the Teacher skill and they always have to be prepared*

## Unique Skills

Unique skills are skills that only a few people in the world can own. There are exceptions to this rule.

It is up to players to document Unique skills. DM's create unque skills but should NOT put them on this wiki. It is up to the players

You have advantage on saving throws made to avoid or resist traps.
You have resistance to the damage dealt by traps.
 Severer
The cooldown on this skill is 30 minnets
 Rules Breaker
Prerequisites of skills no longer effect you.

1. ↑ 1.0 1.1 Inspration taken from *Jobless Reincanation*
2. ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 Taken from *Dungions and Dragons 5th Edition*
3. ↑ Taken from *Dragon Ball*
4. ↑ 4.0 4.1 4.2 4.3 Inspration taken from *Now Im a Spider, So What*
5. ↑ 5.0 5.1 5.2 Taken from *That Time i got Reincarnated as a Slime*
6. ↑ 6.0 6.1 6.2 6.3 *Taken from Naruto*
7. ↑ Taken from *Overlord*
8. ↑ *Taken from One Piece*
9. ↑ Taken from *Seven Deadly Sins*
Gravity Sinkhole

Gravity Sinkhole is a Dunamancy Light Teacher spell

## Effect

A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage, and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.
Magazines

Magazines are short 8 to 15 page books that contain lore and rules for E-moregar

## Requiments of a Magazine

A magazine must hit the 8 page minimum limit. In this they must have

* 3 Named NPCS
* 3 Art pieces that are refrenced
* A unqice skill

Then they must also have a combined amount of the following options, with there value being at least 15

* A NPC page - 6 points
	+ Fully exspored with notes on history, parents and powers
	+ Must be at least 200 words
	+ For an exstra 2 points include dwarven forge art
* A magic item - 3 points
	+ With a exspored creation and usage history
	+ Must be at least 300 words
* A skill - 1 point
	+ Must be fully completed
	+ Does not include Unique Skills
* A spell - 2 points
	+ Must be fully completed
* A location - 8 points
	+ With at least 3 NPCS, a history and art
* A story - 5 points
	+ At least 500 words
	+ If 700 words then 8 points
* A orgnaisation - 5 points
	+ At least 200 words
	+ Must have a history, ranks and leader

As part of the publishing prosses as well the content must be put on the wiki
Human

In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons.

## Section Header

### Skin color

Human skin shades range from nearly black to very pale

## Features

* Age. Humans reach adulthood in their late teens and live less than a century. Mini age 80. max hp 75
* Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.
* Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
* Speed. Your base walking speed is 30 feet.
* Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Standard Human

* Ability Score Increase. Your ability scores each increase by 1.

Variant Human

* Ability Score Increase. Two different ability scores of your choice increase by 1.
* Check. You gain proficiency in one check of your choice.
* Skill. You can take on skill from D or C lists
Human of Evocation, Leo Nativty

Short bio

## Description

Leo has the appearance of a young handsome man with short black hair and striking red eyes. He wears a greyish-white long shirt along with a short black tunic hoodie which is usually put off, a pair of light brown fingerless gloves, a brown belt along a brown suspender hanging on the left side around his waist, black pants, and a pair of black high boots.

## Biography

Initially being created as a weapon by The Arcane assembly to before against Demons coming into the Human world by a hole, Leo had no emotional feelings other than killing the demons and protecting humankind. He rather used to have composed, carries an expressionless face most of the time, and keeps a cool head in decision making and planning.

## Character Information

Being part of the Nativity project Leo gained 2 special abilaty

### Copy cast

If Leo takes damage from any kind of spell, skill or weapon he instently learns how the spell, skill or weapon works and learns about to use it

### Immortality

Leo can not die even if his hit points reach's 0
Reality Break

Reality Break is a dunamancy Light King spell

## Effect

You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target as shown on the Reality Break Effects table.

At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success

**Reality Break Effects**

 3-5
 6-8
 9-10

## Table

At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success
Reality Break Effectsd10 Effect
1-2 Vision of the Far Realm. The target takes 6d12 psychic damage, and it is stunned until the end of the turn
3-5 Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful save.
6-8 Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone.
9-10 Chill of the Dark Void. The target takes cold damage, and it is blinded until the end of the turn.
Ocall

Ocal is the located in the top right of the world map. It is riddled with factions and has the highest amount of Archfiend lord Domains then any other continent.

