recursal/Fanatic-Fandom huggingface dataset:
Icecraft

Conjuring cold energy, you can create and shape ice to your will. With your action, you can use one of the effects below. You can dispel the effects at any time using a bonus action. The effects last for up to 1 minute and you can only have one active at the same time.

* A cold mist surrounds a 5-foot square within range, freezing water and covering objects on a thin layer of ice. If a creature stands on the area, they must make a Dexterity saving throw or have their speed reduced by half until the start of your next turn.
* A cube of ice appears on an unoccupied 5-foot cube within range. As a part of the same action, you can sculpt the cube and give it any form you want. The HP of the cube is equal to your spell ability modifier, and it has an AC of 8 + your spell ability modifier.
* You freeze the surface of a water body and create a strong ice platform on a 5-foot radius circle. The platform can withstand 600 pounds before it breaks.
Fatal Rainscreen

When you cast the spell, you imbue your weapon with water and make a melee spell attack against a creature within your reach. On a hit, they take 2d6 + your spellcasting ability modifier as slashing damage.

Afterwards, the droplets of water form three Rain Swords around you. For the duration of the spell, whenever you take damage from a weapon attack or spell attack, a Rain Sword is expended to reduce the damage by 1d6. The damage reduction is doubled against fire damage.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Floral Brush

Gathering primal energy around a bow or boomerang, you release it on a circular motion, launching a ring of primal energy. All creatures in a 5-foot wide and 30-foot long line must make a Dexterity saving throw. On a failed save, they take 1d8 primal damage, or half as much on a success. At the start of your next turn, the ring boomerangs back, forming a 5-foot wide line until it returns to your position. Creatures in the area must repeat the Dexterity saving throw.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage from the initial throw increases by 1d8 for each slot level above 2nd.
Blossom Barrier

You throw four seeds on the ground within 30 feet of you, and they bloom into magical plants that create a barrier in a 30-foot radius sphere around you. While you maintain concentration, you can use your bonus action to grant up to four creatures inside the barrier 2d8 temporary hit points. The barrier disappears when the spell ends, but the plants remain alive.

**At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the number of temporary hit points granted increases by 1d8 for each slot level above 4th.
Verdant Overrun

### Components

V, S, M (a golden chalice full of dew from the feywild, which the spell consumes)

### Classes

Druid

You select a point within range and create a rift into the feywild, exalting the primal energy on your plane. When you begin casting this spell, vines, trees and moss overrun the environment on a 30-foot radius circle sphere, trapping creatures and covering structures inside and out. For each turn you spend casting this spell, the radius of the overrun area increases by 30 feet. When overrunning an area, you can select for any spot to remain untouched, as to protect certain creatures or structures.

Creatures that stand on an area that is becoming overrun must make a Strength saving throw. On a failed save, they are restrained and take 8d8 bludgeoning damage. On a success, they only take half the damage rolled and aren’t restrained. Any creature restrained by this spell can repeat the saving throw at the end of their turns to free themselves.

Structures take double the damage rolled by this spell, but if they reach 0 hit points, instead of falling, they become completely overrun by nature. A completely overrun structure is supported by vines and becomes a habitat for flora and fauna to flourish. If the nature overrunning is destroyed, only then will the structure fall.
Ennen Yao

The Weapon Meister of the Meister Claw

### Affiliation

Temple of Klaidem (Weapon Meister),Meister Claw (owner),Intel network of Whitesands

## Appearances

### Debut

Arkane session 1

Ennen Yao is a leonin of the Shou race, and a Weapon Meister of the Temple of Klaidem. He lives in Whitesands, Saorsa tending to his exotic animal store, the Meister Claw. He also manages a small network of intel for the nobles of the city.

## Profile

### Background

Not much is known of the mysterious leonin that tends to the Meister Claw. He trained to become a Weapon Meister and became a bodyguard in Whitesands. With a stroke of luck and help of his friend Rimmer Springwood, he became the owner of an exotic animal shop called Meister Claw. As a side job, he gathers intel from the city and sells it to nobles from the city, increasing his connections and power.

Some time before arriving to Saorsa, he met with Arfel on a sea voyage, helping him from drowning on a wreckage.

### Appearance

He is a member of the Shou race, with a full heritage of the leonin traits. His fur color is clear yellow, and his eyes share the same color. He wears clothes and armor foreign to Saorsa, possibly from the east of Fu'ak. He carries two swords on his belt which look similar to the enchanted longswords of the Hunter's Guild.

### Personality

A serious lion, with little to no humor sense, not because he dislikes it, but because he doesn't understand it often. He is a good judge of character and knows when someone lies to him. He solves his confrontations the fastest way, via persuasion, intimidation or a quick flurry of slashes.
Zap Bullet

You concentrate bolts of lightning on the tip of your finger and shoot them onto a creature within range. You make a ranged spell attack against the creature for 1d8 lightning damage. On a hit, the creature must make a Constitution saving throw. On a failed save they can’t take reactions until the start of their next turn.

