recursal/Fanatic-Fandom huggingface dataset:
Scarred Weave (Spell)

*8th-level abjuration*

**Casting Time:** 1 action

**Range:** Self (500 foot radius)

**Components:** V, S, M (a piece of  Dimeritium or  Mizzium worth 2,500gp)

**Duration:** 8 hours; or Concentration, 8 hours

**Class List:** Sorcerer

You focus on the Weave in the area around you and damage it with your own magic, choosing to either make a dead magic zone or a wild magic zone. To create a dead magic zone, you must use Dimeritium as a material component, and to create a wild magic zone, you must use Mizzium. The zone is centered on the space where you cast the spell and does not move with you. Everywhere within range is subject to the zone's effects, except for areas within an anti magic field. When the spell ends, the Weave heals and returns to a normal magic area. If you cast this spell at least once per day for a year in the same location, the effect becomes permanent.

* **Dead Magic Zone**: Spellcasting in this zone is made more difficult and the Weave is severely scarred. More powerful magic strains the Weave more, and thus is more likely to fail. When a creature tries to cast a spell while in this area, they must make an Intelligence (Arcana) check. The DC equals 15 + the level of the spell being cast. On a failure the spell being cast fails and the spell slot is lost.
* **Wild Magic Zone**: Spellcasting in this zone becomes wildly unpredictable. Every time a creature casts a spell in this area, they must succeed on a charisma saving throw or else roll once on the wild magic table found under the wild magic sorcerer subclass. The DC equals 15 + the level of the spell being cast.

If you have both a Dimeritium and a Mizzium component when casting the spell, you can choose to have the spell require concentration. As long as you maintain concentration, you are immune to its effects. The spell does not end when your concentration is broken.
Half-Fiend

### **Distinctions**

fiendish countenance: scales, red eyes, horns, bat wings, odor of brimstone, etc.

### **Source**

Monster Manual v. 3.5e

**Half-fiends** are the result of a fiend crossbreeding with another creature or of that creature acquiring a fiendish essence through magical means.

## History

Half-fiends are present in Q'barra, and are known to reside in the area around the ancient ruin of Haka'torvhak .

Powerful half-fiend dragons can be found among the Talons of Tiamat, who direct their devotion to the Daughter of Khyber.

## Appearance & Personality

Half-fiends appear as the normal creature, with a malign aura and an appearance that displays the fiendish corruption the creature has acquired from birth or over its life.

## Notable Personalities

* **Rhashaak:** The half-fiend black dragon Rhashaak is the corrupted guardian of Haka'torvhak in Q'barra. He is worshipped by various tribes of lizardfolk in the region as an incarnate god.

## References

1. ↑ 1.0 1.1 ***Monster Manual***.
Skip Williams, Jonathan Tweet, and Monte Cook (July 2003). Wizards of the Coast. ISBN 0-7869-2893-X.
2. ↑ 2.0 2.1 ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
3. ↑ 3.0 3.1 ***Dragons of Eberron***.
Keith Baker, Scott Fitzgerald Gray, Nicolas Logue, and Amber Scott (2007). Wizards of the Coast. ISBN 0-7869-4154-5.
4. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Olladra's Chalice (Item)

*Wondrous Item, Uncommon*

This golden chalice has been blessed by Olladra, granting it two useful functions. On command, any liquid placed within it is purified, as by the spell Purify Food and Drink. If the Ceremony spell is on your spell list, you can expend 25 gp worth of powdered silver as an action to create one vial of holy water in this chalice.

These powers can only be invoked by a vassal of the Sovereign Host.
Mercurial Weapon (Item)

*Wondrous item, uncommon*

This humble steel weapon is engraved with tiny symbols representing different weapons. A creature holding this weapon can speak the name of any simple or martial weapon aloud as a bonus action, causing the weapon to transform into an ordinary weapon of that type. Other enchantments on this item can only apply if it is in a form that the enchantment could normally apply to.
Moranna ir'Wynarn

Moranna ir'Wynarn is the aunt of Kaius ir'Wynarn III , who is king of Karrnath .  And many people have heard that she is the second most powerful individual in her country, second only to the king himself.  She was regent of her country 973-990 YK.  Since the current year 998 YK, it follows that only eight years ago she was the leader of Karrnath.

She is famous for having a pale complextion due to the color of her cosmetics. Some believe it is a byproduct of her being a powerful necromancer.

**Spoiler warning:** Secret character information is hidden in the dropbox.

She is secretly a vampire.

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Maldazar of Lhazaar

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.**Maldazar of Lhazaar**, also known as **Firedeath**, is an infamous sorcerer of great power. He is known best for the murders across Breland and Aundair during the Summer of Fires in which he committed 33 acts of murder and torture. **Maldazar** was captured on accident by the Valenar and held for murdering one of their horses. Brelish authorities were after Maldazar for the murders, but also because he had important knowledge pertaining to a weakness in Argonth's, Breland's mobile fortress, defenses.

Maldazar gathers his name because he is from the Lhazaar Principalities.

