recursal/Fanatic-Fandom huggingface dataset:
Unmarked Insurgent

***Origin***: Armathain

You are Unmarked and unsatisfied with your lot in life. You live outside society in squalor, and there are no prospects to rise beyond your living conditions. There is no hope for you and thousands of others like you. You find the Mark system to be both unfair and horrid. Whilst the highest of nobles live in decadent palaces, you have to fight for scraps of food, and you are often exploited to do the dirty work of the higher marks. You have decided to take action and do whatever you can to fight back. You may be a part of a bigger network of people with similar thoughts, or you may be alone. But you are determined to do *something*. ***Skill Points***: You gain four skill points, assign them in the Athletics, Deception, Perception, Stealth, Subterfuge, and Survival skills in a manner of your choice. ***Equipment***: A small knife, a gaming set of your choice, Thieves' Tools, a random trinket from the Random Trinket table, a set of common clothes, and a pouch containing 5 gp.

***Background Trait***: The Downtrodden's Embrace

* ***Familiarity***: You have lived your life amongst the poor and wretched and you know your way around this world. Even in other kingdoms, you know how to act in similar environments of criminals and the wretched, even aptly befriending them. You know where to find shelter, protection from the authorities, and special equipment.
* ***Residence***: You are known by the Unmarked to fight for their cause and thus you can always find a secluded place to sleep, some food, and tightly closed lips amongst your kindred.

***Bond*** *- optionable*: The Rise Of The Unmarked

For two additional skill points to assign between the selection of skills provided above, you have sworn a personal oath to fight for and protect your fellow Unmarked. You wish to see another world where they are treated fairly.
Spike Growth

**Spike Growth** (2nd, trans., conc.)

Casting Time: *1 action*        Range/Area: *48 m (4 meter radius)*

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

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

A 4-meter radius centered on a point within range area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 1 meter it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Perception (Int) check against your spell save DC to recognize the terrain as hazardous before entering it.
Wall of Fire

**Wall of Fire** (4th, evo., conc.)

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

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

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

You can make a firewall up to 12 m long, 4 m high, and 0.5 m thick, or a ringed wall up to 4 m in diameter, 4 m high, and 0.5 m thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 2 m of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

*At higher levels*: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Vampiric Touch

**Vampiric Touch** (3rd, vis., conc.)

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

Duration: *1 minute*            Attack/Save: *Melee*

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

Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

*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.
Prestidigitation

**Prestidigitation** (0, trans.)

Casting Time: *1 action*        Range/Area: *2 m*

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

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

You create one of the following magical effects within range:

* You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
* You instantaneously light or snuff out a candle, a torch, or a small campfire.
* You instantaneously clean or soil an object no larger than 30 liters.
* You chill, warm, or flavor up to 30 liters of nonliving material for 1 hour.
* You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
* You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Wish

**Wish** (9th, conj.)

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

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

Components: *V, SC* Effect: *Buff*

By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.

The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including Soul Consumption. The spell simply takes effect.

Alternatively, you can create one of the following effects of your choice:

* You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 100 m in any dimension, and it appears in an unoccupied space you can see on the ground.
* You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the Greater Restoration spell.
* You grant up to ten creatures that you can see resistance to a damage type you choose.
* You grant up to ten creatures you can see immunity to a single spell or another magical effect for 8 hours.
* You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a *Wish* spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the Wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the Wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.

The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Brawn drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days.
Speak With Dead

**Speak With Dead** (3rd, vis.)

Casting Time: *1 action*        Range/Area: *2 m*

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

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

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's Soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
Opportunist

***Origin***: Greenfield

Many view Greenfield's situation to be a tragedy, but you see it as an opportunity to do business. And the shady kind at that. The powers that be in Greenfield and how they are busy eradicating each other has left little time and resources for either to police their lands and the no man's land in between them. There are plenty of people who are desperate enough to swindle, exploit, and manipulate. Many would pay a pretty coin to be smuggled out of the northern area to the south, but somehow they end up on the black market of Stormholme instead of through ports in Oldwood. Funny how that works. There are targets without sufficient protection that can be robbed, and some Beornish raiders can be more than arrogant in their vigilance. Perhaps you were always an outlaw, just thriving in the current climate. Perhaps you came from another bandit clan from somewhere else and traveled here for the opportunity. Or you were simply a normal citizen who had no other choice than to prey on others to survive. ***Skill Points***: You gain four skill points, assign them in the Animal Handling, Arts & Crafts (your choice), Athletics, Deception, Perception, Stealth, Subterfuge, and Survival skills in a manner of your choice.