## History

While history is constently an evolving subject Ocall allready holds manny mistorys. From why has the evens of the parting create The Dead Lands, who created The Great Orcus Labyrinth and why do all the Archfiend lord's have masive tits.
Save the Queen

## Appearance

Save the Queen is the name of an elegant, somewhat feminine blade that’ll bring down the heavens’ fury to protect its wielder.

## Features

*Great-sword, Requires attument*

The wielder has a +1 bonus to attack rolls made with this weapon.

When the wielder hits with an attack using this weapon, the target takes an additional 1d4 poison damage.

If the wielder hits with an attack using this weapon, instead of dealing damage, they can choose one of two effects to trigger. Each effect can only be used once, and they cannot be used again until the wielder finishes a short rest:

A Fog Cloud spell centered on the target.

A Silence spell centered on the target.

### Awakened State

The bonus to attack rolls increases to a +3.

The poison damage inflicted on a hit increases to 3d4+4.

An additional effect that can be triggered in place of damage is added:

Hold Person (spell save DC 18).
Fortune's Favor

Fortune's Favor is a Dunamancy Light Graduate spell

## Effect

You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.

If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.

## Table

If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.
Iron cage

*Iron cage* is the 5th level

## Description

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.
Flaming Sphere

Flaming Sphere is a Fire, Fire Beginner spell

## Effect

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

## Table

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Illusory dragon

## Spell

Illusory Dragon is a Dark Graduate Illusion spell.

## Effect

By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell’s duration and occupies its space, as if it were a creature.

When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.

As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space.

When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking damage of the chosen damage type on a failed save, or half as much damage on a successful one.

The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically. it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.

## Table

When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.
As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space.
When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking damage of the chosen damage type on a failed save, or half as much damage on a successful one.
The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically. it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.
Magnify Gravity

**Magnify Gravity** is a Dunamancy Light Graduate rank spell

## Effect

The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.

Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.

## Table

Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.
In-eo

The In-eo are a deep sea race that inhabit the depths of the ocean

## Appearance

Born from the depth of the tides, the bold and brave in-eo are known for there fast swimmers and great summoners. They 'stand' between 4 and 8 feet tall, the have a unique range of heights for there size class. There most unique feature is a distinct lack of legs, they have a long scaly muscular tail upto half there size.

The in-eo are a lone race often not speaking to outsiders for years, when they do decide to work with the land folk its for guarding ships as they dont need sleep, instead can shut off half there minds letting the rest while still active.

while there top half is the same as most humans they have many key differences, they have black eyes, fins and patches of scales, and often white or paler hair. There tails and scales are in a range of colours from orange to blue (em spectrum) the red and purple tails are for the tropic and deep water royalties. The deeper the red or the darker the purple the purer the blood. they live upto 150 years and as such live vast lives, most stay as seaworkers (underwater keyworkers :D )but many go on and travel the world helping land folk and being guardsmen for boats.
Meteor Swarm

Meteor Swarm is a Earth Fire God spell

## Effect

Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes fire damage and bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.

## Table

The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.
Shadow Extraction

**Shadow Extraction** is a type of arcane magic unique to dark magic

## Overview

Shadow Extraction allows its user to revive a slain creature as a shadow soldier. It is trigged through a set keyword and can be applied over a large radius, allowing its user to extract hundreds of shadows at once. Despite the fact that Shadow Extraction essentially allows its user to create their own massive army, however, it comes with several weaknesses:

* Since Shadow Extraction works by extracting mana to create a shadow body, it can't be used on targets who didn't produce mana from their bodies when they were alive (i.e. some one curesed with anti-weave energy). Mana also gradually evaporates from a target over time and as a result, an extraction is only possible for a certain period of time after the target's death.
* Shadow Extraction can't be used on targets with contaminated mana, such as demons.
* Shadow Extraction can't be successfully used on targets who are significantly stronger than the user themselves.
* Shadow Extraction can only be used three times on a single target, meaning that the user has only three chances for a successful extraction.
* Shadow Extraction can't be used on targets with inorganic forms, like the Gods.