Notes: Lhazaar Principalitiies, Sorcerers
Scorrow

**Scorrows** are aberrations ressembling a cross between a drow and the body of a large scorpion from the waist down. Scorrow however, are not simply transformed drow, and consider themselves to be a true-breeding race.

## History

Scorrow believe themselves to be descended from a tribe of drow so skilled in hunting and slaying giants that they were transformed by the painful sting of a great scorpion sent to them by Vulkoor. Beyond this myth, their true origins are obscure in the modern age.

## Appearance & Personality

**Scorrow** are some of the most fearsome creatures of Xen'drik. They often will choose to hunt prey based on difficulty involved in the hunt. The prefer very challenging creatures and will follow a very long trail just because they love a difficult hunt. For this reason, they can be found anywhere in Xen'drik.

Scorrows are large aberrations and on average weigh 2,300 pounds and stand seven feet tall, though their tails are at least a few feet higher.

## Society

Scorrows typcially hate other races and tend to be chaotic evil. However, since they don't interact with many other scorrows (outside of their pack) they don't have a unified culture. But normally they have such a disdain for weakness that they will leave behind their young to fend for themselves, if they do not develop fast enough.

Scorrow can be solitary or they may be with a colony of as many as five, while keeping up to four large scorpions as pets.

Scorrow typically follow the god Vulkoor, and believe themselves especially blessed by him.

## Lands

Scorrow can be found in various regions of Xen'drik.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 ***Secrets of Xen'drik***.
Keith Baker, Jason Bulmahn, and Amber Scott (2006). Wizards of the Coast. ISBN 0-7869-3916-8.
2. ↑ ***An Adventurer's Guide To Eberron***.
Logan Bonner and Chris Sims (2008). Wizards of the Coast. ISBN 0-7869-4855-8.
Murder in Oakbridge

**Edition** | 3rd ed. (3.5)

*Oakbridge is a haven in the City of Towers, a relatively quiet district with friendly neighbors and a cozy atmosphere. Alas, even a quiet place like Oakbridge isn't immune to the repercussions of the Last War. A killer has come to Oakbridge, and she won't stop her murderous work until she exacts revenge against a group of ex-carnies who have come to Sharn in an attempt to start new lives in the shadows of the last war.*

**"Murder in Oakbridge"** is a Dungeons & Dragons adventure suitable for a group of four 5th-level characters. Although set in the metropolis of Sharn in the Eberron campaign setting, it can be converted to other campaign worlds as detailed in the "Adapting the Adventure" sidebar. This adventure is a murder mystery, and is presented in a freeform manner. The exact route a party takes to solving the Oakbridge Murders can vary wildly, so make sure you're familiar with the descriptions of the crime scenes, the various clues the PCs can find, and the NPCs they will encounter.
Raven’s Slumber (Item)

*Wondrous item, very rare*

This black crystal pendant is a magical gateway to a small pocket dimension. You can use the pendant as an improvised weapon to make a melee or ranged weapon attack against a Large or smaller creature. On a hit, the target must succeed on a DC 10 Wisdom saving throw or be trapped within the crystal. A creature that wants to be trapped can intentionally fail this saving throw.

Only one creature at a time can be held in a raven’s slumber. That creature is aware of the passage of time and can see the world outside of this talisman as if through a window. A creature inside the talisman can repeat the saving throw every 24 hours. You can release a held creature to an unoccupied space within 5 feet of you as a bonus action.

If a companion creature granted to you by a class feature, or a beast that you’ve tamed as a companion, is reduced to 0 hit points while within 100 feet of you, it is immediately drawn into the pendant and stabilized. If the pendant already holds a creature, this effect fails.
Metrol

The former capital of Cyre, this ruined metropolis lies on the eastern boundary of the Mournland. It is an enticing target for adventurers and fortune hunters due to its former status and the bounty of riches which were held in this once great city of the Kingdom of Galifar.

Ghostbeasts wander the city as well as living spells and other deadly Mournland creatures. Combined with the nature of the Mournland and its inherent difficulties, such as the lack of healing, make the city a deadly place to risk for the sake of potential riches.

However, even the powerful cannot resist the lure. And, King Kaius III of Karrnath, House Orien, House Ghallanda, and Prince-in-Exile Oargev ir'Wynarn of New Cyre are working on a joint effort to re-open the Lightning Rail station in Metrol, which was a major transportation hub prior to the Mourning, and are offering bounties for information on its status. Unfortunately, the Mournland has wreaked geographical damage in addition to the magical and physical torments it inflicted, and the station, if it still exists seems to have been displaced from its original location, making it difficult for seekers to find.

## References

***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.

***Five Nations***.
Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
Magewright

**Magewrights** are craftspeople who incorporate magic to help in plying their trade. There are a number of different kinds of magewrights, ranging from chefs who use magic to cook to mediums who can speak with the dead. They are more frequent in towns and cities, and many magewrights are members of one of the guilds run by the Dragonmarked Houses.

