recursal/Fanatic-Fandom huggingface dataset:
Imprisonment

*9th-level abjuration*
 Range
 Components
 Duration

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.

When you cast the spell, you choose one of the following forms of imprisonment.

**Burial.** The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.

The special component for this version of the spell is a small mithral orb.

**Chaining.** Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then.

The special component for this version of the spell is a fine chain of precious metal.

**Hedged Prison.** The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.

The special component for this version of the spell is a miniature representation of the prison made from jade.

**Minimus Containment.** The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect.

The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.

**Slumber.** The target falls asleep and can’t be awoken.

The special component for this version of the spell consists of rare soporific herbs.

**Ending the Spell.** During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.

A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.

You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.
Glyph of Warding

*3rd-level abjuration*
 Range
 Components
 Duration

You inscribe a glyph either upon a surface or within an object that can be closed to hide it. It can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast the spell, it ends without being triggered. You decide what triggers the glyph when you cast the spell. Once the glyph is triggered, this spell ends.

You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics, creature kind, or alignment. You can also set conditions for creatures that don't trigger the glyph.

The glyph is nearly invisible and requires a successful Investigation check to be found.

When you inscribe the glyph, choose explosive runes or a spell glyph.

* **Explosive Runes:** When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere. The sphere spreads around corners. Each creature must make a Dexterity save. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failure (your choice when you create the glyph), or half damage on a success.
* **Spell Glyph:** You can store a prepared spell of 3rd level or lower by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the triggering creature. If the spell affects an area, the area is centered on that creature. If the spell summons hostile or harmful things, they appear as close as possible to the creature and attack it. If the spell requires concentration, it lasts for the full duration.

**At Higher Levels:** The damage of an explosive rune glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
Ethereal Blade

*2nd-level evocation*
 Range
 Components
 Duration

You create a blade of ethereal energy in your hand, similar in dimensions to a longsword, which lasts for the duration of the spell. As an action, you can make a melee spell attack with the blade against one creature within your reach. On a hit, the blade does 2d6 radiant damage plus 1d6 cold damage.

If you let go of the blade, it disappears, but while the spell is in effect, you can create it again with a bonus action.

**At higher Levels:** When you cast *ethereal blade* using a spell slot of 4th level or higher, the damage increases by 1d6 radiant damage for every two levels above 2nd.
Five Point Celestial Brigade

*5th-level Conjuration*
 Range
 Components
 Duration

You mark a creature within range for the wrath of heaven. The target can make a Charisma saving throw to avoid the celestial incursion. On a failure, celestials appear around the creature, blitzing it with angelic weapons. The target takes 5d6 radiant and 5d6 piercing damage, and it is knocked prone. On a success, the creature takes half as much damage and isn't knocked prone.

If the target has 30 hitpoints or fewer remaining after taking damage from this spell, it must succeed on a Constitution saving throw or die.

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

*1st-Level **Evocation***
 Range
 Components
 Duration

You invoke a sphere of magic but quickly contain it in a space within range. The bomb explodes automatically if a creature ends its turn in its space. While it lasts, you can manually explode it and any additional bombs created by multiple castings of this spell as an action. A creature only takes damage from one bomb. When it explodes, each creature within 5 feet must make a Dexterity saving throw. A creature takes 4d8 force damage on a failed save. A dispel magic causes the bomb to harmlessly disappear.

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

*2nd-level Transmutation*
 Range
 Components
 Duration

You choose an unoccupied space you can see within range to leap toward, stringing fire behind you and beside you. Each creature other than you within 5 feet of the path between your space and the one you leap toward must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much on a success. You don't provoke attacks of opportunity when leaping this way.