## Shadow Extraction spells

* Shadow Summon
* Pool of Darkness
* Shared Sense
* Shadow Exchange
* Arise
* Dead Mans Wonderland
* Shadow Tsunami
Fragrent olive sword

## Appearance

The Fragrant Olive Sword is a long sword with a slender form. Every part of the sword from the guard to the pommel seem like they are made out of dazzling gold while the blade itself is dyed in a bright golden yellow distinctly more intense than the sword’s scabbard. A cross-shape flower design decorates the sword’s guard

## Power

With the «Armament Full Control Art» in effect, the sword is capable of splitting into hundreds or even thousands of golden flakes of flower petals, each measuring less than a centimeter long. The petals have an absurdly large weight, are capable of high-speed and unrestrained movement in the air and can become sharper than a slender sword’s tip. A single petal possesses a clout of a giant’s fist and is capable of splitting a rock into two or breaking the ground upon touch. The swarm of flower petals is controlled by moving the sword’s grip. The petals can be sent up to 40 feet away and last for 3 rounds. The cool down is 1 minnet (10 rounds). If anyone ends your turn inside of the petals they make a dex save. If they fail the take 4d8+5 slashing damige or if they susead they can move up to 5 feet out of the way
Forbidden Magic

Forbidden Magic is a classification for spells that eather draw power from the Nine Hells or that are deemed to reckless to cast

## Overview

Forbidden Magic spells make use of negative mana , a sinister mana from the Nine Hells. These spells are more powerful than their normal counterparts and ignore the limits of normal magic. For example, Healing Magic cannot regenerate lost limbs, whereas Forbidden Magic can regenerate whole upper bodies. Curse Magic becomes more difficult, if not impossible, to break. Mages who use this magic are collected in the Arcane Stage of the Magic Stages system because their magic defies normal conventions.

Since devils are from the underworld, their spells could be naturally classified as Forbidden Magic.

## Spells

*To see all of the Mana Method Spells see this page: Category: Forbidden Magic Spells*

* Noad Nephesh - This spell lets you resurrect 100 creatures form any time in bodys from the current time. When the soul is placed into this new body it starts the timer. If the spell is stopped or the soul removed then the soul is destroyed and can not be resurrected. This spell takes 7 days to cast
* Create perfect creature - *See Project Nativity for the use of this spell*
* Demonic form - Channeling negative mana into the casters body the caster becomes a massive demon from legion
* Devil Binding Ritual -
* True Clone - This spell is a altered version of the Devine Magic clone spell

## Users

*To see all of the Mana Method Users see this page: Category: Forbidden Magic Users*
Limited magic

Limited magic is a type of Devine magic given to mortals with no connection to anything else. The spell becomes something they innately know and can be used as per what type of Limited magic it is.

## Fast cast

Theses spell are normally level 1 spells and at best a level 2 spell. They can be cast with no incantation and take 1 action

## Incantation cast

Theses spell are any level however they require a incantation and take the amount of actions listed in the action collom of the table
Halfling

## Appearance

They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so.

## Features

* Ability Score Increase. Your Dexterity score increases by 2.
* Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. Min age 120. Max hp 100
* Alignment. Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of the old ways.
* Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is small.
* Speed. Your base walking speed is 25 feet.
* Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
* Brave. You have advantage on saving throws against being frightened.
* Nimble. You can move through the space of any creature that is of a size larger than yours.
* Languages. You can speak, read, and write Common and Halfling.
Raise Dead

## Spell

Raise Dead is a Dark Graduate Necromancer spell.

## Effect

You call forth an undead spirit of a body with in range. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Ranks. Use the higher level wherever the spell’s level appears in the stat block.