**At Higher Levels.** The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Discus of Light

You raise your arm to produce a ring of light and fire it forward, stopping after 30 feet awaiting it’s return. All creatures standing on a 30-foot long 5 feet wide line must make a Dexterity saving throw. On a failed save, they take 2d8 radiant damage or half as much on a successful save. At the start of your next turn, the ring returns to you, and all the creatures in the line from the ring to you must repeat the saving throw.

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

Focusing your mind, you shape the weather to create and funnel thunderstorms on a 40-foot-radius sphere on the sky within the range of the spell. On the next round, a fully condensed storm unleashes it’s complete fury on a 40-foot radius beam that razes everything until reaching the ground. Each creature standing on the area of the beam must make a Dexterity saving throw. On a failed save, the creatures take 20d8+40 lightning damage and becomes stunned. On a success, they only take half the damage rolled. A stunned creature can make a Constitution saving throw at the end of their turns to try to regain composure. If they fail 3 times, the creature becomes unconscious for 1 minute.

The spell destroys all medium or smaller objects that aren’t being carried and deals half damage to structures.

Every creature within a mile from the edge of the beam must succeed a Constitution saving throw or become deaf and blind for a turn. The caster is immune to becoming deaf or blind by this spell.
Wind’s Grand Ode

Produce and fire a magical arrow made of countless coalesced winds into a point within range, creating a huge storm on a 20-foot radius sphere centered around it. When you cast the spell and at the start of your turns, Large or smaller creatures of your choice within 40 feet of the storm are pulled 10 feet into it. When a creature starts it’s turn inside the storm, they must make a Strength saving throw. On a failed save, they take 4d6 slashing damage and become restrained until the start of their next turn. On a success, they only take half the damage rolled and aren’t restrained. The storm’s area is considered difficult terrain.

**At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Baun

Baun "Arcane Tail"

* Bearer of Azeroth, the sword that cuts the veil between the mundane and the arcane
* The Wandering Sentinel of the Astral Plane
* The Shadow...
* Emperor of the Eternal Kingdom of Lautemia
* The Spiritual Ancestor of Stugak
* The Supreme Arcanist
* The Scourge of Talahm
* Arcane Tail
* The Genocide of the Arcaneum
* The Brown Asura
* Prince of Spectral Darkness
* The Fury of Evocation
* The Abyss Walker
* Commander of the Gauldrian Hordes
* The Observer of the Stars
* The Sentinel of Stem Darr
* The Guardian of the Veil
* The All-Seeing Eye
* The Chancellor of Fur
* Stugak, The Arcane God
* Honorary Hero of Saor
* Sir Baun

### Relatives

* Jen Iddlewind, companion
* Arfel Aeres Salomon Sapiente, companion
* Arne, companion
* Bastian, companion
* Jintaro, companion
* Ragnis, companion
* Shema, ex companion
* Eru Loveword, companion

### Occupation

* Part-time wizard
* Full-time deity?

## Physical description

### Weight

45 lb

Baun "The Harengon of Many Names" is a wizard harengon with delusions of grandeur. A member of the Arkane adventurers' clan and self-proclaimed Arcane God Stugak reincarnated, this harengon's mission is to acquire all possible magical knowledge and spread his name throughout Faeranndia.

## Profile

### Background

Not much is known about the true past of this harengon.
On multiple occasions, he has claimed to be the Arcane God, sharing stories of him interacting with other deities, but these accounts often contradict each other. He has also claimed to have studied at the Arcane University of Stugak, but there are no records to support that claim.

### Appearance

He's an anthropomorphic rabbit 1.20 meters tall and 14 years old. His body is covered in brown fur, with the exception of its left eye, which has gray fur around it. His hair, which often looks disheveled, is also gray.

This character usually dresses in a loose-fitting tunic of varied colors and a purple hat of gigantic proportions called Alessio, designed with a small opening to accommodate his ears. His eyes are two different colors, one purple and the other brown.

### Personality

This haregon has an extremely extravagant personality. His obsession with fantasy literature from an early age, fueled by his teacher's also strange personality, led him to develop eighth grade syndrome. Obsessed with the idea that he is the reincarnation of the Arcane God Stugak, this little character often has an imaginative mind when it comes to stories.

However, when he is not sharing his supposed past feats as a deity, he tends to appear reserved and self-absorbed, spending hours reading his grimoire or the adventure novels of renowned writer Willhelm Fasah, whose works inspire his peculiar personality.
Stugak’s Greatsword

Channeling magic through the crystal, conjure an arcane greatsword on your hand; you are considered to be proficient with it and can use your spellcasting ability modifier instead of Strength for the attack and damage rolls of melee attacks using that weapon, and it deals force damage. Whenever you make an attack with the weapon, the attack targets all creatures in a 15-foot cone in front of you.

