recursal/Fanatic-Fandom huggingface dataset:
Cloudkill

**Cloudkill** (5th, conj., conc.)

Casting Time: *1 action*        Range/Area: *24 m (4 m radius sphere)*

Duration: *10 minutes*            Attack/Save: *Vit save*

Components: *S, V* Effect: *Poison*

You create a 4 m radius sphere of poisonous fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

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 Vitality saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

The fog moves 2 m away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

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

**Control Water** (4th, trans., conc.)

Casting Time: *1 action*        Range/Area: *96 meter*

Duration: *10 minutes*            Attack/Save: *Brawn save*

Components: *S, V* Effect: *Force*

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 30 meters on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

* ***Flood***: You cause the water level of all standing water in the area to rise by as much as 4 meters. If the area includes a shore, the flooding water spills over onto dry land.

If you choose an area in a large body of water, you instead create a 4-meter tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.

The water level remains elevated until the spell ends or you choose a different effect. If this effect produces a wave, the wave repeats at the start of your next turn while the flood effect lasts.

* ***Part Water***: You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
* ***Redirect Flow***: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you choose until the spell ends or you choose a different effect.
* ***Whirlpool***: This effect requires a body of water at least 10 meters square and 5 meters deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 1 meter wide at the base, up to 10 meters wide at the top, and 5 meters tall. Any creature or object in the water and within 5 meters of the vortex is pulled 2 meters toward it. A creature can swim away from the vortex by making an Athletics (Br) check against your spell save DC.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Brawn saving throw. On a failed save, the creature takes 2d8 force damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above but has disadvantage on the Athletics (Br) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 force damage; this damage occurs each round it remains in the vortex.
Crown of Madness

**Crown of Madness** (2nd, ench., conc.)

Casting Time: *1 action*        Range/Area: *24 m*

Duration: *1 minute*            Attack/Save: *Comp save*

Components: *S, V* Effect: *Charmed*

One humanoid or human of your choice that you can see within range must succeed on a Composure saving throw or become charmed by you for the duration.

While the creature is charmed this way, it is obvious for all who can see the creature that it is affected by a spell.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Composure saving throw at the end of each of its turns. On a success, the spell ends.
Hypnotic Pattern

**Hypnotic Pattern** (3rd, ill., conc.)

Casting Time: *1 action*        Range/Area: *24 m (6 m square)*

Duration: *1 minute*            Attack/Save: *Comp save*

Components: *S* Effect: *Charmed*

Each creature in the area who sees you casting the spell must make a Composure saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Hail of Thorns

**Hail of Thorns** (1st, conj., conc)

Casting Time: *1 bonus action*        Range/Area: *Self*

Duration: *Conc., up to 1 min*        Attack/Save: *Dex save*

Components: *V* Effect: *Piercing*

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack, and each creature within 1 m of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

*At higher levels*: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
Clairvoyance

**Clairvoyance** (3rd, div., conc.)

Casting Time: *10 minutes*        Range/Area: *2 km*

Duration: *10 minutes*            Attack/Save: *None*

Components: *S, V, SC* Effect: *Detection*

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

A creature that can see the sensor (such as a creature benefiting from See Invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
Animal Messenger

**Animal Messenger** (1st, ench., ritual)

Casting Time: *1 action*        Range/Area: *6 m*

Duration: *24 hours*            Attack/Save: *None*

Components: *S, V* Effect: *Communication*

By means of this spell, you use an animal to deliver a message. Choose a tiny beast or animal you can see within range. You specify a location, which you must have visited, and a recipient who matches a general description. You also speak a message of up to twenty-five words. The target animal or beast travels for the duration of the spell toward the specified location, covering about 80 km per 24 hours for a flying messenger, or 40 km for other animals or beasts.

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast or animal makes its way back to where you cast this spell.

*At higher levels*: If you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases by 48 hours for each slot level above 1st.
Command

**Command** (1st, ench.)

Casting Time: *1 action*        Range/Area: *12 m*

Duration: *1 round*            Attack/Save: *Res save*

Components: *V* Effect: *Prone*

You speak a one-word command to a creature you can see within range. The target must succeed on a Resolve saving throw or follow the command on its next turn. The spell does not affect if the target doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than the one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.

* ***Approach***: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 1 m of you.
* ***Drop***: The target drops whatever it is holding and then ends its turn.
* ***Flee***: The target spends its turn moving away from you by the fastest available means.
* ***Grovel***: The target falls prone and then ends its turn.
* ***Halt***: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it can do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

*At higher levels*: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 6 m of each other when you target them.
Grasping Vine

**Grasping Vine** (4th, conj., conc.)

Casting Time: *1 bonus action*        Range/Area: *6 m*

Duration: *Conc, up to 1 min*        Attack/Save: *Dex save*

Components: *S, V* Effect: *Control*

When you cast this spell, you can direct a vine to lash out at a creature within 6 m of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 4 m directly toward the vine.