## Undead Spirit Stat Block

Undead Spirit Medium undead Armor Class: 11 + the rank of the spell (natural armor) Hit Points: 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each rank of the spell above Advanced Speed: 30 ft., fly 40 ft. (hover) (Ghostly only) STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 15 (+2) 4 (−3) 10 (+0) 9 (−1) Damage Immunities: necrotic, poison Condition: Immunities exhaustion, frightened, paralyzed, poisoned Senses: darkvision 60 ft., passive Perception 10 Languages: understands the languages you speak Challenge: — Proficiency Bonus: equals your bonus Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn. Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an objects, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled. Actions Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down). Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s rank necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn. Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s rank necrotic damage. Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s rank slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.
Kiral

Kiral was the lover of Callen and lived in Tempist running the Kiral Dojo. She was killed in the attack on Tempist conducted by The Remnants

## Status

### DeathReason

Killed in Tempest by the fire caused by The Remnants

## Description

Kiral is a short, solidly-built, tan skinned woman with long brown hair. She has a traditionally pretty body however she has a chest on the smaller size

## Biography

Kiral has lived in Tempest all her life however both her parents died at a young age leaveing for her to fend for her self. She became an adventure and kept with in that profeshon till she was 23 when she first met Callen. They met on a joint quest when they has a love at first battle together moment. She then created her dojo and took in children who had no where else to go.

When The Remnats attacked Tempest her dojo was attacked as it was a prime place to start a fire. She and all her students where killed
Nyzar Akkadon

## Description

Nyzar is an In-Eo with one white and one black eye, tan skin and stands at about 7'6. He has long black hair, with red tips that reaches just below his shoulders, although its normally up in a ponytail. His left arm is a metal prosthetic, and his right eye is a magic item to replace his missing eye.

## Biography

He grew up in slums of Sujung Seom, but left in his early teens to search for his long lost friend that disappeared suddenly. He has spent over half his life searching for his friend, and has been through many harsh conditions and situations that have left him scarred across his body.

## Relationships

Daegu - The only name he had to go off of for his friend.

Master - The only thing he was allowed to call his teacher, he has yet to realise who he was.

## Character Information

Nyzar uses many archetype's of magic to combat hostile's and support his allies

### Notable Items

* Boots of Elven Kind
* Prosthetic Left Arm
* Ersatz Eye
Half-drow

A half-drow was the offspring of one human parent and one drow parent.

## Appearance

A half-drow generally had dusky skin, silver or white hair, and human eye colors.

## Features

Your half-elf character has some qualities in common with elves and some that are unique to half-elves.

* Dark Elf Magic. You know the dancing lights spell and can cast it at will.
* Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
* Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.
* Alignment. Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable. Like their ancestors, the Half-Drow tend toward evil. However, the likelihood of a good Half-Drow is much higher, as they are often outcast or considered second-rate if not enslaved. What they're rebelling against.
* Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall.While the female half-drow are often a little larger than the male half-drow. Your size is Medium.
* Speed. Your base walking speed is 30 feet.
* Languages. You can speak, read, and write Common, Elven, Undercommon, and one extra language of your choice.
* Superior Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.
* Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
* Skill Versatility. You gain proficiency in two skills of your choice.

Variant

* Insted of Skill Versatility you can take a skill from the D or C skill lists
Gnome

## Appearance

Many gnomes had a more feral appearance than either, however, with hair that often sprouted from their heads in odd directions. The skin of gnomes ran in hue from reddish tans to earthy browns or even shades of gray, with exact hue somewhat dependent upon the ethnic origin of a gnome.

## Features

* Ability Score Increase. Your Intelligence score increases by 2.
* Age. Gnomes mature at the same rate as humans, and most are expected to settle into adult life around the age of 40. They can live to 350 years on average, but it's not too uncommon for them to reach 500 years of age. Mini age 350. Max HP 100
* Alignment. Gnomes are generally Good. Those who tend towards Law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend towards Chaos are often minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are light-hearted, and even the tricksters amongst them favor harmless pranks over vicious schemes.
* Size. Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small.
* Speed. Your base walking speed is 25 feet.
* Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. 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.
* Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.
* Languages. You can read, speak, and write Common and Gnomish.
Genran Quinnel

Short bio

## Description

The Queen looks exstreamly young for her age be this throght magic or natral looks is unknow. She has a lotus mouth, exquisite nose, brows as if faraway mountain containing umber, snow skin, and a devilish kind of ‘S’ form curvy figure outlined by gorgeous elf attire.