**At Higher Levels**. When you cast this spell using a spell slot of 5th level or higher, the attack’s damage increases by 1d6 for every two slot levels above 3rd.
Nereid’s Ascension

The might of Watatsumi descends and robs you with a Ceremonial Garment made from the flowing waters of Sangonomiya. For 1 minute, you can walk on water. Additionally, the first time you deal damage on a turn, you unleash a wave of healing energy around you. Any creature you choose within 30 feet, including you, regains 2d8 hit points.

**At Higher Levels.** When you cast this spell using a spell slot of 7th level or higher, the healing increases by 1d8 for each slot level above 6th.
Gate of Life and Death

A 20 feet large, 40 feet tall and 5 feet wide white gate appears on a space within range and opens it's doors. The gate calls for death to the unworthy and life to the righteous. Any number of creatures that you choose when you cast the spell become cursed by it. Whenever they start their turn up to 30 feet away from the gate’s center point, they must roll a Constitution saving throw. On a failure, they take 6d12 necrotic damage and lose 1 hit dice. After this, you can heal a creature you can see with the hit dice they lost. On a successful save, they only take half the damage rolled. If the space is smaller than the original size, the gate shrinks to accommodate it's space. If a creature passes through the gate they must make a Charisma saving throw. If they fail, they are transported into a demi-plane where lost souls gather before passing into the afterlife. At the end of their turns they take 4d12 necrotic damage and can repeat the Charisma saving throw to re-appear on the other side of the gate. If a creature dies on this plane, their body returns to the other side of the gate, but their soul is lost and cannot be recovered, unless a Wish or True Resurrection spell is cast to revive them.
Black Flame

A black flame appears in your hand, flickering with white cinders, and make a ranged spell attack with it against a creature within range. On a hit, the target takes 2d8 fire damage and spend one hit dice and take it as fire damage.

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

You compress the air mana in the palm of your hand forming a sphere. Make a melee spell attack against a creature you can reach and add your spellcasting modifier to the attack. On a hit the target takes 3d8 force damage and is pushed 10 feet backwards.

**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.
Anastacia

Anastacia with her blade in hand

Anastacia is the bodyguard of Mary Hoffman, bearing a oath to the crown. A member of the Royal Knights of Saor, bearing the title of knight. She cares for her lady and not only protects her, but guides her to being a good person.

## Profile

### Background

Before growing in Saor, not much is known about Anastacia. She grew in a cloister of paladins that give their lives for the high nobility of Saor, and took an oath to the crown. At the young age of 14, she travelled from the Royal Knight's Stronghold in Saor to Whitesands, assigned to be the bodyguard of Mary Hoffman, daughter of duke Erick Hoffman.

### Appearance

A pure human with dark brown eyes and brown hair. Her most defining feature is her height and musculature, being 1.79 tall and having the strength to carry a log throughout the length of Fondomhain. Her hair is well combed, mainly done by her lady's. She usually wears a blank expression, and doesn't allow herself to smile often. The most notable emotion she shows is seriousness when duty calls for battle.

### Personality

A serious person with little to no sense of humor, mainly because of her cloistered upbringing in the capital. She was trained to show no emotion, and has sworn to keep that trait. She carries herself with poise, painting a good contrast with her lady Mary, which is very energetic and doesn't care much for etiquette. Although very caring for her missus antics, she is often seen by the servants as a tired person when away from her duties.

## Story

### Arc 1: Chaos in Saorsa

When Arkane came invited to the castle in Whitesands, they met Anastacia. They helped her look for her young lady, and thanked them in response. It was revealed she would be responsible for the security of Mary Hoffman for her following trip to Saor.

Arriving on Saor, the caravan took passengers the members of Arkane, and a teleportation attack took place, disappearing the passengers in their cart. Anastacia took action and brought clerics to purify the cart, bringing back the missing passengers, Arkane included. Afterwards, she took everyone to a noble's house for protection and then traveled to the palace, for their official stay.

During the party, she was assigned to be the main attendant of Mary Hoffman. After the Shadowfell attack, she was the only survivor that came back, although not unscathed, since she was wearing a Crown of Madness, and several Shadow Fiends were swarming her. She revealed she kept the amulet that purified the cart when they entered Saor, and used it to give passage to Arkane into the Shadowfell.
Ice Pillar

You select a point on the ground within range. From that point, a shaft of ice springs from the ground, on a 5-foot radius surface, and grows up to 15 feet high. All creatures in the area must make a Dexterity saving throw. On a failed save, they take 4d6 cold damage and become **frozen** for up to 1 minute. On a successful save, they only take half the damage rolled. Regardless of the save, creatures are pushed away from the area of the pillar.

While you mantain concentration, the pillar remains conjured, sending waves of frost within 30-feet from it’s center. If a creature ends their turn on the area, they must succeed a Constitution saving throw or take 2d6 cold damage and become **frozen** for up to 1 minute. On a success, they only take half the damage rolled.