***Equipment***: A tool or kit of your choice, a gaming set of your choice, traveler's clothes, and a belt pouch containing 10 gp.

***Background Trait***: Slippery

You are impressively slippery when avoiding the authorities out in the wild. You know how to scout the scouts, find weak points in guard patrols and how to slip over borders whilst going unnoticed. As long as you travel in a group that is as large or smaller than your proficiency times 3, animals of burden included, you and your group gain an advantage on all checks made to avoid notice whilst you are out in the wild.
Priest

***Origin***: Any kingdom except for Beornhelm and Stormholme

You have spent most of your life in the service of the Church of Riahn, conducting rites and ceremonies for worshippers. You have lived a relatively protected life, either as one of the few small community priests or serving a larger abbey or cathedral. You've also studied the sacred texts of the Radiance of Geanor.

What function did you fill in your service? Are you one of several noble offspring sent to gather more influence for your family or simply a village kid with talent that the local priest took in as an apprentice? Maybe you were a high priest who was called to serve Riahn differently?

***Skill Points***: You gain Academics (Rianish) rank 1 and Academics (The Church of Riahn) rank 2. You gain Empathy rank 1 or Medicine rank 1, your choice.

***Equipment***: The holy symbol of Riahn (a gift to you when you entered the priesthood), a prayer book, a Tattoo Kit, vestments, a set of common clothes, and a belt pouch containing 15 gp.

***Background Trait***: Partial Soul Drain Ritual

You have been taught how to perform a Partial Soul Drain ritual, but chances are that you don’t know the true nature of it. You may combine Soul Fragments and Soul Power to reform Soul pieces to 2 Soul Power or more.

***Background Trait***: Shelter of the Faithful

* ***Aid***: If you ask your fellow priests for aid they would offer it, provided the assistance is not hazardous and you remain in good standing with your church.
* ***Income***: You command respect among those who share your faith. As long as you work as a priest you gain a modest lifestyle.
* ***Residence***: You can expect free healing and care at any establishment of the Riahn faith. In the church or abbey you are serving in, you gain a permanent residence. You may also be borrowed a residence in an establishment of Riahn in your travels.

***Bond***: Devotion To The Sun

You have devoted your Soul and work to Riahn and his Church.
Saving Throws

Each ability score has a corresponding Saving Throw, or simply "Save" that is rolled when your character is threatened in a specific way. Navigate to the "Rules" chapter to read more about them. Intelligence/Cunning and Presence/Manipulation are special because you get to decide which of your ability scores (either Intelligence or Cunning for Int/Cun) is the ability modifier for the saving throw. Which Saving Throws your character possesses is up to you, and you purchase them in the Accomplishment section.
Realm Shift

**Realm Shift** (7th, conj.)

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

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

Components: *S, V, SC* Effect: *Banishment, teleportation*

You and up to eight willing creatures who link hands are transported to a different Realm. You can specify a target destination in general terms, such as The Eye in the Realm of Eternal Suns or the palace of Lapuana far below the surface of Atlas, and you appear in or near that destination. If you are trying to reach The Eye, for example, you might arrive in its Garden District, before the gates of the Law District, or looking at the city from across the desert sands, at the GM's discretion.

Alternatively, if you know the sigil sequence of a Teleportation Circle within another Realm, this spell can take you to that circle. If the Teleportation Circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another Realm. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Pre/Man saving throw. If the creature fails this save, it is transported to a random location within a Realm you specify. A creature so transported must find its own way back to your current Realm.
Scrying

**Scrying** (5th, div., conc.)

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

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

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

You can see and hear a particular creature you choose that is within the same Realm as you. The target must make a Composure saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

 Secondhand (you have heard of the target)
 Firsthand (you have met the target)
 Familiar (you know the target well)

 Likeness or picture
 Possession or garment
 Body part, lock of hair, a bit of nail, or the like

On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.