## Biography

Genran was 600 when she became a mother. She was over joyed when her child Ammath Quinnel was born. She was overjoyed that she and her child lived through labor. 20 years latter Ammath whent missing. A masive surch was ordered of the entire kingdom but Ammath was never found. This sent Genran into a deep depreshion that she would be stuck in till she turned 680.

When she turned 680 her farther, the current ruler of the empire, passed away leaving her to take the throne. So she did. She found that this new responsibility let her dive into her work and keep her mind off her daughter.
Poison Spray

CASTING TIME

1 Action

RANGE/AREA

10 ft

COMPONENTS

V, S

DURATION

Instantaneous

SCHOOL

Conjuration

ATTACK/SAVE

CON Save

DAMAGE/EFFECT

```
Poison

```

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
Jalanvaloss

Jalanvaloss was a steel dragon who lived in Aplone

## Description

In her draconic form, Jalanvaloss was long and sleek with catlike grace. The spines that surrounded her face resembled whiskers and long, straight hair. Her large, intelligent silver eyes made her face more expressive. Jalanvaloss assumed different human forms and personas when she wanted to mingle with the inhabitants of Aplone. In fact, she liked to spend more time in human form than in her natural form, and so she created a lot of different human identities to avoid raising suspicions. In Erra 0, her favorite persona was that of Lady Jalanvaloss, a slim female human with long, straight, black hair and steel-gray eyes

## Biography

Jalanvaloss was a schemer, trickster, and manipulator, living for upheaval and unpredictability, endeavoring to keep her city dynamic. Fickle but not malicious, she manipulated nobles, merchants, and adventurers in her efforts to expand her power and holdings. Some described Jalanvaloss as greedy as a red dragon.

She was a vigilant observer of even the smallest details and this helped her in the many intrigues and deception she was a part of. Jalanvaloss was a consummate actress and she liked to scheme and manipulate others. Thanks to her age, Jalanvaloss could recall most of the genealogies of Waterdeep's families, as well as the histories, relationships, and alliances of all families, cabals, and other groups.

According to some investigations, it seems that Jalanvaloss wasn't interested in the company of any other dragons (at least during her younger years).

## Possessions

Instead of the common draconic hoard composed of gems, riches, and magic items, Jalanvaloss commanded a mercantile empire that had holdings throughout Waterdeep. She owned or co-owned many buildings in the city, among those a few inns and several shops in South Ward, Trades Ward, and Dock Ward. Jalanvaloss rented her buildings to various merchants, generating a steady stream of income. All these buildings were crowned with one or two floors of rental apartments, generating even more income.

Jalanvaloss also used such buildings as her private lairs, having secret rooms and apartments for her personal use. As such, it was impossible to determine which, if any, was her real lair. She had at least one secret cache somewhere in the sewers of the city, and another in a spell-guarded tomb in the City of the Dead that contained nothing but clothing, makeup, and accessories that allowed her to change one human identity for another.

However Jalanvaloss still has a very large hord located in Archfiend lord, Corrie Uriel's domain.

## History

Jalanvaloss was raised by the Amnian archmage Rythtalies, who trained her in the rudiments of magic so she could serve as his guardian and steed. Rythtalies used powerful spells to augmented her magical abilities, making her more adept in magic than most dragons. Rythtalies ensured Jalanvaloss was strong enough to defeat his enemies, but not enough to surpass him.

## Character Information

As her nickname indicates, the Wyrm of Many Spells had considerable skill in magic. She knew a substantial number of spells
Iatsuch

Iatsuch is an Ultimate skill

## Effect

The user can leave 3 invisible slices hanging in mid-air, either as traps or to release them at the user's desired timing at a target with in 15 feet of the slices, that deal 2d6 slashing damage

You can see targets that are hidden by full cover

Once per long rest you can attack a creature with in full cover from up to 30 feet away
Rule changes

## Attument

You spend an action to attuen to an item and 10 minnets to un attune to it

## Combat

Insted of the normal D&D action amounts you have 3 actions and one reaction

Different things require more actions.