The pillar has HP equal to your spell ability modifier × the slot level used, and an AC equal to 10 + your spell ability modifier + the slot level used. The pillar dissapears after you lose concentration, a minute passes, or it’s HP becomes 0.

**At Higher Levels**. When you cast this spell using a spell slot of 4th level or higher, the damage from the rising pillar increases by 1d6, and the area of the waves increases by 5 feet for each slot level above 3rd.
True Teachings of the Dream

You become a bridge into the Elemental Planes and draw the One Slash of No Conception, a one edge blade made of pure lightning, from your body. When you cast this spell, you slice a 60-foot cone in front of you. Creatures on the area must make a Dexterity saving throw, and take 6d8+10 lightning damage on a failed save, or half as much on a success.

For the duration of the spell you gain advantage on Constitution saving throws to maintain concentration on other spells. Also, when you take the Attack action you can replace your attacks to make melee spell attacks with the One Slash of No Conception, against creatures within 10 feet from you, dealing 4d8+10 lightning damage on a hit.

Also, you can use your action to transform into lightning and attack all creatures on a 30-foot radius sphere within 10 feet from you. Creatures of your choice in the area must make a Dexterity saving throw. On a failed save, they take 6d8+10 lightning damage. On a success, they only take half the damage rolled. Afterwards, you appear on an unoccupied space of your choice within 10 feet.

The first time a creature takes damage from the One Slash of No Conception, they must make a Constitution saving throw. On a failed save, they are stunned until the end of your next turn. On a success, they become immune to this effect until 24 hours pass.

When a creature is reduced to 0 hit points by the result of this spell, the creature and everything it is wearing and carrying, except magic items, are pulverized, leaving behind only a pile of dark dust. The creature can be restored to life only by means of a True resurrection or a Wish spell.
Coalescing Tides

To cast this spell, you must declare so at the start of your turn and forgo your movement and actions for the round. On the start of your next turn, the spell is cast.

Summoning rapid currents, you create a 1-foot layer of raging tides on a 100-foot radius circle around you. All creatures moving within the area of the spell must expend an extra foot of movement for each foot they move. When you cast this spell, you can designate any number of creatures you see. When those creatures move within the spell’s area, the raging tides flow with them and don’t impose a penalty when they move.

While you maintain concentration, you can use your action to create up to three 15-foot radius circles of raging whirlpools. The areas you select must not overlap with each other. Each creature standing within a whirlpool must make a Strength saving throw. On a failed save, they take 6d8 bludgeoning damage, are knocked prone, and are pulled 10 feet towards the center of the whirlpool. On a success, they only take half the damage rolled. Afterwards, the whirlpools calm and turn back into raging tides.

You can end the effect of the spell by using a bonus action. After the spell ends, all the water disappears magically into the ground.

**At Higher Levels.** When you cast this spell using a spell slot of 8th level or higher, the damage of the whirlpools increases by 1d8 for each slot level above 7th.
Finklestin lore Wiki

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finklestin lore

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Autumn Whirlwind

Cut a single slash that calls the force of the first winds of autumn. Wind slashes circle around a 30-foot radius and 30-foot tall cylinder centered around you. When you cast this spell, you can make a melee spell attack against any creature of your choice inside the area. On a hit, they take 4d6 slashing damage and fall prone. If one of the targets last source of damage was cold, fire or lightning, you can change the damage of the spell to one of those types. You can only change the spell’s damage type once per cast of the spell. Afterwards, when a creature starts it’s turn inside the area, you can repeat the attack against them.

After a minute passes, you fall unconscious, or with the use of a bonus action, the winds calm and the area returns to normal.

**At Higher Levels.** When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.
Ice Lance

You conjure an ice spike on the ground to impale a creature within range. The target must make a Dexterity saving throw. On a failed save, they take 3d6 cold damage and become restrained.

The lance restraining a creature has HP equal to your spell ability modifier × the slot level used, and an AC of 8 + your spell ability modifier + the slot level used. The lance dissapears after reaching 0 HP or when you lose concentration, ending the condition on the target.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Aureum Mod Wiki

**Welcome to the Aureum Mod Wiki!**
Official Wiki and forum for the Terraria Mod: Aureum

We're a collaborative community website about Aureum Mod that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

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*Need help building out this community?*

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Razorgrass Blade

You imbue a melee weapon you’re holding with primal energy and release it on the form of razor-sharp leaves on a 10-foot cone in front of you. Creatures on the area must make a Consitution saving throw. On a failed check they take 1d8 primal damage, or half as much on a success.

**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.
Icicle Break

You create three medium bolts of ice, and shoot them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each bolt. On a hit, the creature takes 1d6 cold damage. If at least 3 bolts hit a single creature, it becomes **frozen** until the start of your next turn.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you create one additional bolt for each slot level above 1st.
Positron

Positron's Sprite

### Tooltip

"Left click to fire a Matter BulletRight click to fire a Anti-Matter Bullet.Hitting an enemy with matter tags them for 3 seconds.while tagged, hitting an enemy with anti-matter causes a damaging explosion."