On a failed save, the spell creates an invisible sensor within 2 m of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 2 m of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.
Unassuming

***Origin***: Anywhere

Most people in your past didn't believe in you. You grow up in a poor to a modest lifestyle, destined to perform some kind of manual labor. Perhaps you were a farmer, a herder, a cobbler - frankly, someone who wasn't special. You may come from any village, town, or city, but nothing grandiose has happened in your life so far. This is how most people live on Frostmark, and they are usually satisfied with their life, but you weren't. You wanted greatness. You wanted to see more of the world than in your hometown. You wanted to become *someone*. So you set out, trying to find adventure and glory, picking up skills as you went. Depending upon your skills and location, you can earn a modest to poor lifestyle, the GM's choice.

***Skill Points***: You gain eight skill points, assign them to any skills of your choice, but at least two points must represent your past profession.

***Equipment***: One kit, tool, or musical instrument of your choice, common clothes, a random trinket from the Random Trinket table, and a pouch containing 10 gp.
Disintegrate

**Disintegrate** (6th, trans.)

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

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

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

The target can be a creature, an object, or a creation of magical force, such as the wall created by a Wall Of Force.

A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 15d6+20 force damage. The target is disintegrated if this damage leaves it with 0 hit points.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only using a *True Resurrection* or a *Wish* spell.

This spell automatically disintegrates 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, this spell disintegrates a 2 m cube portion of it. A magic item is unaffected by this spell.

   *At higher levels:* When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
Proficiency Bonus

This section will explore what proficiency is, what saving throws are, and during character creation, it will give you a selection of traits and proficiencies to purchase.

#### Proficiency

Your proficiency bonus depends upon your character's total level. The higher the level the character is, the higher the proficiency bonus is. Proficiency bonus is applied in many circumstances during active play, such as;

* Attack rolls using weapons you're proficient with
* Attack rolls with spells you cast
* Ability checks using skills you have skill ranks in
* Saving throws you're proficient in
* Saving throw difficulty value for spells you cast (explained in the spellcasting section)
Shield

**Shield** (1st, abj.)

Casting Time: *1 reaction\**        Range/Area: *Self*

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

Components: *S* Effect: *Warding*

Until the start of your next turn, you have a +4 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

*\*- which you take when you are hit by an attack or targeted by the magic missile spell*
Wall of Thorns

**Wall of Thorns** (6th, conj., conc.)

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

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

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

You create a wall of thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 12 m long, 2 m high, and 1 m thick or a circle that has a 4 m diameter and is up to 4 m high and 1 m thick. The wall blocks line of sight.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.

A creature can move through the wall, albeit slowly and painfully. For every 0.2 m a creature moves through the wall, it must spend 1 m of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.

*At higher levels*: When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.
Fly

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

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

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

Components: *S, V* Effect: *Movement*

You touch a willing creature. The target gains a flying speed of 12 m for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

   *At higher levels:* When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Wall of Ice

**Wall of Ice** (6th, evo.)

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

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

Components: *S, V* Effect: *Cold*

You can form this spell as a hemispherical dome or a sphere with a radius of up to 2 m, or you can shape a flat surface made up of ten 2-m-square panels. Each panel must be contiguous with another panel. In any form, the wall is 0.1 m thick and lasts for the duration.

If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 2 m section, and it is vulnerable to fire damage. Reducing a 2 m section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Vitality saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

*At higher levels*: When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.
True Resurrection

**True Resurrection** (9th, vis.)

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

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

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

You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s Soul is free and willing, the creature is restored to life with all its hit points.

This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead it is restored to its non-undead form.

The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 6 meters of you.
Sword of Force

**Sword of Force** (7th, evo., conc.)

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

Duration: *1 minute*            Attack/Save: *Melee*

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

When the sword appears, you make a melee spell attack against a target of your choice within 1 m of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 4 m to a spot you can see and repeat this attack against the same target or a different one.
Tsunami

**Tsunami** (8th, conj., conc.)

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

Duration: *Conc, up to 6 rounds*    Attack/Save: *Br save*

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

A wall of water springs into existence at a point you choose within range. You can make the wall up to 100 m long, 100 m high, and 15 m thick. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Brawn saving throw. On a failed save, a creature takes 6d10 force damage, or half as much damage on a successful save.