They are more limited in power than normal spellcasters, and can only cast cantrips as well as a limited number of higher level spells through rituals.
Scout

## The Scout

Scouts combine stealth, speed and fighting prowess in deadly combination metting out damage to a foe and then disappearing into the shadows before his opponent knows what hit him. Scouts resemble rangers in a number of ways but are less focused on environmental abilities and concerns, choosing to delve even more into stealth and combat. A scout is able to play many roles within a single group and some scouts specialize in specific fields from silent theif to wilderness guides.

## Scouts in Eberron

Just as rangers were employed and trained in the Last War, so too were scouts who would disrupt and ambush enemy forces. Tasked with such varied missions as infiltration, ambush, cutting supply lines and gauging enemy numbers scouts played an important and versatile role on the war. While all nations made use of at least some scouts Aundair is particularly noted for its diciplined and successful scouts, the famous Valiant scouts of Tower Valiant being the most well known.

Most scouts were recruited into the army from rural areas and some have returned to a more peaceful, pastorial life. Others, too shocked by the horrors of war to return to the life they once knew, have become criminals and spies working in dark city alleys as well as moon-lit forests. Still others ply their trade at adventuring, keeping their companions safe from danger and metting out deadly force when they need to.

## References

Player's Guide to Eberron(book)

Complete Adventurer
Questor Island

**Questor Island** is one of the largest islands of the Lhazaar Principalities. Port Verge, the seat of the Principality of the Diresharks, led by Prince Kolberkon, lies on the southern tip of the island, about 40 miles northwest of Dreadhold on Cape Far.

*Our community needs more information on this page! Can you help out? Click here to add more.*
 File:Map Questor.jpg

**Books**

Befiting it's name Questor is the island where Blade Of The Flame trilogy begins ( Authered by Tim Waggoner.)

Book 1: Thieves of Blood

Book 2: Forge of the Mindslayers

Book 3: Sea of Death
Monster Manual (4th edition)

The Monster Manual is one of three core rulebooks for the 4th edition of Dungeons and Dragons featuring statistics for monsters to be used by the Game Master (Dungeon Master). The book features monsters from level 1-30 and above. The illustration features Orcus demon prince of the undead of which statistics can be found inside.

*Monstrous foes for every hero*

*Within the pages of this core rulebook for the 4th edition Dungeons & Dragons Roleplaying Game lurk nearly 500 fearsome and deadly monsters for your heroes to face, each one specially designed for ease of use and excitement in play.*

*The **Monster Manual** features long-time favorites such as giants, demons, and devils, as well as the brand-new titans, angels, and elemental archons. The book includes threats for characters of every level, from the lowly kobold minion to mighty Orcus, Prince of Undead!*

## Monster Listing (A-C)

*Our community needs more information on this page! Can you help out? Click here to add more.*
Prospector's Wand (Item)

*Wand, uncommon (requires attunement by a creature with the Mark of Finding)*

This Y-shaped wand, bearing the emblem of the Mark of Finding, has 5 charges for the following properties. It regains 1d4+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

**Finding.** While holding the wand, you can use an action to expend 2 charges and cast the locate creature spell.

**Location.** While holding the wand, you can use an action to expend 1 charge and cast the locate object spell.

**Prospecting.** While holding the wand, you can use an action to expend 1 charge and cast the locate animal or plant spell. Anytime you cast the locate animal or plant spell while holding the wand, you gain the following benefits.

* You can describe or name a specific kind of mineral and locate it instead of a beast or plant.
* When you cast this spell, you can specify the minimum quantity of that beast, plant, or mineral that you wish the spell to find within a 30-foot-radius sphere, such as “at least 3 pounds of Eberron dragonshards” or “at least five deer.” You learn the direction and distance to the closest occurrence in that concentration, if any are present.
Mark of Warding

File:Dragonmarks Kundarak.jpg
The **Mark of Warding** is used to protect people, places and things from all manner of damage or harm, with a focus on guarding locations and items from would-be thieves.

### House

House Kundarak and its dwarf members possess the Mark of Warding, guarding not only their own belongings but also those of anyone who wants to be sure their possessions do not fall into others' hands. The Kundarak dwarves are careful businessmen but are also well-known for their honor; if you leave something in the care of House Kundarak, it stays safe. The Warding Guild also offers its services in security, keeping businesses and personal homes safe from unwanted intruders. Unmarked members often obtain jobs as trapmakers, security consultation, and more commonly with running the massive Kundarak bank.

### Marks

* **Least**: Alarm, arcane lock, fire trap or misdirection 1/day; +2 bonus on Search checks
* **Lesser**: Explosive runes, glyph of warding or nondetection 1/day
* **Greater**: Mordenkainen's faithful hound, greater glyph of warding or guards and wards 1/day

## References

***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.

Aberrant Marks (House Tarkanan) · Mark of Death (House Vol)
Player's Handbook Races: Dragonborn

*Proud and honorable warriors*

*If you want to play the ultimate dragonborn hero, this book is for you.*

*This Dungeons & Dragons expansion of the Player's Handbook core rulebook explores the mysteries of the dragonborn. It presents players with exciting new options for their dragonborn characters, including unique racial feats, powers, paragon paths, and epic destinies. This book also includes ways to flesh out your dragonborn character's background and personality.*
Nowhere

**Nowhere** is a thorp in the middle of Yedan's Expanse. It serves as the connecting point between two lightning rail lines: Breland's main line which passes from Sharn and Wroat to Starilaskur, and the northern line which passes from Nowhere to Thrane and Aundair.