The **Positron** is a Post-Moonlord gun dropped by Phoenix A if she was defeated last rather than Cygnus, with a Drop-chance of 33.3%. it appears as a futuristic Sub-machine gun with a thick muzzle and a canister of Anti-matter as a magazine.

The **Positron** has two fire-modes that the player can choose from. Upon use, left clicking will fire a light-blue **"Matter Bullet"** which Matter-tags enemies. While right-clicking will fire an orange/yellow **"Antimatter Bullet"** the gun will ALWAYS shoot these projectiles, no matter what ammo the player is using.

## Strategy

* Alone, the anti-matter bullets dont to much. first you need to tag the enemy with regular matter, then the Anti-matter causes a violent explosion, significantly boosting DPS. requiring the player to maintain a consistent rhythm of left and right-clicking. to maximize the weapon's potential.
* Furthermore, because the tag lasts 3 seconds, it allows the player to fire anti-matter bullets continuously for up to 5 shots, before having to tag the enemy again.

## Trivia

* The term "Positron" is derived from particle physics, referencing the antimatter counterpart of the electron.

## Projectiles Created:

Matter Bullet (Left-click)

Antimatter Bullet (Right-click)

Antimatter Explosion (When hitting a tagged enemy with antimatter).

Matter-bullet seen in-gameAnti-matter Bullet seen in-gameItem spriteAntimatter Explosion caused by Matter-tagging.
Ball of Lightning

You form a ball of lightning in your hands and release it onto a point within range. All creatures on a 30-foot radius sphere from the point of impact must make a Dexterity saving throw. On a failed save, they take 6d8 lightning damage and become stunned until the start of your next turn. On a success, they take only half the damage rolled.

**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.
Heaven-Piercing Ice Wall

You create a massive ice ridge on a 80-foot cone from your hands. From the ground, staggered ice spikes form, starting at 5 feet tall in front of you, and increasing it’s height by 5 feet for every 10 feet they are away from you. All creatures standing on the area when the spell is cast must make a Dexterity saving throw. On a failed save, they take 6d8 cold damage and 4d8 piercing damage and become restrained. On a success, they only take half the damage rolled. A creature restrained by this spell can make a Strength saving throw at the end of their turns to attempt to break free from the ice.

The area of the spikes can be traversed, being considered difficult terrain. For each minute that passes, each spike loses 5 feet of it’s height. A spike that reaches 0 height disappears and leaves the terrain unaffected.

The caster can use it’s bonus action to melt the spikes, decreasing the height of each spike by 10 feet.
Gale Blade

Focusing formless winds, you command a whirlwind to pull your foes towards you. Any Large or smaller creature of your choice within 15 feet from you are pulled as close as they can to you. Afterwards, you thrust your blade and release the winds to push them in a direction of your choice. The targets must make a Strength saving throw. On a failed save, they take 2d8 thunder damage and are pushed 15 feet in said direction. On a success, they only take half the damage rolled and aren’t pushed back.

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

Copper dagger

**Copper Daggers** are craftable pre-boss throwing daggers. for the Assassin-Class. when used it throws a gravity affected dagger. that travels a short distance away from the player.

They are the alternative to Tin Daggers.

The Copper dagger cannot be reforged and cannot have modifiers, as it is a consumable weapon.

## Strategy

Copper daggers are a great early game weapon for filling your Precision Meter, due to their fast use-time.

## Trivia

* a Glitch with an accessory caused a whole stack of Copper daggers, to be consumed in one throw, that accessory has since been removed.
* This weapon, along with its counterpart, Tin Daggers are the only Assassin weapons that dont gain any abilities from a maxed Precision Meter.

## Ingredients

Copper Bar (x3)

Wood (x2)

## Gallery

The Copper Dagger's spriteCopper daggers being tested with the Sharpshooter Badge.
Time Paradoxes

A **paradox**, in time travel, is "a situation in which the effect of an incident contradicts or eliminates the cause of that same incident".

The classic example of this is the "Grandfather paradox". An example of this would be in which a person travels back in time and kills his/her grandfather before the latter met the traveler's grandmother. This results in the erasing of his/her own existence — and raises the question, if he/she never existed, how could he/she travel back in time to kill his/her grandfather?

Solving 6 Paradoxes will make you win the game.

**1875 Paradoxes**

The Great Fire

Requirements:
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Bramble Maze

You select eight 15-foot radius circles on the ground centered on a point within range and create deadly brambles to trap your enemies. Any creature that starts its turn or enters the area of a bramble must make a Strength saving throw. On a failed save, the creature becomes restrained until the end of its next turn and takes 3d8 piercing damage and 3d8 poison damage. On a successful save, the creature only takes 3d8 piercing damage and isn’t restrained. If a creature ends it’s turn inside a bramble, they must repeat the saving throw. Additionally, a creature that tries to move inside a bramble must expend an extra foot of movement for each foot it moves. You can use a bonus action to end the spell early. After the spell ends, the brambles wither and turn into dust.