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

**Elemental Weapon** (3rd. trans., conc.)

Casting Time: *1 action*        Range/Area: *Touch*

Duration: *Conc., up to 1 hour*        Attack/Save: *Melee*

Components: *S, V* Effect: *Multiple*

A nonmagical weapon you touch becomes magical for the duration. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

*At higher level*: When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4.

When you use a spell slot of 7th level or higher, the bonus increases to +3, and the extra damage increases to 3d4.
Antipathy/Sympathy

**Antipathy/Sympathy** (8th, ench.)

Casting Time: *1 hour*            Range/Area: *12 m (40 m square)*

Duration: *10 days*            Attack/Save: *Res save*

Components: *S, V* Effect: *Frightened*

You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 40 m cube. Then specify a type of intelligent creature, such as a humanoid or beast. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.

* ***Antipathy***: When a creature can see the target or comes within 12 m of it, the creature must succeed on a Resolve saving throw or become frightened. The creature remains frightened while it can see the target or is within 12 m of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 12 m from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 12 m of it.
* ***Sympathy***: When such a creature can see the target or comes within 12 m of it, the creature must succeed on a Resolve saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.

If the target damages or otherwise harms an affected creature, the affected creature can make a Resolve saving throw to end the effect, as described below.

***Ending the Effect***: If an affected creature ends its turn while not within 12 m of the target or able to see it, the creature makes a Resolve saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Resolve saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.
Divine Weapon

**Divine Weapon** (3rd, trans., conc.)

Casting Time: *1 action*        Range/Area: *Touch*

Duration: *Conc., up to 1 hour*     Attack/Save: *Melee*

Components: *S, V* Effect: *Multiple*

A nonmagical weapon you touch becomes magical for the duration. Choose radiant or necrotic. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

*At higher level*: When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4.

When you use a spell slot of 7th level or higher, the bonus increases to +3, and the extra damage increases to 3d4.
Legend Lore

**Legend Lore** (5th, div.)

Casting Time: *10 minutes*        Range/Area: *Self*

Duration: *Instant*            Attack/Save: *None*

Components: *S, V, SC* Effect: *Utility*

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language.
Far Traveler

***Origin***: Either a native Creek or hailing from another Realm

Most people on Frostmark don't travel far from their home region. Those that do often possess professions that enable such, like merchants and Journeymen. Even so, most larger communities have seen many cultures, Stormers make trade in Sirendale, Beornish warriors hired as mercenaries in Karthmere, and on and on. Although, there is one culture on Frostmark that rarely travels outside of their country's borders, the Creekish.

You may be one of the few Creeks that has traveled outside of Eastcreek. Or you can be a wonder to Frostmark as your origin stems from another Realm. The journey ahead will be an adventure for both you and the people that encounter you.

***Skill Points***: You gain four skill points, assign them in any skills in a manner of your choice.

***Equipment***: A gaming set of your choice or a musical instrument of your choice. One set of traveler's clothes, poorly wrought maps from your homeland, a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship, and a pouch containing 5 gp.

***Background Trait***: Outsider

If you do not disguise yourself, the fact that you are a curiosity is obvious to other people. This can attract attention both good and bad, those that search for a way to exploit you and those who would want to help you.

***Bond*** *- optionable*: Out Of This World

If you choose to come from another Realm, you might not be welcomed anywhere the Church of Riahn holds influence over. Should you walk into one of their agents, if equipped, they might try to exterminate you. You gain an additional skill point of your choice and extra 5 gp in your purse.
Grasmere

**Grasmere** is an area in Strange Horticulture.

It can be found on the map at B18

# Description

> I pass through the idyllic village of Grasmere with its quaint stone cottages daubed in ivy - no doubt occupied by a fancy poet or an artist perhaps. As people pass by they smile and wave while children play carelessly on the open green. It's a far cry from the congested dank streets of Undermere. Perhaps I should move my shop here.
>
>
Guards and Wards

**Guards and Wards** (6th, abj.)

Casting Time: *10 minutes*            Range/Area: *Touch* (*100 m2)*

Duration: *24 hours*                Attack/Save: *None*

Components: *S, V, SC* Effect: *Control*

You create a ward that protects up to 100 square meters of floor space (an area 10 meters square, or one hundred 1 meter squares or fifty 2 meter squares). The warded area can be up to 4 m tall and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.