## References

* ***Five Nations***.

Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
Rod of Cancellation (Item)

*Wondrous Item, Very Rare*

This dreaded rod is a bane to magic items, for its touch drains an item of all magical properties. The item touched must make a DC 15 Wisdom saving throw to prevent the rod from draining it. A magic item has a bonus to this saving throw based on its rarity.

 Uncommon
 Rare
 Very Rare
 Legendary

It the magic item is sentient, it can instead choose to use its own Wisdom saving throw bonus. If a creature is holding the item or is attuned to it at the time, then item can use the holder’s Wisdom saving throw bonus in place of its own if the holder’s is better. In such cases, contact is made by making a melee attack roll with a simple weapon. Drained items can only be restored by a wish spell. Artifacts are not affected by a rod of cancellation. If a sphere of annihilation and a rod of cancellation negate each other, nothing can restore either of them.

The rod can also be used to automatically disintegrate a Large or smaller nonmagical object or a creatio⁠n of Magical force. If the target is a Huge or larger object or crea⁠tion of force, the rod disintegrates a 10-foot-cube portion of it.

Upon being used, the rod itself becomes brittle and non-magical.
Player's Handbook II (book)

*Make your characters the best they can be.*

*Whether you're creating a new character or improving an existing one, the **Player's Handbook II** supplement has something you need. This volume provides new character options for players, including:*

* *New class features for all of your favorite classes*
* *A rebuilding system that allows you to update existing characters*
* *New advancement options and affiliations*
* *New starting equipment packages*
* *New teamwork benefits*
* *New feats and spells*
Reynard d'Ghallandra

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.
Reynard was the youngest of three children from the Dragonmarked house of Ghallandra and an actor in Mistress Quicley's theater acts. He preferred to play the swashbuckling type.

### History

While on a hunting trip, Reynard Was infected with lycanthropy while on a hunting trip with his close friends. He was Healed of his wounds but not his affliction by a priestess of Balinor.

Notes: Lycanthropes, Werefox, Halfling
Refuge in the Mournland: Stillwater Station

*Ashford Terra, gentleman rogue, is renowned for his ability to fence virtually any item in Khorvaire. Operating primarily out of Sharn, in recent years he has specialized in trafficking artifacts and items recovered from the blasted wastes of the Mournland. Although loath to visit the cursed lands of Old Cyre, he must occasionally do so in pursuit of business interests. He sent the following dispatch to his compatriot, the Sharn tavern keeper Carnaby Goebb:*

*"...of all my adventures on this, my most recent and hopefully final expedition to Old Cyre, the last was surely the strangest. Consider this, friend Carnaby: There exists now, on the fetid soil of the Mournland, an actual frontier town! Just south of Lake Cyre, on the old lightning rail line to Metrol, an unlikely alliance of settlers and scavengers has founded a permanent community. They call it Stillwater Station, and although it is a primitive and wild place, it is indeed a functioning trading post. Had I not seen it with mine own eyes, I would never have believed it. Fresh water, a tavern, and a modest offering of goods..."*
Monster Manual IV (book)

*Scores of monsters that are fun to play and easy to run.*

*This supplement for the Dungeons & Dragons game offers a fully illustrated horde of new monsters such as the clockwork steed, the tomb spider, and the evil creatures known as the spawn of Tiamat. It also includes monsters that have previously appeared as D&D Miniatures, including the bloodhulk, the justice archon, and the wizened elder. Finally, the book provides varieties of existing monsters such as the drow arcane guard, the orc battle priest, and the yuan-ti pureblood slayer.*

*In addition to an easy-to-use statistics format, this supplement features maps of monster lairs, sample encounters, and tactics sections to help DMs run more complex creatures. Additionally, many entries contain information about where monsters are likely to appear in the Forgotten Realms and Eberron campaign settings.*
Phylactery of Scripture (Item)

*Wondrous Item (Head or Amulet), Common*

This amulet, reliquary, or small leather box bears a holy symbol and houses religious scripture written upon vellum. Not to be confused with a lich's phylactery, this holy object is often worn by Clerics and Paladins as a reminder to keep the law. The phylactery is affixed to a cord and is either worn around the neck, in the case of an amulet, or tied around the forehead sitting upon the wearer’s brow, in the case of a box of scripture. A reliquary can be worn in either fashion.

When you make an Intelligence (Religion) check while wearing this phylactery, you can instead make a Wisdom (Religion) check if you are a Cleric or Paladin.
Ring of Ghastly Stench (Item)

*Ring, Uncommon (Requires Attunement) or Rare*

This ring causes you to emanate the putrid stench of a ghast. Any other creature that starts its turn within 5 feet of you must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ring's Stench for 24 hours.
Scholar's Touch

*1st-level divination (ritual)*

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S, M (A scrap of parchment and a pinch of tinder)

**Duration:** Instantaneous

**Class List:** Artificer, Bard, Cleric, Sorcerer, Wizard

With this spell you can touch a book or scroll and absorb the knowledge contained within as if you had just read it. This is equivalent to a quick reading but not deep study - you do not gain perfect recall of the information, just whatever you would have gotten from reading it completely once. You know of all the topics covered in the book, but may need to flip back to that page for reference.