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 10 m away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Brawn saving throw or take 5d10 force damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 15, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 m in height, the spell ends.

A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Athletics (Br) check against your spell save DC to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.
Shadow Entertainment Complex

**Renovated** | 2017, 2019

The ***Shadow Entertainment Complex*** (nicknamed as the ***Shadow Zone*** and formerly known as the ***Black Diamond Casino*** and the ***Knockout Asylum***) is a multipurpose indoor arena used primarily for professional wrestling, boxing, mixed martial arts, and concert events. Located in Yonkers, New York, the Shadow Entertainment Complex was named after the Brotherhood of Shadows, a community which entirely idolizes The Shadow Reader.

The arena currently hosts tapings for *SHADOW PRO Wrestling*'s weekly television programming.
Peeler Priest

***Origin***: Applegate

As a priest of Applegate, you fulfill a lot of different functions in society. As this war-torn kingdom's infrastructure is still suffering, there is a general lack of educators and doctors in Applegate. The priesthood, either sent here from Crowhill to live and work or native Peelers trained by the Church of Riahn, is the Applegate's religious authority. Though the Church's agents, most often than not, serve as the village doctor, educator, and advisor. Applegate supplies the Church with food and labor, and in return is repaid with aid in rebuilding but also supplying and paying these priests. Most priests serve alone in their respective communities, some fortunate enough to harbor an assistant or an apprentice to lessen their responsibilities. Due to these priests' varied workload, religious sermons and duties are generally conducted only when it is a necessity. ***Skill Points***: You gain three skill points, assign them in the Academics (your choice), Animal Handling, Arts & Crafts (your choice), Empathy, Leadership, Medicine, and Persuasion skills in a manner of your choice. You gain 1 rank in the Academics (Rianish) skill and 2 skill points in the Academics (Church of Riahn) skill.

***Equipment***: The holy symbol of Riahn (a gift to you when you entered the priesthood), a prayer book, a tool of your choice, a Tattoo Kit, a set of common clothes, and a belt pouch containing 15 gp. ***Background Trait***: Partial Soul Drain Ritual You have been taught how to perform the Partial Soul Drain ritual, but chances are that you don’t know the true nature of it. You may combine Soul fragments and Soul power beyond the Soul power of level 1.

***Background Trait***: Priest Of All Trades

* ***Aid***: In the area, you are serving as a priest, or have served, the population treats you with respect and will offer aid if the task is not hazardous and you remain in good standing with them.
* ***Dynamic Mind***: You gain half your Cunning modifier (minimum 1) to any skills you do not possess points in.
* ***Income***: As long as you serve your community and the Church or Riahn you may earn a modest lifestyle.

***Bond***: Devotion To The Sun

You have devoted your Soul and work to Riahn and his Church. You are sanctified to perform religious ceremonies of Riahn.
Watery Sphere

**Watery Sphere** (4th, conj., conc.)

Casting Time: *1 action*        Range/Area: *18 m (1 m radius sphere)*

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

Components: *S, V* Effect: *Restrained*

You conjure up a sphere of water with a 1 m radius at a point you can see within range. The sphere can hover but no more than 2 m off the ground. The sphere remains for the spell’s duration.

Any creature in the sphere’s space must make a Brawn saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.

The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 1 m of it.

As an action, you can move the sphere up to 6 m in a straight line. If it moves over a pit, a cliff, or another drop-off, it safely descends until it is hovering 2 m above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 6 m of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.
Royal Vanguard

***Origin***: Greenfield

You are one of the last bastions of defense of Greenfield. You belong to the Sacred Arms' green branch, the division that decided to stay here after the Empire fell and not a journey to Crowhill, as many did around Frostmark. The green branch of Sacred Arms is almost the same as the real deal, but it is not as strict for many reasons when it comes to rules and regulations. As the Greenfielders have nicknamed them, many of the Royal Vanguard have fallen in the war against Beornhelm. Only a few hundred remain now, and most of them have fallen back to protect bigger cities or the King himself, the symbol of Greenfield. The Royal Vanguard is known for their stubborn loyalty, and they are a reason why this kingdom is still holding together.