When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

Guards and Wards create the following effects within the warded area.

* ***Corridors***: Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
* ***Doors***: All doors in the warded area are magically locked as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall.
* ***Stairs***: Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while Guards and Wards last.
* ***Other Spell Effect***: You can place your choice of one of the following magical effects within the warded area of the stronghold.

* Place Light (dancing) in four corridors. You can designate a simple program that the lights repeat as long as Guards and Wards lasts.
* Place Magic Mouth in two locations.
* Place Stinking Cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while Guards and Wards last.
* Place a constant Gust of Wind in one corridor or room.
* Place a Suggestion in one location. You select an area of up to 1 m square, and any creature that enters or passes through the area receives the Suggestion mentally.

The whole warded area radiates magic. A Dispel Magic cast on a specific effect, if successful, removes only that effect.

You can create a permanently guarded and warded structure by casting this spell there every day for 7 days.
Magnify Gravity

**Magnify Gravity** (Lvl 1, Trans.)

Casting Time: *1 action*        Range/Area: *6 m, 1 m sphere*

Duration: *1 round*            Attack/Save: *Vit Save*

Components: *S, V* Effect: *Force, control*

The gravity in a 1 m 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 Vitality saving throw. On a failed save, a creature takes 1d8 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 Brawn check against your spell save DC to pick up or move.

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

***Origin***: Anywhere

You are a member of a cult, either presently or formerly. You have sacrificed much for your faith or your service, risking your own life and forcing you into a life in the shadows or far from the urban areas of Frostmark. Work with your GM to establish just whom or what you have worshipped and what characteristics your cult has. Maybe you are directly working for your cult, or you have been sent out on an important mission. Perhaps you have left your cult, unable to continue with their practices, or living with the consequences.

***Skill Points***: You gain five skill points, assign them in the Academics (a language of your choice), Academics (religion of your choice), Arts & Crafts (your choice), Deception, Occult, Perception, and Subterfuge skills in a manner of your choice.

***Equipment***: A symbol relating to membership in your cult, Tattoo Kit, dark hooded vestments (or others that relate to your cult), a set of common clothes, and a pouch containing 15 gp.

***Background Trait***: Cult's Embrace

* ***Aid***: While at or near your cult's home, you can call upon fellow cultists for assistance, so long as it does not require them to engage in an overly-hazardous task, and you remain in good standing with your cult.
* ***Knowledge Abound***: You have advantage on any Occult or Academics checks that directly involve your object of worship.

***Bond***: Heretic

If your participation with the occult would come to light, the Sacred Arms inquisitorial agents will attempt to hunt you down and silence you.
Find Path

**Find Path** (6th, div., conc.)

Casting Time: *1 minute*        Range/Area: *Self*

Duration: *1 day*            Attack/Save: *None*

Components: *S* Effect: *Detection*

This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with within a Realm. If you name a destination on another Realm, a destination that moves, or a destination that isn't specific, the spell fails.

For the duration, as long as you are within the same Realm as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
Alarm

**Alarm** (1st, abj., ritual)

Casting Time: *1 minute*        Range/Area: *6 m*

Duration: *8 hours*            Attack/Save: *None*

Components: *S, V* Effect: *Detection*

Choose a door, a window, or an area within range that is no larger than 4 m cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 2 km of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a handbell for 10 seconds within 12 m.
Gate

**Gate** (9th, conj., conc.)

Casting Time: *1 action*        Range/Area: *12 m*

Duration: *1 minute*            Attack/Save: *None*

Components: *S, V, SC* Effect: *Control*

You conjure a portal linking an unoccupied space you can see within range to a precise location in a different Realm. The portal is a circular opening, which you can make 1 to 4 m in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back on each Realm where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other Realm, appearing in the unoccupied space nearest to the portal.

Enneade and other powerful Enna can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is in a Realm other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you.
Greater Invisibility

**Greater Invisibility** (4th, ill., conc.)

Casting Time: *1 action*        Range/Area: *Touch*

Duration: *1 minute*            Attack/Save: *None*

Components: *S, V* Effect: *Invisible*

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.
Earthquake

**Earthquake** (8th, evo., conc.)

Casting Time: *1 action*        Range/Area: *100 m*

Duration: *1 minute*            Attack/Save: *Dex save*

Components: *S, V* Effect: *Force*

The ground in a 20-m radius circle becomes difficult terrain. Each creature on the ground that is concentrating must make a Vitality saving throw. On a failed save, the creature's concentration is broken.

When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This spell can have additional effects depending on the terrain in the area, as determined by the GM.

* ***Fissures***: Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 2 m deep, 2 m wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.