**At Higher Levels.** When you cast this spell using a spell slot of 8th level or higher, the number of brambles increases by one for each slot level above 8th.
Atmospheric Crush

Spiral the air on a point within range, pressuring the winds into a 20-foot radius sphere and release the pressure upwards. Creatures in the area must make a Strength saving throw. On a failed save, they take 4d6 thunder damage and Large or smaller creatures are pushed 20 feet upwards. On a success, they only take half the damage rolled and aren’t pushed upwards.

**At Higher Levels**. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
1885

**1885** was a year a full century before the starting point of 1985. It had been 20 years since The Town's founding and a festival was held to honour the anniversary.

The town consisted of two major dirt streets which intersected at Courthouse Square and the construction of a new county courthouse and clock tower. One of the streets went to The Train Station.

Most of the surrounding countryside was mountains and valleys with deciduous trees and farther out desert with mesas to the north of the town and the ravine to the southeast of the town.
Quagmire’s Earth Lance

You extend your hand toward a location you can see within range and create one of the following magical effects:

* You cause an earth spike to emerge 5 feet high from the ground. If a creature stands on this location, they must succeed on a Dexterity saving throw or take 1d10 piercing damage. The spike returns to earth after fully emerging.
* You create an up to 3 feet wide earth pillar to extend up to 10 feet high. The pillar returns to earth automatically after a minute. A creature can use an action to try to break the pillar by succeeding on a DC 15 Strength check or by dealing damage to it. The rock has AC 10 and 15 hit points, and it is immune to necrotic, poison and psychic damage. You can only mantain one pillar active at a time.

**At Higher Levels**. The damage increases by 1d10 when you reach 5th (2d10), 11th (3d10) and 17th (4d10) level.
Kiddo’s Swift Swap

You point your finger at a large or smaller creature you can see within range. The target must succeed on a Charisma saving throw (the target can choose to fail) or you swap spaces with them. To cast this spell, you must be on a surface that can support the target without the target having to squeeze.
WHACStoryKids Wiki

**Welcome to the WHACStoryKids Wiki!**
yep, im only 11

Welcome TO WHACStory Kids, were became the 24/7 channel for 17 years

## Important articles

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Rancorcall

You summon vengeful spirits at your position to chase a creature within 60 feet from you. The spirits move 15 feet towards a creature you choose, and move 15 feet again at the start of each of your turns. When the spirits reach the target, they explode and deal 4d4 necrotic damage to the creature. If the spirits don’t hit their target after a minute passes, they disappear into a black mist.
Primal Choir

Invoking an ancient song, you gather primal energy and attract nature spirits into the Material Plane. The spirits resonate with your rhythm and create a choir that can be heard up to 300 feet from you.

While you maintain concentration, you can use your bonus action to command up to 8 spirits to act. For each spirit you command, you must select a creature within range, and decide between healing them 1d8 hit points or harm them for 1d6 primal damage.

**At Higher Levels.** When you cast this spell using a spell slot of 9th level, the number of spirits you command increases to 12.
Pittor/EATEOT 2

"I just had a dream where there was this giant eyeball taking control of a french-fry costume, and it force-fed everyone frys!" -Pittor

## Personality

(C1, C4, C5) Pittor is very sweet and kind-hearted. He can also be pretty shy, as shown in the episode "NATMOS Greeting" When we first met Amesgam and Tabin. Pittor is very friendly towards friends and family, especially towards Hagatha and Necrotomigaud. Pittor is very fond of flowers, and knows a lot about them (hence the flower crown).

(D1-D4) This version almost has no personality at all, but instead is a puppet of øje tomrum. Since øje's powers don't work on dream gods, Pittor is still conscious, but can't move since he is only a semi-dream god.

(C2, C3, D5) This version of Pittor is way more smart, confident, and powerful. If Pittor has a dream, it will become reality. An example of this is when Pittor has a dream, and says it to Beatowser in the episode "The Red Skies Part 2" What he had said was: "I just had a dream where there was this giant eyeball taking control of a french-fry costume, and it force-fed everyone frys!" Beatowser follows that by saying "That's stupid!"

## Appearance

Like all characters, Pittor is based off his respected album cover. He has light teal skin, and dark teal hair. he wears a dark teal-blue shirt, grey pants, and grey shoes. He also has a flower crown with pink tulips. His D1-D4 side is just him with a darker tint and øje tomrum eyes. His C2, C3, D5 side is just him with a pinker tint, and pink eyes.