If you can't read the language of the source, the spell has no effect. This spell cannot be used to prepare spells or to cast magical scrolls, nor does it have any effect when reading a magical book (such as a tome of understanding).
Psionics

**Psionics**, mainly known as the **Invisible Art** or ***ki*** and colloquially known also as **mind magic**, is practiced by psions and others.

## Practitioners

The most notable psionicists belong to the powerful illithid race (which has earned the nickname "mind flayers" due to its considerable psionic powers, and appetite for brain matter), possessed of a communal intelligence.

Few members of any other race besides aboleths, inspired and their quori masters, and kalashtar are psionicists.

## Nature of Psionics

Use of psionic power does not require spell components. Psionic power can be more quickly activated than either divine or arcane magic. Psionicists must possess formidable mental discipline in order to use their psionic powers.

Although it has never been explicitly detailed, the range of Psionic powers is far smaller than the range of divine and arcane powers. However, psionicists do not need to "remember" their powers for later use; they can be called up at any time.

## Disciplines

Psionic powers are known as disciplines. Known disciplines include:

* The opening of dimensional doorways.
* The emission of psionic blasts of force.
* The ability to dominate those with weaker minds by force of will.
* Telekinesis.
* The ability to walk through solid things.
* Telepathy.
* The ability to absorb many "hits" (physical or magical) and then release their power at once.
* The ability to "excite" the latent energy within an object, causing it to explode.
* The ability to travel in astral form to the Astral Plane.

## References

1. ↑ 1.0 1.1 1.2 1.3 ***Expanded Psionics Handbook***.
Bruce R. Cordell (April 2004). Wizards of the Coast. ISBN 0-7869-3301-1.
Ring of Arcane Signets (Item)

*Ring, Common*

The approximately 1-inch-diameter pentagon of emerald green crystal that dominates this otherwise plain silver ring forms itself into a specific rune, sigil, or similar identifying marker each time a person first puts it on. If the wearer expects this to occur, they can cause the crystal to adopt any shape they wishes. If the wearer does not expect this to occur, the crystal instead molds itself into an image that symbolizes the wearer or some dominant facet of their personality. Once the crystal assumes this initial form, it always takes that form whenever the same wearer puts on the ring. The wearer can, as a standard action, embed this image on any object (as if using arcane mark) simply by pressing the ring against it. The wearer may choose the color and other cosmetic features of the image each time they use the ring. The brand is otherwise permanent until it is dispelled.
Obscure Spells

Return to Homebrew Rules

Return to List of Homebrew Spells

Obscure spells cannot simply be obtained through character creation or by leveling up, and are otherwise barred from use until the character gains access to the knowledge. The only way to learn an obscure spell is to seek out its users and obtain the knowledge for yourself. Some of these spells are secrets coveted by particular organizations, while other obscure spells are just that: obscure, but not neccisarily impossible to find on your own. You can learn an obscure spell in one of the following ways:

* To learn an obscure spell, you must first have a copy of it. You can do so in one of the following ways:
	+ You find the spell in a spell scroll or in a spell book.
	+ A faction that is a "Keeper" of the spell may grant you access to it as a reward or in return for a favor.
	+ If the spell does not have a listed Keeper, you can spend Downtime to Research the spell.
* After you have access to a copy of the spell, you can learn it in any of the following ways:
	+ If you are a wizard, you can copy the spell into your spellbook just like any other spell.
	+ If you don't have the ability to copy spells into a spellbook, you can instead spend Downtime to Train. Instead of the normal cost of training, it costs 50 gp for each level of the spell. Doing so adds the spell to your class's spell list, and you can prepare it as you would any other spell. If you are of a class that has a limited number of spells known, you must replace a different spell you know of the same level to use the new spell.

A bard can access obscure spells using their magical secrets feature, assuming they have had some sort of contact with that spell (such as researching a copy of the spell or having seen it cast).
Owlin

There is a small community of Owlin in the Bazaar of Dura in Sharn, who assist the giant owls and support the Owl in The Race of Eight Winds. They’ve been doing this job for hundreds of years; they aren’t found anywhere else in Khorvaire; and at this point, NO ONE KNOWS where they came from. Some believe the first Owlen came from Thelanis, or that they are distant descendants of the Aarakocra. Others claim a crazy Vadalis race fan magebred them. It’s beyond the living memory of the current Owlen, and THEY don’t know the answer. But they’re a small, tight-knit community based in the Bazaar, with connections to a lot of Bazaar businesses and a particular focus on the Race of Eight Winds. The owl councilor Hruitt has a Owlen valet who helps him with things that require hands.
Reanimate

*3rd-level necromancy*

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S, M (a single drop of your tears)

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

**Class List:** Artificer, Warlock, Wizard

You touch a humanoid creature that has died within the last minute. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 3d6 hit points. While returned to life in this way, the target is undead. This spell can’t restore any missing body parts.