A fissure that opens beneath a structure causes it to automatically collapse (see below).

* ***Structures***: The tremor deals 50 force damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 force damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Athletics (Br) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.
Feats

Experience, talent, and training can lead to capabilities and proficiencies outside the ability origins - feats. No matter your race, background, and abilities, you can learn any of the feats as long as you meet the prerequisite and it makes sense with your backstory. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. Humans gain a feat as a racial trait, and ability origins offer feats on certain levels (ASI or Feat ability).
Mass Cure Wounds

**Mass Cure Wounds** (5th, vis.)

Casting Time: *1 action*        Range/Area: *12 m (6 m sphere)*

Duration: *Instant*            Attack/Save: *None*

Components: *S* Effect: *Healing*

Choose up to six creatures in a 6 m radius sphere centered on that point. Each target regains hit points equal to 3d8+ your spellcasting ability modifier. This spell does not affect constructs.

*At higher levels*: When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
Major Image

**Major Image** (3rd, ill., conc.)

Casting Time: *1 action*        Range/Area: *24 m (4 m square)*

Duration: *10 minutes*            Attack/Save: *None*

Components: *S, V* Effect: *Control*

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 4 m cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature.

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

*At higher levels*: When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.
Healing Word

**Healing Word** (1st, vis.)

Casting Time: *1 bonus action*        Range/Area: *12 m*

Duration: *Instant*            Attack/Save: *None*

Components: *V* Effect: *Healing*

A creature of your choice that you can see within range regains hit points equal to 1d4+ your spellcasting ability modifier. This spell does not affect constructs.

*At higher levels*: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Haste

**Haste** (3rd, trans., conc.)

Casting Time: *1 action*        Range/Area: *6 m*

Duration: *1 minute*            Attack/Save: *None*

Components: *S, V* Effect: *Buff*

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the attack (one weapon attack only), dash, disengage, hide or use an object action.

When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Danse Macabre

**Danse Macabre** (5th, vis., conc.)

Casting Time: *1 action*         Range/Area: *12 m*

Duration: *Conc., up to 1 hour*        Attack/Save: *None*

Components: *S, V* Effect: *Control*

Up to five Small or Medium corpses you can see within range immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Bestiary), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 12 m of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.

The creatures are under your control until the spell ends, after which they become inanimate once more.

*At higher level*: When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.
Blink

**Blink** (3rd, trans.)

Casting Time: *1 action*        Range/Area: *Self*

Duration: *1 minute*            Attack/Save: *None*

Components: *S, V* Effect: *Utility*

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current location and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 2 m of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.

While on the Ethereal Plane, you can see and hear the normal world, which is cast in shades of gray, and you can't see anything there more than 12 meters away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you unless they can do so.
Military Engineer

***Origin***: Malgrave

As a born and bred military engineer of Malgrave, you are among the sharpest militaristic minds in Frostmark. As a child, you showed an aptitude for both body and mind and were moved into the Protection Vocation. You were first trained for a short time as a soldier to ensure you could handle yourself on the battlefield and give you insight into the military's baseline operations. But your greatest weapon was your mind, and thus you advanced to the status of a military engineer. Your character's specialty can be defensive architecture, arms and armor smithing, siege equipment, etc.

***Skill Points***: You gain Academics (engineering) rank 2 and Arts & Crafts (your choice) rank 2. You gain one skill point that you can assign in one skill of your choice.

***Equipment***: Memorabilia from the field, two sets of tools, a set of common clothes, and a pouch containing 10 gp

***Background Trait***: My Religion is Efficiency

As an engineer, you care greatly for efficiency. From your Malgravian background, you are simply better than most other engineers in Frostmark. Whenever you build something or oversee something being built, you can either decrease the material weight by 25%, time by 25%, or coin by 25%, your choice.
Enlarge/Reduce

**Enlarge/Reduce** (2nd, trans., conc.)

Casting Time: *1 action*        Range/Area: *Touch*

Duration: *1 minute*            Attack/Save: *Vit save*

Components: *S, V* Effect: *Buff*

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Vitality saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes in size with it. Any item dropped by an affected creature returns to normal size at once.