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

*3rd-level conjuration*
 Range
 Components
 Duration

You create a 10-foot-square hollow cube of glass in an area you can see. If a creature is in the area where the cube is created, it escapes with a successful Dexterity save and moves automatically to a space adjacent to the cube. Creatures that fail the saving throw are trapped inside the cube and cannot leave it except by teleportation or similar means. The cube has AC 12 and 100 hit points. It is immune to acid, necrotic, poison, and psychic damage, but is vulnerable to force and thunder damage. Creatures inside the cube when it is destroyed take 5d6 slashing damage from shards of glass.
Feebleform

*7th-level Necromancy*
 Range
 Components
 Duration

HELLHEIM ONLY

You attempt to obliterate the physical form of a creature. The target takes 3d6 necrotic damage and must make a Constitution saving throw.

On a failed save, the target's Strength and Constitution scores become 1. The creature's hitpoint maximum lowers to match its new Constitution when it finishes a short or long rest, but can't fall below half of its previous maximum. The creature can't lift weapons or any other objects larger than two sizes smaller than it.

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

The spell can also be ended by greater restoration, heal, regenerate or wish.
Frost Shards

*3rd-level Evocation*
 Range
 Components
 Duration

You create three shards of ice that float around you. This creates three quarters cover (+5 AC and Dex Saves).

While at least two shards survive, you have half cover (+2 AC and Dex Saves) against attacks that are aimed at you. The shards don’t hinder your attacks.

When you cast the spell, or as an action on a subsequent turn, you can direct a shard to attack a creature you can see within 30 feet. Make a ranged spell attack roll. If it hits, the creature takes 2d10 piercing plus 1d10 cold damage. The shard is destroyed whether it hits or misses.

**At higher Levels:** For each spell slot used higher than 3rd level, the spell creates one additional shard.
Hunter's Mark

*1st-level divination*
 Range
 Components
 Duration

Until the spell ends, you deal an extra 1d6 damage to a creature you can see whenever you hit it with a weapon attack, and you have advantage on Perception and Survival checks to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn to mark a new creature.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd or 4th level, you can concentrate for up to 8 hours. If you use a slot of 5th level or higher, you can concentrate for up to 24 hours.
Hold Person

*2nd-level enchantment*
 Range
 Components
 Duration

A humanoid that you can see becomes paralyzed unless they succeed on a Wisdom saving throw. At the end of its turns, it can make another Wisdom save, ending the paralysis on a success.

**At Higher Levels:** You can target one additional humanoid, all within 30 feet of each other, for each level above 2nd.
Moonbeam (Book of Lost Spells)

*3rd-level Evocation*
 Range
 Components
 Duration

You cause a shaft of moonlight to illuminate a 10-foot-radius, 60-foot high cylinder rising from a point you can see. The moonlight provides dim illumination inside the cylinder.

If a lycanthrope in human form is in the area of moonlight at the start of its turn, it must make a successful Constitution saving throw or be forced to spend its action transforming into its animal or hybrid form (its choice), and it can’t revert to human form for the duration of the spell.

As an action, you can move the moonbeam up to 30 feet, but its center point must stay within the spell’s range.
Jolt

***Evocation Cantrip***
 Range
 Components
 Duration

*A fraction of the storm’s power can give life, or take it.*

Sparks fly from your fingertips, shocking a creature within range. If the target is unconscious and reduced to 0 hit points, they gain advantage on their next death saving throw, and any ability check made to aid them also gains advantage. If you target a hostile creature, they must make a Constitution saving throw. If they fail, they take 1d8 lightning damage.

**Leveling:** This cantrip's damage die increases at levels 5, 11, and 17.
Ignite

*2nd-level evocation*
 Range
 Components
 Duration

You send a thick orange-and-purple ray at one creature you can see. Make a ranged spell attack; if it hits, the creature takes 4d6 fire damage and catches fire. At the end of each of its turns, it takes 2d6 fire damage. A burning creature or an adjacent ally can spend an action to extinguish the fire.