Grapple - Special melee attack
Shove - Special melee attack
Cast a spell - Cast time of 1 action
Dash - Double movement speed
Escape - Escape a grapple
Help - Grant an ally advantage
Use Object - Interact, use special abilities
Use shield - Equip or unequip a shield
Hide
Search
Ready - Choose trigger and action
Use class feature
 2 actions
Disengage - Prevent opportunity attacks
Dodge - Increase defences
 3 actions
Sprint

### Homebrew actions

Sprint – you can run up to 6 x your walk speed in a strate line takeing opitunaty attacks at advantage against you.

### Arcane spells

1. Spell success roll - When a arcane spell is created it is assigned a DC for the spell to work.
2. Damige – each spell when it is created to rolled on the damige table for its level.
3. Mana roll – a roll on the mana table to deside how mutch mana is used on the spelk

### Limited actions

Some actions, unless stated by a class or skill, you can only take one or two of a turn. Theses are listed below.

* Attack with weapions – Once per weapion
* Dash – Once
* Hide – Once
* Sprint
Project Nativity

Project Nativity was a project attempting to create 9 creatures that could be a adventuring party sent out to deal with any threat that could be the end of the 9 races of the Arcane Assembly

## Summary

Project Nativity was set into motion by The Arcane Assembly when they discovered a plot from devils of the Nine Hells where trying to ender the marital plane throw sorcerers. The project was a success creating 8 creaturs from the 8 races on the Assembly. However the magic used to create was deemed as Forbidden magic and banned by the Assembly

## The creatures

The creatures created by the project are all of immense power. Each has a target goal when they were created. Non of them were created to be able to reproduce however they all desided what genders they were. They also can not die of old age

* Dragonborn of Conjuration, Harann Nativty (Femail)
* Dwarf of Abjuration, Lodril Nativty
* Elf of Necromancy, Nativty
* Gnome of Illusion, Nativty
* Half-elf of Enchantment, Nativty
* Halfling of Divination, Nativty
* Half-orc of Transmutation, Nativty
* Human of Evocation, Leo Nativty

## Weakness'

Each of the creatures created by this project are able to be killed in combat or by other means like starvation however becuse of there exstream power this is nearly impossible to do. So during the creation of the creatures each one had a spell designed to be able to kill it. They are listed below
Kasaka's Venom Fang

## Appearance

Kasaka's Venom Fang is a small black dagger with a white edge and a hilt made out of bones.

## History

The Kasaka's Venom Fang was created as part of a set of 3 daggers to The 3 Brothers of Gaiahk by there devine patron, The Raven Queen. They used the Daggers in The Parting however 2 of the 3 brothers died.

## Powers

This dagger has a +3 to attack. If you land a hit with this dagger you can eather

* Give the target the paralysed status
* Give them the bleed status (they take 1d4 damage at the start of there turn)

Both of theses effects last for 1d4+1 turns and get a Constitution saveing throw useing the users spell DC
Hornswaggle

Hornswaggle is a village that is ruled by the pirate king otherwise known as The Kaizoku

## Societal Information

### Races

50% Humans, 15% Elves, 10% Half-Humans, 25% Orcs

## City Description

Hornswaggle is a small village located in The south of Aplone. It mostly consists of ports and taverns for pirates to drink at

## History

There have been 3 Kaizokus since Hornswaggle was founded by the first. The first was named Sackville 'Snake' Davenport. He was a ruthless caption of his crew the Hornswaggles untill they desided to make Hornswaggle for a place for all pirates to come, rest and drink ale. Of corse if you wanted to get into hornswaggle you needed to be a pirate but also give the Hornswaggle a hefty sum of money.

The second Kaizoku was named Ward 'The Kraken' Lincoln. He killed Snake and took the throne for his self. Then he was killed by Edmar 'The Wrath' Salem. He is the current Kaizouku

## Places of intrest

### North

The north of the village is where The Kaizoku lives. Its a grand area and any court trespassing are likely to be killed on the spot

### East

The Friendly's Wrath: a taven constructed of a old pirate ship

Sundry Square**:** The market area of Darktow where commercial goods and pirated contraband are sold.

### South and West

The south and west are mostly taken up by the port