* ***Enlarge***: The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Brawn checks and Brawn saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.
* ***Reduce***: The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category--from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Brawn checks and Brawn saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
Fabricate

**Fabricate** (4th, trans.)

Casting Time: *10 minutes*        Range/Area: *36 m*

Duration: *Instant*            Attack/Save: *None*

Components: *S, V* Effect: *Creation*

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 2-meter cube, or eight connected 1-meter cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 1-meter cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of Artisan's Tools used to craft such objects.
Fear

**Fear** (3rd, ill., conc.)

Casting Time: *1 action*        Range/Area: *Self (6 m cone)*

Duration: *1 minute*            Attack/Save: *Res save*

Components: *S, V* Effect: *Frightened*

Each creature in a 6 m cone must succeed on a Resolve saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Resolve saving throw. On a successful save, the spell ends for that creature.
Minute Meteors

**Minute Meteors** (3rd, evo., conc.)

Casting Time: *1 action*        Range/Area: *Self*

Duration: *10 minutes*            Attack/Save: *Dex save*

Components: *S, V* Effect: *Fire*

You create six tiny meteors in your space. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 24 m of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 1 m of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

*At higher levels*: When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.
Insect Plague

**Insect Plague** (5th, conj., conc.)

Casting Time: *1 action*        Range/Area: *60 m (4 m radius sphere)*

Duration: *10 minutes*            Attack/Save: *Vit save*

Components: *S, V* Effect: *Piercing*

Insects fill a 4 m radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.

When the area appears, each creature in it must make a Vitality saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

*At higher levels*: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Dominate Monster

**Dominate Monster** (8th, ench., conc.)

Casting Time: *1 action*        Range/Area: *12 m*

Duration: *1 hour*            Attack/Save: *Res save*

Components: *S, V* Effect: *Charmed*

A creature that you can see within range must succeed on a Resolve saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the creature is charmed, you have a telepathic link with it as long as the two of you are within the same Realm. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Resolve saving throw against the spell. If the saving throw succeeds, the spell ends.

*At higher levels*: When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.
Circle of Death

**Circle of Death** (6th, vis.)

Casting Time: *1 action*        Range/Area: *30 m (12 m sphere)*

Duration: *Instant*            Attack/Save: *Vit save*

Components: *S, V, SC        E*ffect: *Necrotic*

Choose creatures in a 12 m radius sphere must make a Vitality saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

*At higher levels*: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
Dark Star

**Dark Star** (8th, Evo. Conc)

Casting Time: *1 action*        Range/Area: *30 m (8-m sphere)*

Duration: *Conc, up to 1 min*        Attack/Save: *Vit Save*

Components: *S, V* Effect: *Force*

This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 8 m. The area within this sphere is filled with magical darkness and crushing gravitational force.

For the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Vitality saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.
Beacon of Hope

**Beacon of Hope** (3rd, abj., conc)

Casting Time: *1 action*        Range/Area: *6 m*

Duration: *1 minute*            Attack/Save: *None*

Components: *V, S* Effect: *Buff*

Choose any number of creatures within range. For the duration, each target has advantage on Resolve saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
Inflict Wounds

**Inflict Wounds** (1st, vis.)

Casting Time: *1 action*        Range/Area: *Touch*

Duration: *Instant*            Attack/Save: *Melee*

Components: *S, V* Effect: *Necrotic*

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

*At higher levels*: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Enemies Abound

**Enemies Abound** (3rd, ench.)

Casting Time: *1 action*        Range/Area: *24 m*

Duration: *1 minute*            Attack/Save: *Resolve save*

Components: *S, V* Effect: *Control*

One creature you can see must make a Resolve saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it can.
Acid Splash

**Acid Splash** (0, conj.)

Casting Time: *1 action*        Range/Area: *12 m*

Duration: *Instant*            Attack/Save: *Dex save*

Components: *S, V* Effect: *Acid*

Choose one or two creatures you can see within range. If you choose two, they must be within 1 m of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

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

**Mending** (0, trans.)

Casting Time: *1 minute*        Range/Area: *Touch*

Duration: *Instant*            Attack/Save: *None*

Components: *V, S* Effect: *Utility*

This spell repairs a single break or tears in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Faithful Hound

**Faithful Hound** (4th, conj.)

Casting Time: *1 action*        Range/Area: *6 m*

Duration: *8 hours*            Attack/Save: *None*

Components: *S, V* Effect: *Summoning*

You conjure a phantom dog in an unoccupied space that you can see within range, where it remains for the duration until you dismiss it as an action, or until you move more than 20 m away from it.

The hound is invisible to all creatures except you and can’t be harmed. When a Small or larger creature comes within 6 m of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.

At the start of each of your turns, the hound attempts to bite one creature within 1 m of it that is hostile to you. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.
Enthrall

**Enthrall** (2nd, ench.)

Casting Time: *1 action*        Range/Area: *12 m*

Duration: *1 minute*            Attack/Save: *Res save*

Components: *S, V* Effect: *Control*

Creatures of your choice that you can see within range that can hear you must make a Resolve saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Perception (Int/Com) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.