If the soul is not willing or able to rejoin the body, the creature is instead risen as a zombie. The zombie is under no compulsion to behave in any particular way. If you stop concentrating on the spell before it reaches its full duration, the zombie doesn’t die for 1d6 rounds if it still has hit points.

When the spell ends, the target dies. This instant death ignores any protection from death, such as by Death Ward. If the target is returned to life again, their hit point maximum is reduced by half. After this spell ends, the target can only be raised from the dead with magic of 5th-level or higher. When using the Fading Spirit rules, Reanimate does not require a Resurrection check.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d6 for each slot level above 3rd.
Oceanic Wrap (Item)

*Wondrous Item, uncommon*

The sahuagin of the Eternal Domain cultivate certain kinds of seaweed that, when woven into clothing and infused with kar'lassa blood, generates moisture endlessly. While wearing an outfit made from oceanic wrap, you are considered to be submerged in water, no matter how dry the enviroment actually is.

Oceanic wrap clothing can be made in any style of clothing, and it costs as much as a normal outfit of the same style, plus an additional 200 gp.
Sarmondelaryx

**Sarmondelaryx**, also called the Bane of Thrane, and the Angel of Fire, was a red dragon who went on a rampage in Thrane and areas of northern Cyre in 22 YK, just years after the formation of the Kingdom of Galifar. Prince Thrane rallied an army to face the rogue dragon, but she slaughtered him and scattered his army. The area that the battle took place was devastated, and became known as the Burnt Wood. She suddenly vanished several weeks after her murder of Prince Thrane and the desolation of the Burnt Wood, and there have been no reported sightings of the Bane of Thrane since.
Polyjuice Potion (Item)

*Potion, rare*

*The Polyjuice Potion, which is a complex and time-consuming concoction, is best left to highly skilled alchemists. It enables the consumer to assume the physical appearance of another person, as long as they have first procured part of that individual's body to add to the brew (this may be anything — toenail clippings, dandruff or worse — but it is most usual to use hair). The idea that a witch or wizard might make evil use of parts of the body is an ancient one, and exists in the folklore and superstitions of many cultures. This potion saw little use during the Last War due to its expense and the relative ease of hiring Doppelganger or Changeling spies.*

As part of drinking this potion, you must first drop a small piece of a humanoid’s body into it such as: a hair, a drop of blood, or a nail. When you drink this potion, your body transforms into a duplicate of whoever’s body part you dropped into the potion for the next 6 hours. Your racial abilities change to match your new body, as does your Strength, Dexterity, and Constitution scores. You do not gain any class abilities, spells, or proficiencies, however. While transformed in this way, you are able to perfectly imitate the voice and mannerisms of your chosen humanoid, and you have advantage on any Charisma checks made to persuade other people of your stolen identity. This thick potion constantly shifts inside its bottle, creating images inside its liquid of whomever is holding it.
Rotwings

**The Rotwings** are one of the ten major flights of harpies originating from the Byeshk Mountains in Droaam. When the Daughters of Sora Kell announced the founding of the new nation of Droaam, the Rotwings pledged their flight to the Daughters' cause and migrated to the Great Crag and Graywall.

## References

1. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Omarens

File:Placeholder
The leader of the Omarens is Paulo Omaren . The Omaren family is human and one of the five most proinant families in the City of Stormreach . The family bussiness consists of building and maintaining the city infrastructure and the Omerens also own the Forge and the Foundry in the city. The family also allows Cannith South to operate in their facilies. Besides being closely allied with Cannith South, the Omerens are also allied with the Iron Watch . The Iron Watch is a division of the city army composed of warforged. The Iron Watch is very important to the Omarens because the warforged are loyal to Omarens.

The history of the Omarens is very tulmultuous. The founder of the house was Delera Omaren . She was a pirate with a strong following. With the coming of the Stormreach Compact (800 YK) she shifted from being a powerful pirate to being a Storm Lord and an investor. She put her money toward the city Forge and Foundry. In the year 890 YK, the leader of the family, Castal Omaren attemted a coup. After this failed, remarkably, the four Storm Lords left standing allowed the Omaren family to retain their position as one of the five Storm Lords.

References

City of Stormreach (Book) page 57
Rejkar

The **rejkars** are a kind of outsider that resemble giant white stags or caribous, but who are intelligent. They hail from the icy plane of Risia, but herds will cross over through manifest zones into areas of Eberron, especially in the Frostfell and northern Khorvaire.

## Appearance & Personality

Rejkars appear as powerfully muscular stags, with white fur and crooked black antlers. Though rejkars look like beasts of burden, they are far from it. Usually evil in alignment, the intelligent rejkars will seek to corrupt primitive peoples of the north, playing the role of a "spirit guide" in order to manipulate tribes. Their end goal is the accumulation of power, and they will often turn a controlled tribe against others in order to obtain more land or followers.

## Abilities

In addition to darkvision, an immunity to cold, and powerful charge attacks, the rejkar have a gaze attack that will freeze its opponents. Rejkars also have a limited ability to see the future, which they use when manipulating primitive tribes.