**At higher Levels:** For  each  spell  slot  used  higher  than  2nd  level, the initial damage increases by 1d6. Damage at the end of a burning creature’s turn is unchanged.
Fiery Shield

*2nd-level Evocation*
 Range
 Components
 Duration

You cause a great shield of flame and force to come into existence on your arm. The shield acts in all ways as a regular large shield, and you must be proficient with shields to get the full AC benefit from it. Regardless of proficiency, any creature within 5 feet of you that hits you with a melee attack takes 2d6 fire damage.
Modify Memory

*5th-level enchantment*
 Range
 Components
 Duration

A creature you can see must make a Wisdom save. If you're fighting it, it has advantage. If it fails, it becomes charmed, is incapacitated, and is unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of its memories are modified.

While the charm lasts, you can affect the target's memory of an event it experienced in the last 24 hours that lasted up to 10 minutes. You can erase all memory of it, allow the target to recall it with perfect detail, change the details of it, or create a memory of some other event.

You must describe to the target how its memories are changed, and it must be able to understand your language. Its mind fills in gaps in your description. If the spell ends before you've finished describing the new memories, the creature is unaffected. Otherwise, the memories take hold when the spell ends.

A Remove Curse or Greater Restoration restores the creature's true memory.

**At Higher Levels:** You can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time (9th level).
Gloves of Ember

Evocation ***cantrip***
 Range
 Components
 Duration

Your hands erupt in flaming gloves of ember, harmless to you but deadly to others. Make a melee spell attack against a creature within range. You have advantage if the target of the attack is a plant. On a hit, the target takes 2d4 fire damage. A creature reduced to 0 hitpoints with this spell burns for 1 minute, its body taking 1 fire damage at the start of each of your turns, unless a creature douses it as an action.

The gloves of ember dissipate at the start of your next turn. While they last, you can attack with them as an opportunity attack, with the same attack and damage.

This spell’s damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).
Eolian Blow

*4th-level Evocation*
 Range
 Components
 Duration

You enchant a melee weapon you touch with an eolian affect. Until the start of your next turn, the first time you make an attack with this weapon causes wind to burst forth, regardless of whether you hit or miss. Each creature within a half sphere in the direction of your attack with a radius of 30 feet must make a Strength saving throw or be pushed back 15 feet and 6d6 slashing damage, or take half as much damage on a success and not be pushed back. If you land the attack, the target has disadvantage on its save.

***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the slashing damage increases by 1d6 for each slot level above 4th.
Fiery Constrictor

*6th-level Transmutation*
 Range
 Components
 Duration

You cause a great tendril, 20 feet long, to lash out from an existing source of fire you can see. The tendril tries to wrap around a creature within its reach (20 feet) that you can also see. The creature must make a Dexterity saving throw. If it fails, it takes 6d6 fire damage and is restrained until the spell ends. At the end of each of its turns, it can repeat the saving throw; it escapes if the save succeeds, but it takes another 6d6 fire damage if the saving throw fails.

At the beginning of your turn, if the tendril is not restraining a creature, it can attack a creature within reach that you can see, the same as the initial attack

**At higher Levels:** For each spell slot used higher than 6th level, the tendril’s attacks do an additional 1d6 fire damage.
Heraldic Fox

*2nd-level Transmutation*
 Range
 Components
 Duration

A shield that you touch gains a shimmering aura in the shape of a fox that inspires whoever wields it. The creature wielding the shield gains a +1 bonus to AC and has tactical advantage on Dexterity saving throws. In addition, if the creature would take half damage because of a successful Dexterity saving throw, it takes no damage instead.
Leomund's Tiny Hut

*3rd-level evocation*
 Range
 Components
 Duration

A 10-foot-radius dome appears around you and up to nine Medium or smaller creatures in the area. The spell fails if there is a creature larger than Medium or more than nine creatures. The spell ends if you leave its area.

The dome is immobile. Until the spell ends, you can make the inside be dimly lit or dark. The outside is opaque of any color you choose, but is transparent on the inside.