## Trivia

* Pittor debuted in the very first episode, "The Voting Paper"
* Pittor was the very first character to debut
* Pittor runs a cult with Hagatha, called Da Sibling Cult
* Pittor was saved by Giltsholder from a blizzard in the episode, "The Snow"
* Pittor can turn into a Brazil countryball
* Pittor can teleport things from place to place, planet to planet
* Pittor is scared of Evil Hagatha/Agonygatha
* Pittor is the only one that has officially tried the Grimace Shake
* Pittor has a gender swap named Rottip
* Pittor has appeared in 4 episodes in season 1, 4 episodes in season 2, and 3 episodes in season 3 (so far)
* Pittor's name is based off of the name of his respected album cover, "Pittor Pickgown In Khatheinstersper"
* The creator imagines him to sound like Steven from SU
* Pittor is HElP-Sort2763's favorite character
Giltsholder/EATEOT 4

"He just doesn't shut up... Will he ever?" -Giltsholder

## Personality

(G1) Out of the 6, Giltsholder is the brave one. This is shown in season 1 episode 6 "The Snow" where Giltsholder saves Pittor from a blizzard. And although she is nice, she can be mean when it comes to Necrotomigaud's pranks. This is shown in season 1 episode 3, where Necroto pulls a prank on her and her sister (Epenetrix/EATEOT 5), and ruins their room.

(I1-J1) Like G1, this version of Giltsholder is brave and kind. But, this version shows a little more anxiety. This is shown in season 3 episode 10 (The movie pt 2), "The Tunnels: Choice 2" where Epenetrix confronts Giltsholder about absorbing the portal's energy when they teleported home. This results in Epenetrix getting jealous and Giltsholder saying "Sis... Please stop... You're scaring me..."

(Hell Sirens) This version is like a better G1. Despite being fully red, she is not evil. The Hell Sirens version is the result of Giltsholder absorbing the portal's energy. There isn't really anything to say about this version since she isn't in the show yet.

## Appearance

Like all characters, Giltsholder is based off her respected album cover. Giltsholder has lite blue skin and dark teal-blue hair. Giltsholder wears a teal shirt and teal pants. Her I1-J1 version still has lite blue skin and dark teal-blue hair, but now she also has a yellow-lite green shirt, and a green dress. Her Hell Sirens version is just like her I1-J1 version, but is recolored red, has static coming from her eyes, and wings.

## Trivia

* Giltsholder first debuted in the very first episode "The Voting Paper"
* Giltsholder saved Pittor from a blizzard
* Giltsholder doesn't like "duck-spaghetti"
* Giltsholder somehow managed to get a piece of paper with a whopper on it at Mcdonalds
* Giltsholder has a gender swap named Redlohstlig
* Giltsholder's name is based off of the name of her respected album cover, which is literally just called "Giltsholder"
* The creator imagines her to sound like Moony from ƎNA
* Giltsholder's right eye was originally supposed to be staticy
Beatowser/EATEOT 1

"I am the best, and you're the worst!" -Beatowser

## Personality

(A1-A6) Beatowser is portrayed as a rude, mean narcissist who thinks he's better than everyone around him. It is cannon that he has narcissistic personality disorder. The website HelpGuide.org states that "Narcissistic personality disorder involves a pattern of self-centered, arrogant thinking and behavior, a lack of empathy and consideration for other people, and an excessive need for admiration. Others often describe people with NPD as cocky, manipulative, selfish, patronizing, and demanding." A good example of this is in episode 4 of season 1, "NATMOS Greeting" is when he tells Pittor and Hagatha that he is the best, and they are the worst.

(B1-B6) This version of Beatowser hasn't been in the show yet, but a few things about his personality are: he's really shy and scared, and is way nicer than his A1-A6 side. However, he rarely acts nice because he's scared all the time.

## Appearance

Like all characters, Beatowser is based off his respected album cover. He's got grey skin, and dark grey hair. He wears a darker grey suit and pants, too. He also has a hat (I don't know what that hat is called) with a blue stripe on it. He also has a dark yellow/green bow tie. His B1-B6 side is exactly like his A1-A6 side, except that he's for staticy.

## Trivia

* Beatowser debuted in the very first episode, "The Voting Paper"
* Beatowser can't stand fan albums
* Beatowser knows how to make cookies, as shown in Season 1, Episode 12 "The Cookies"
* During the first episode of season 2, Beatowser was at Starbucks buying coffee
* In the episode "The Quintet", Beatowser was dancing with a cardboard cutout of himself
	+ In that same episode, a piece of the roof almost falls on top of Beatowser, before Pollrumessa saves him.
* Beatowser is scared of the dark.
* Beatowser has a gender swap named Reswoteab.
* Beatowser has appeared in 4 episodes in season 1, 2 episodes in season 2, and 2 episodes in season 3 (so far)
* Beatowser's name is based off of the name of his respected album cover, titled "Beaten Frowns After"
* The creator of The Strange Adventures Of EATEOT imagines him to sound like Rainbow Quartz 2.0 from Steven Universe.
* Beatowser is HElP-Sort2763's least favorite character.
Water Cannon

You form a large concentration of water and shoot it against a creature you see within range. Make a ranged spell attack against them. On a hit, they take 3d6 bludgeoning damage and if they are large or smaller, they are pushed 15 feet away from you.