## References

1. ↑ Per the Eberron Campaign Setting on page 47, rejkars would speak Risian as ice-based creatures.
2. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
3. ↑ 3.0 3.1 3.2 ***Monster Manual III***.
 (April 2005). Wizards of the Coast. ISBN 0-7869-3430-1.
Quicksilver Boots (Item)

*Wondrous Item (boots), rare (Optional Attunement)*

The tops of these leather boots are folded over to make cuffs, revealing the arcane symbols that are woven with golden thread into the boots’ lining. Quicksilver boots give you the ability to flash across the battlefield with a moment’s impulse. You can use a bonus action to move up to your movement in a straight line. This extra movement allows you to run across water, liquids, or even thin air without falling in (provided you start and finish on solid ground). This movement does not allow you to travel upwards, only horizontally.

Once this property is used, it can't be used again until the next dawn.
Rose Quarry

**Rose Quarry** was a House Cannith facility destroyed during the Last War. From its quarries, nearly a mile in length, the vast majority of the rose-colored marble used in government buildings and noble residences across Khorvaire comes. The quarry is near the destroyed city of Lyrenton in northeastern Darguun, and not far from the misty borders of the Mournland itself.

Rose Quarry is the final resting place of Krisfera.
Player's Handbook (4th edition)

*The world needs heroes.*

*In a fantastic world of magic and monsters, a new age of adventure unfolds. This core rulebook for the Dungeons & Dragons Roleplaying Game provides everything players need to create and run heroic characters through legendary dungeons of dread.*

*The **Player's Handbook** features the 4th edition game rules, including character creation, combat and adventuring, classes and races, equipment and magic items, skills, feats, powers, and more.*
Permanency

*8th-level enchantment*

**Casting Time:** 8 hours

**Range:** Self or Touch

**Components:** V, S, M (A silver amulet of an Ouroboros decorated with gems worth at least 1,500 gp)

**Duration:** Until dispelled

**Class List:** Wizard

This spell makes certain other spells permanent.

You cast that spell as part of casting permanency, expending spell slots for both. The spell cast with permanency takes effect immediately and lasts until dispelled.

You must be able to cast the spell to make it permanent. If you cannot cast a given spell, another creature can participate in the Permanency ritual to cast it on your behalf. As part of this spell, you must expend all resources required to cast the spell you intend to effect, as well as materials worth an amount dependant on the spell you're affecting (see below).

Spells made permanent in this way no longer require concentration to maintain and do not require the use of a spell slot beyond the initial casting. If the spell you cast with the permanency spell is dispelled (such as by the dispel magic spell), then both that spell and permanency are dispelled and vice versa. A creature can only be affected by one permanent spell at a time.

If a spell that is made permanent should end after a certain trigger, such as Glyph of Warding or Contingency, the spell is instead made inactive for a number of days equal to twice the spell's level (minimum 1).

**The following spells can only be cast targeting yourself:**

**The following spells may be cast on yourself, a creature, or an object (as appropriate):**

 Cantrip
 2nd Level
 2nd Level
 3rd Level
 5th Level
 \*Only bonds two creatures per casting of permanency

**Additionally, the following spells can be cast upon objects or areas only and rendered permanent:**

The DM may allow other selected spells to be made permanent.
Resonant Shield (Spell)

*cantrip abjuration*

**Casting Time:** 1 action

**Range:** Self

**Components:** S, M (A shield worth at least 1 sp)

**Duration:** 1 round

**Class List:** Artificer, Druid

Until the spell ends, any attack roll made against you has disadvantage if you can see the attacker. If a creature within 5 feet of you hits you with a melee attack while this spell is active, it must succeed on a Strength saving throw or take force damage equal to your spellcasting ability modifier and be pushed 5 feet away from you. After this ability has been triggered, the spell ends.

**At Higher Levels.** At 5th level, the force damage increases to 1d8 + your spellcasting ability modifier. That damage roll increases again by 1d8 at 11th level (2d8) and once again at 17th level (3d8).
Nergal

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.**Nergal** was a changeling wizard who impersonated a bishop of the Sovereign Host, Bishop Avery, in order to convince Baba Moonweave to help them access an account that's contents were allegedly left to the Church of the Sovereign Host. Nergal battled Baba and Gaius Tanaquil at the Hollow House Inn in Sylbaran, and was defeated. She tried to flee but tripped and fell out of a window to her death. Gaius made sure she didn't survive the fall with an arrow to her chest.

Nergal mentioned something about "Vol" and a "dark commander". Perhaps she is in league with the cult known as the Blood of Vol. Her companions wore tunics that had an emblem for the Order of the Emerald Claw. She may have been involved with the Order as well.