***Skill Points***: You gain four skill points, assign them in the Academics (Church of Riahn), Animal Handling, Athletics, Investigation, Leadership, Medicine, Perception, and Persuasion skills in a manner of your choice.

***Equipment***: An insignia of rank, a trinket from the Random Trinket table, a set of fine clothes, and a belt pouch containing 15 gp.

***Background Trait***: Loyalty Goes a Long Way

* ***Familiarity***: You possess inside knowledge of the military of Greenfield’s operations, as well as its strengths and weaknesses.
* ***Income***: As long as you remain in service to the Green Arms, you earn a comfortable lifestyle.
* ***Jurisdiction***:  You possess a military rank in Greenfield, and soldiers of lower rank recognize your authority. You can acquire simple equipment from the organization. You can move almost unhindered in the southern parts of Greenfield, the people always believing the best about you.
* ***Residence***: As Royal Vanguard of Greenfield, people view you with the utmost respect. You can find a bed, support, and aid, as long as it is not hazardous, amongst Greenfielders who are still allied with the King. Furthermore, you are welcome in any military establishment controlled by Greenfield.

***Bond***: In the Service of the Green Arms

* ***No Resignations***: If you have defected from the Green Arms you will be met with hostility if you ever come across them again, you will be barred from any Church of Riahn, and if you're not careful with what you do and say, the Inquisition may come knocking on your door.
* ***Service***: No matter your rank and your circumstances, your oath to Greenfield's Sacred Arms might demand active service from you. At any point in the campaign, the Royal Vanguard will ask for loyalty and work from you. In addition, you have sworn an oath to Riahn and his Church.
Tiny Hut

**Tiny Hut** (3rd, evo., ritual)

Casting Time: *1 minute*        Range/Area: *Self (2 m sphere)*

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

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

A 2 m radius immobile magical dome springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
True Polymorph

**True Polymorph** (9th, trans., conc.)

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

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

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

Choose one creature or a nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the spell lasts until it is dispelled.

This spell does not affect a shapechanger or a creature with 0 hit points. An unwilling creature can make a Composure saving throw, and if it succeeds, it isn't affected by this spell.

* ***Creature into Creature***: If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental and social ability scores, are replaced by the statistics of the new form. It retains its personality.

The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

* ***Object into Creature***: You can turn any object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature's statistics and resolves all of its actions and movement.

If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.

***Creature into Object***: If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to its normal form.
Outlander

***Origin***: Anywhere but Malgrave

As an outlander, you have lived away from civilization, alone or in a small community. You have learned how to live in tandem with nature. You might be a part of a hunter-gatherer community, a gang of outlaws, or maybe even a small explorer unit.

***Skill Points***: You gain four skill points, assign them in the Animal Handling, Arts & Crafts (your choice), Athletics, Medicine, Perception, Stealth, and Survival skills in a manner of your choice.

***Equipment***: A staff, a hunting trap, a trophy from an animal you killed, a musical instrument or a Herbalism Kit, a set of traveler's clothes, and a belt pouch containing 10 gp.

***Background Trait***: Nomad

* ***Provider***: From your extensive experience with surviving in the wild, you have gained a knack for finding food. If the land can provide, you can procure food for one day to a number of creatures (including yourself) equal to your proficiency bonus.

* ***Wild Memory***: You gain an impressive ability to be able to recall natural features, terrain, settlements, and other geographical layouts.
Warden

***Origin***: Applegate

You belong to the ancient order of the Wardens - a group of forest defenders whose origins are said to have come from Geanor's swift and brutal archer units. The Wardens were the original elite bodyguards of the Duke of Applegate, assigned when the Empire was formed.  Applegate was originally an administrational area covered in leaf forest, but it has been transformed gradually to be dominated by agricultural fields. When the Empire fell, the Wardens swore to protect the royal family of Applegate instead. Nowadays, only a few natural forest patches remain, and there is no Duke or royal family to guard anymore for the order. Thus, only a few members still practice the ancient ways, mostly for tradition than anything else. The Wardens were excellent shock and guerilla units, who hid in forested areas and surprised their enemy with traps, bows, and axes. Today's Wardens have to pick up additional work to make ends meet as they are not funded by any government or community anymore. ***Skill Points***: You gain six skill points, assign them in the Animal Handling, Arts & Crafts (your choice), Athletics, Empathy, Perception, Subterfuge, Stealth, and Survival skills in a manner of your choice.