Creatures and objects in the dome's area when you cast the spell can move through it freely. Everything else is unable to enter. Spells and other magical effects can't pass the barrier of the dome on either end. The dome's atmosphere is always comfortable and dry, no matter the outside weather.
Mark of Objection

*4th-Level Abjur**ation***
 Range
 Components
 Duration

*Is is the duty of a judge to see that the guilty are punished and the innocent left unharmed.*

You touch an allied creature and place a mark upon them, granting them your protection. Whenever the target would take damage, you can use your reaction to instantly teleport and swap places with them, taking that damage in their stead. If this would reduce you to 0 hit points, you are reduced to 1 hit point instead, and the spell ends. You can place this mark upon multiple creatures at the same time, provided you expend an appropriate spell slot for each.
Flurry

*Evocation Cantrip*
 Range
 Components
 Duration

A shard of ice streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 cold damage.

The spell creates more than one shard when you reach higher levels: two shards at 5th level, three shards at 11th level, and four shards at 17th level. You can direct the shards at the same target or at different ones. Make a separate attack roll for each shard.
End of Days

*9th-Level Conjuration*
 Range
 Components
 Duration

*One day will be the final day, but we will not know it until it has already ended.*

When you cast this spell, you summon a massive sphere of magical darkness far above the world that moves perfectly in tune with the rise and set of the sun. In effect, it is always night within the range of this spell, and all natural sunlight that would be cast upon that area is blocked by the sphere. The material component used to cast this spell must be placed at a point where the sky is clearly visible, and if it is moved more than 5 feet in any direction, the spell immediately ends.
Magic Weapon

*2nd-level transmutation*
 Range
 Components
 Duration

Touch a non-magical weapon. It becomes magical with a +1 to attack and damage rolls until the spell ends.

**At Higher Levels:** When you use a spell slot of 4th or 5th level, the bonus increases to +2. When you use a spell slot of 6th or higher, the bonus is +3.
Faerie Fire

*1st-level evocation*
 Range
 Components
 Duration

Blue, green, or violet lights outline objects inside a 20-foot cube of space. All creatures in the area make a Dexterity save or be cast in light as well. The light cast by this spell illuminates a 10-foot radius.

Attacks against affected creatures are made with advantage, and affected creature or object (if applicable) will no longer be invisible.
Frostfire Bolt

*1st-Level Evocation*
 Range
 Components
 Duration

You hurl a blue flamed firebolt at a creature within range. Make a ranged spell attack against the creature. On a hit, the target takes 2d6 fire damage and 2d6 frost damage.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the fire and cold damage increases by 1d6 for each slot level above 1st.
Heraldic Bear

*5th-level abjuration*
 Range
 Components
 Duration

A shield that you touch gains a shimmering aura in the shape of a bear that inspires whoever wields it. A creature wielding the shield gains a +2 bonus to AC and has tactical advantage on attack rolls, ability checks, and skill checks that use Strength. The creature also does 1d6 additional damage with melee weapon attacks.
Minor Illusion

***Illusion cantrip***
 Range
 Components
 Duration

You create a sound or an image of an object that lasts for the duration. The illusion ends early if you dismiss it as an action or cast this spell again.

If you create a sound, it can be any volume and noise. The sound can continue unabated for the duration, or you can make sounds at different times.

If you create an image of an object, it must be no larger than a 5-foot cube. The image can't create any sensory effects. Physical interaction with the image reveals it to be an illusion.

A creature can use its action to make an Investigation check on the illusion. If it succeeds, the illusion becomes faint to it.
Major Image

*3rd-level illusion*
 Range
 Components
 Duration

You create an image no larger than a 20 foot cube. It appears at a spot you can see and lasts for the duration. It seems completely real, sensory effects included. You can't create a sensory effect strong enough to cause damage or a condition.

As long as you are within range of the illusion, you can use your action to make the image to move to any other spot within range. As the image changes location, you can alter it so that its movements appear natural for the image.

Physical interaction with the image reveals it as an illusion. A creature can use its action to determine that it's an illusion with a successful Investigation check. If a creature learns it's an illusion, it can see through the image, and the other sensory qualities become faint to it.