Note: Changeling, Wizard
Lost Village of Janus Gull

*In the waning days of the Purge - an attempt by the Church of the Silver Flame to eradicate all lycanthropes from the face of Eberron - Aundairian paladin Cormac Mael was dispatched to the Eldeen Reaches to lead a retinue of hunters. In the year 880 YK, just before being recalled to Aundair, Cormac and his band took shelter in the fishing village of Janus Gull on the northern shores of Lake Galifar.*

*To his surprise, the zealously ascetic paladin met and instantly fell in love with a local villager, Esme, the teenaged daughter of the town's sole smith. Cormac found that, despite his allegiance to the Church, he was dangerously fixated on her. Making matters worse, Esme spurned Cormac’s advances, as she counted many shifters among her friends and found the Church’s genocidal campaign against lycanthropes to be abhorrent. When Cormac attempted to force himself on her, the town rallied to her defense - driving the paladin from town and into the surrounding forest.*
Neutral Evil

**Neutral evil** is pure pragmatism without honor and without variation—survival of the fittest.

A neutral evil character does whatever he can get away with. He is out for himself, pure and simple. He shows no remorse for those he kills, whether for profit, sport or convenience, and he has no love of order and holds no illusion that following laws, traditions, or codes would make him any better or more noble. On the other hand, he does not have the restless nature or love of conflict that a chaotic evil villain has.

Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies.

Career criminals, particularly those who harm others for money, such as hitmen, are the most obvious example of neutral evil.

## Characters

Some characters identified as neutral evil in the Eberron setting include:

* Rhashaak
Paelion family

File:Paelion.jpg
The Paelion family plotted against its own house, House Phiarlan, in 972 YK seeking to take control of the house and wrest power from the rulers of the Five Nations. The plot failed however when agents of the Emerald Claw informed the Thuranni family, resulting in a bloody slaughter of the entire Paelion family line. Seeing the act of attacking ones own house as betrayal Baron Elvinor Elorrenthi d'Phiarlan denounced the Thuranni family.
Afterwards the Thuranni line broke off from House Phiarlan to form its own house rather than suffer disgrace, in what would come to be known as the Shadow Schism. Today House Thuranni competes directly with its former house and its leader baron Elar d'Thuranni still believes his actions were just.

## References

* ***Dragonmarked***.

Keith Baker, Ari Marmell, Michelle Lyons and C.A. Suleiman (2006). Wizards of the Coast. ISBN 0-7869-3933-8.
Marketplace, Stormreach

**Marketplace** is the large central district of the Xen'drik port of Stormreach. The district contains a large market and many shops as befits its name. The Marketplace district is governed by the Lassites, a Storm Lord family. It lies adjacent to the Cross district, also governed by the Lassite family, which contains the Sloths, a district dominated by expatriates of Breland, and Dannel's Pride, a district populated by refugees of Cyre, who have fled Khorvaire following the Day of Mourning seeking a new place to call home.

### Dragonmarked Houses

* House Ghallanda
* House Lyrandar, The Falconer's Spire (airship docking tower)

## References

* City of Stormreach(book). Wizards of the Coast.
Progenitor Dragons

The Progenitor Dragons are Siberys, Khyber, and Eberron. The Legend of the origin of the world of Eberron, states that the three dragons created (or discovered) the Draconic Prophecy. Then Siberys and Khyber began to fight over it, the battle destroyed the world, and killed Siberys (and creating the Ring of Siberys). Eberron then used her own body to bind and trap Khyber in the depths of the world, and at the same time restore life to the world, now called Eberron.
Pit of the Fire Lord

*The city of Sharn bakes in the grip of an intense heat wave. For most citizens, the temperature is nothing more than an annoyance. The scholars of the city know the heat is a sign of something more -- Fernia, the plane of fire, has drawn near. For one insane sorcerer, the heat is a sign that his revenge is at hand as he prepares to drown the city in a lake of fire.*

***"Pit of the Fire Lord"** is an Eberron adventure designed for four 8th-level characters, scalable for levels 6-9. This adventure is the final part of the Shards of Eberron Campaign Arc, which originally appeared as the D&D Open adventure at Gen Con Indy 2004. While the story follows "Crypt of the Crimson Starts" in Dungeon #123 and "Temple of the Scorpion God" in Dungeon #124, it is also easy to run as a stand-alone adventure.*
Rhesh Turakbar

**Rhesh Turakbar** is a minotaur warlord of Droaam whose presence is tolerated by the Daughters of Sora Kell, though they are not strong allies. He files his teeth to jagged points to better resemble Baphomet (the Horned King) and that overlord’s favored servants, the goristros. He rules out of the keep Turakbar's Fist, located on the plains north of Graywall, in the Droaam-Breland borderlands. His followers go on frequent raids into Breland, bringing back plunder, slaves and blood sacrifices to their dark master, who is said to have blessed them with demonic gifts. These raids provide the hags of Droaam with useful information concerning Breland's defenses and keep the fear of a full Droaam assault high, which are the main reasons the Daughters have tolerated Rhesh despite his occasional raids into the Droaam interior.

His followers include gnolls who have abandoned the Znir Pact, harpies, minotaurs, orcs of the Blood Eye tribe, ogres and demons.
Otharaunt

**Otharaunt** is an Aundairan military installation guarding the western border of the nation. It lies near the coast of Eldeen Bay, between Whisper Woods and the Chanthwood, over 200 miles north of Wyr.

## References

* ***Five Nations***.

Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.