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

Het gebouw van Taxi Jacky

De locatie van Taxi Jacky

**Taxi Jacky**

Taxi Jacky is het bedrijf van Jacky De La Fontaine du Parc de La Madeleine(CEO en Founder) , Vito Corleone(CEO en Founder) en Flora Lucks(CEO en Founder). Zij richtten samen het bedrijf op na de release van de 2.0 update van De Grens. Taxi Jacky heeft een eigen kantoor, ter hoogte van het Casino op de hoek van Mirror Park Boulevard en Tangerine Street. Hun vloot auto's varieert van zwarte Taxi's tot luxe auto's. Taxi Jacky bezorgt sinds kort ook eten. Taxi Jacky heeft ook zijn eigen Website .
The Strange Adventures Of EATEOT Wiki

"Hello! this is a cartoon version of the caretaker's EATEOT.  follow the stages of dementia and their strange adventures with fan albums, plots that don't make sense, random scenes, D̸͎̣͐e̸̠̠͘Ä̵̧̬́̓t̷̤̜͋̕Ḣ̸̻̺̃  and more!" -The Subreddit (r/thatEATEOTcartoon) Yes, this is a wiki about The Strange Adventures of EATEOT. **THE SUBREDDIT NOR THE WIKI IS NOT INTENDED TO POKE FUN AT DEMENTIA. IT IS HERE FOR FUN & GAMES.** Please enjoy, and have fun! :)
Roger Vanonder

## Gang Informatie

**Rogér Vanonder** is een karakter gespeeld door Pilioke .

## Algemene Info

Rogér Vanonder is een businessman in De Grens. Hij is een oudere man, die zijn derde jeugd aan het beleven is. Hij is ex-taxichauffeur en tegenwoordig eigenaar van de Straight Pipers, een van de garages van De Grens.

## Achtergrond

Rogér Vanonder kwam naar de stad vergezeld door Mr. Wong en Gérard. Tijdens zijn avonturen in de stad ontmoette hij de broeders Van Vossem, Jean-Jean en Jean-Jacques. Samen met Gérard en Mr. Wong richtte hij de taxidienst NeppeTaxi op, die hij later verkocht voor een indrukwekkend bedrag van 1 miljoen. Zijn ondernemersgeest stopte hier niet. Samen met Jean-Jacques richtte hij de Straight Pipers op en werd ook medeoprichter van de Nuda Veritas-gang. Als verzamelaar van Old Timers en presentator van de Lotto, breidde Rogér zijn ondernemingen uit met een parfumlijn genaamd Eau De Vanonder. Jacky De La Fontaine du Parc de La Madeleine werd zo verliefd op deze geur dat hij besloot de resterende voorraad op te kopen. Met zijn markante persoonlijkheid en avonturen heeft Rogér Vanonder een onuitwisbare stempel gedrukt op de geschiedenis van De Grens.

## Persoonlijkheid

Rogér is een gecompliceerde ziel: tegelijkertijd stil en luid, zowel aanwezig als afwezig, en bekend om zowel zijn sterke werkethiek als zijn vermogen om te ontspannen. Hij wordt algemeen beschouwd als een "toffe tist" en heeft weinig vijanden. Hoewel Rogér bekend staat als ondernemer, balanceert hij vaak op de grijze lijn tussen de wet en de wereld van criminaliteit.

## Belangrijke gebeurtenissen

#### Komst naar De Grens en oprichting Neppe Taxi

Na zijn aankomst in De Grens richtte Rogér met Gérard en Mr. Wong de NeppeTaxi op. Tijdens zijn verblijf in de stad ontmoette hij de broeders Van Vossem en beleefde talloze avonturen. Ook startte hij met de productie van Eau de Vanonder, zijn parfumlijn. Zijn acteercapaciteiten werden opgemerkt door Cobra Studio's en hij kreeg de hoofdrol in "DeGrens Psychopaat", een film geproduceerd door Jean-Jean Van Vossem.

#### Oprichting Straight-Pipers en Nuda Veritas-gang

Na de verkoop van NeppeTaxi sloeg Rogér de handen ineen met Jean-Jacques van Vossem om de Straight Pipers te lanceren. Toen Jean-Jacques tragisch overleed, nam Edgard Hudmulsonn zijn plaats in en samen met Rogér leidde hij het bedrijf verder. Rogér richtte, samen met Edgard, Krikke, Jean-Jean en Vinnie Diesel, de gang Nuda Veritas op. Deze gang staat meer bekend om hun vigilante-achtige activiteiten dan daadwerkelijke criminaliteit, maar ze zijn berucht voor hun machtsspelletjes en politieke intriges binnen de stad.