**At Higher Levels:** The spell lasts until dispelled without requiring concentration if cast at 6th-level or higher.
Luring Light

*3rd-Level Illus**ion***
 Range
 Components
 Duration

*In the darkest depths, there is always something waiting for the curious and the foolhardy to make one final mistake.*

You create a lure of light at a point you can see within range while making yourself invisible. This lure creates bright light in a 5-foot radius around itself, and moves with you. Whenever a hostile creature sees this lure light for the first time, it must make a Wisdom saving throw. If it fails, it must use all of its movement during its next turn traveling towards the lure by the safest route possible. A creature that is immune to being charmed is immune to this effect. If a creature touches the lure, you can use your reaction to cause a predatory phantasm to lash out and bite the creature. The target must succeed a Dexterity saving throw or suffer 4d10 magical piercing damage. Once you use this reaction, or if you attack or cast another spell, this spell ends.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the piercing damage increases by 1d10 per spell slot level above 3rd.
Lightning Wheel

*6th-level Evocation*
 Range
 Components
 Duration

You throw a wheel of ferocious electrical energy at one creature you can see. The creature takes 3d10 + 10 lightning damage plus 3d10 + 10 thunder damage, or half damage with a successful Dexterity saving throw, as the wheel detonates with a shattering crack of thunder. Every creature within 20 feet of the target must make a successful Constitution saving throw or be deafened for 1 minute.
Agares Daemord

agarész démord

Természet Elem

Föld Elem

Szél Elem

Fény Elem

Sötétség Elem

Elnyelő Elem

Pokolfa Elem

Pusztító Elem

Utazó Elem

Idő Elem

Nihilizáló Elem

**Agares Daemord**, vagy eredeti nevén **Sertox Daemord**, a történet egyik fontos szereplője Valójában nem az eredeti Agares, hanem Sertox Daemord, az Eredeti Idősíkból.
Hard Water Blast

*3rd-level evocation*
 Range
 Components
 Duration

You project a blast of water from your hand at one creature you can see. Make a ranged spell attack against that creature. If it hits, the creature takes 5d10 bludgeoning damage and needs to make a Strength saving throw against your spell save DC or be knocked prone.

**At higher Levels:** For each spell slot used higher than 3rd level, the attack does an additional 1d10 damage.
Hellfire Lash

*1st-Level **Evocation***
 Range
 Components
 Duration

*The fiends below are fond of this spell, but the heavens above do not hesitate to make use of it.*

The first time you take the Attack action during your turn, you can cast this spell to transform your whip into a flaming lash, striking out with scorching fury. The first time you hit with this weapon, the target takes an additional 1d8 fire damage, and you can use a bonus action to hurl the target to a location of your choosing within 10 feet of their starting location. If they impact a surface or another creature, both take an additional 1d8 bludgeoning damage.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, either the fire or bludgeoning damage (your choice) increases by 1d8 per slot level above 1st.
Ice Geyser

*8th-level evocation*
 Range
 Components
 Duration

Choose a point on the ground you can see. Ice and freezing water spray high into the sky from that point, filling a cylindrical area 40 feet high and with a 10-foot radius. Each creature in that area when you cast the spell takes 8d10 cold damage, or half damage with a successful Dexterity saving throw. A creature that fails the save also has its speed reduced by 20 feet. A slowed creature can repeat the saving throw at the end of each of its turns; a successful save ends the speed reduction.

At the beginning of your next turn, the geyser spouts again. This time, it affects a cylindrical area 20 feet high and 20 feet in radius. The affect on creatures in the area is the same as before. The spell ends after the second eruption.
Greatapple

*4th-level Transmutation*
 Range
 Components
 Duration

To cast this spell, you touch a Medium or larger plant, and a magic apple grows from it for you to pluck. This magic apple can be eaten or, of course, used as a weapon.

A creature can use its action to eat from the apple, causing it to regain 8d6 hitpoints and gain resistance to all damage until the end of its next turn. If the creature is cursed or has exhaustion, one curse or exhaustion level is removed. Once eaten from, the remainder of the apple rots.

The apple can be used as a weapon with the finesse and thrown properties (20/60) and has proficiency if it is proficient with darts or throwing any other weapon or object. On a hit, it explodes, and the target creature and every creature within 5 feet of it takes 8d6 radiant damage + the attacker's Strength or Dexterity modifier. On a miss, the apple can be used again for this attack.