***Equipment***: An insignia of the Wardens, a random trinket from the Random Trinket table. A tool, a kit, or a musical instrument of your choice, a set of traveler's clothes, and a pouch containing 10 gp.

***Background Trait***: Death From Above

You gain the Skulker feature.

***Bond***: Ancient Oath

As a Warden, you have sworn an oath to protect the sovereignty of Applegate.
True Seeing

**True Seeing** (6th, div.)

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

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

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

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has Truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 24 m.
Persisting Injuries

**Persisting Injuries**

Combat is a dangerous activity. Even if you make it out alive, you might be afflicted by wounds or scars who might take a long time to heal or require strong healing magic to rid yourself of. In unfortunate circumstances, player characters and important NPCs may acquire injuries.

Unless the GM decides that a character is afflicted by an injury, a character makes a persisting injury check after taking massive damage, falls to 0 HP, or makes a catastrophic death saving throw. If they fail the persisting injury check, roll in the appropriate injury table.

A character can only be afflicted by one persisting injury once from the three categories per combat. In other words, once the character has suffered a persisting injury from taking massive damage in a combat, they cannot gain another persisting injury from massive damage that combat.

**Massive Damage**

The character takes damage from a single source that is equal to or higher than their total hit points. Make a Vitality saving throw against DC 12. On a failure, the creature rolls on the relevant Injury table. On a success, the creature suffers no persisting injury.

**0 Hit Points**

The character drops to 0 HP. Make a Vitality saving throw against DC 14. On a failure, the creature rolls on the relevant Injury table. On a success, the creature suffers no persisting injury.

**Catastrophic Death Save Roll**

The character rolls 5 or less on a death saving throw. Make a Vitality saving throw against DC 16. On a failure, the creature rolls on the relevant Injury table. On a success, the creature suffers no persisting injury.
Resurrection

**Resurrection** (7th, vis.)

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

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

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

You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its Soul is free and willing, the target returns to life with all its hit points.

This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed before casting the spell, they afflict the target on its return to life.

This spell closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.
Wall Force

**Wall Force** (5th, evo., conc.)

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

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

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

A wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free-floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 2 m, or you can shape a flat surface made up of ten 2 m by 2 m panels. Each panel must be contiguous with another panel. In any form, the wall is 0.1 m thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
Tree Stride

**Tree Stride** (5th, conj.)

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

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

Components: *S, V* Effect: *Movement*

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 200 m. Both trees must be living and at least the same size as you. You must use 1 m of movement to enter a tree. You instantly know the location of all other trees of the same kind within 200 m and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 1 m of the destination tree, using another 1 m of movement. If you have no movement left, you appear within 1 m of the tree you entered.

You can use this transportation ability once per round for the duration. You must end each turn outside a tree.
Random Trinket Table

Some Backgrounds in this book offer you to pick a random trinket from the Random Trinket table. Simply roll a 1d100 and consult the table below. These trinkets are slightly touched by mystery and are a tool for you and your GM for roleplay opportunities. The trinkets below may hint towards the truth about the Enneade or Frostmark’s history, but any trinket or object with origins and effects obviously magical or foreign has been mostly purged by the Inquisition already. If you picked a Background that is devoted to the Church or Riahn, keeping a trinket that is suspiciously heretical in nature requires some kind of explanation for your character's actions. The GM may also use this table outside of Backgrounds, to introduce interesting objects when it suits them.
Regenerate

**Regenerate** (7th, trans.)

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

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

Components: *S, V* Effect: *Healing*

The target regains 4d8+15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
Storm of Vengeance

**Storm of Vengeance** (9th, conj., conc.)

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

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

Components: *S, V* Effect: *Thunder*

Stormcloud forms centered on a point you can see and spread to a radius of 70 m. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 1500 m beneath the cloud) when it appears must make a Vitality saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.

Each round you maintain concentration on this spell, the storm produces different effects on your turn.

* ***Round 2***: Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.
* ***Round 3***: You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
* ***Round 4***: Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 force damage.
* ***Round 5–10***: Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction to maintain concentration on spells. Finally, gusts of strong wind (ranging from 10 to 20 m/s) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.