The apple loses its magic if it hasn't been eaten from or exploded within 24 hours of the casting of this spell.

***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the healing and radiant damage increase by 1d6 for each slot level above 4th.
Hallowed Hands

Conjuration ***cantrip***
 Range
 Components
 Duration

You summon two divine fists, punching in from either side of a creature you reach for. Make a melee spell attack against a target within range. On a hit, it takes 1d6 fire damage. If you haven't moved this turn, you can reduce your speed to 0 for this turn to deal 2d6 fire damage instead.

The spell's damage increases by 1d6 or 2d6 when you reach 5th level (2d6 or 4d6), 11th level (3d6 or 6d6), and 17th level (4d6 or 8d6).
Identify

*1st-level divination*
 Range
 Components
 Duration

Touch one object through the casting of the spell. If it is a magic object, you learn its properties and how to use them, if it requires attunement, and how many charges it has if any. You learn if any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Fire Shield

*4th-level evocation*
 Range
 Components
 Duration

You shed bright light in a 10-foot radius and dim light for an additional 10 feet. You can use your action to end the spell early.

Choose a warm or chill shield. The warm shield grants resistance to cold damage, and the chill shield grants resistance to fire damage. Whenever a creature in 5 feet of you hits you with a melee attack, it takes 2d8 fire damage (warm), or 2d8 cold damage (chill).
Sertox Daemord

*Nem összetévesztendő a következőkkel:* SERTOXYANISM (Történet), SERTOXYANISM (Csapat), SRTX, Agares Daemord.

### Egyéb Nevek

Sertoxyan (Lent Tevékeny Négy)Senoks

Sertox Daemord II

## Információk

### Nép

Emberek (eredetileg)Démonok (korábban)

Árnyékok

### Hajszín

barna (emberként és démonként)fekete (árnyékként)

### Szemszín

kék (eredetileg)vörös-sárga (démonként)

fehér (árnyékként)

## Helyzet

### Rokonok

Thakz Daemord (fiútestvér)Getron Daemord (apa)

Manea Daemord (anya)

Takrom Daemord (nagyapa)

Ildea Daemord (nagyanya)

Gav Daemord (ős)

Aena de Lux (ex-feleség)

Sasa Sefred (szerető)

Nix Daemord (lánygyermek)

Deimos (ős)

Agares Daemord (alternatív-én)

## Képességek

### Elemek

Tűz ElemVíz Elem

Feketetűz Elem

Jég Elem

Sötétség Elem

Természet Elem

Pokolfa Elem

Pusztító Elem

Elnyelő Elem

Utazó Elem

## Első Felbukkanás

### Fejezet

Első Fejezet: A Mindenség Kezdete

**Sertox Daemord**, vagy másnéven a **Sertoxyan**, a SERTOXYANISM Trilógia főszereplője. Egy tizenéves fiú, aki eleinte ember, később démon, végül pedig árnyékká válik.

## Háttér

Sertox a híres Daemord Klán emberi leszármazottja, valamint a ritka Elnyelő Elem hordozóinak egyike. Emiatt a képesség miatt a démonok célpontjává vált, a szülei pedig egy őrangyalt rendeltek ki mellé. Sajnos az angyalt, valamint Sertox szüleit egy Aena de Lux nevű démon megölte, hogy később ne okozzanak gondot. Az incidens után a fiú emlékeit a démonok kitörölték, ezért nem emlékezett semmire és abban a tudatban élt, hogy az anyja és az apja egy autóbalesetben haltak meg. Sertox és öccse. Thakz ezután a nagyszüleikkel éltek.

Gyerekként nem volt sok barátja, az egyetlen, akit annak nevezhetett, Klimo Perzon volt.

## Tények és Érdekességek

* Sertox születésnapja április 18, ami megegyezik a készítőével, mivel saját magáról mintázta a karaktert.
* Eredeti neve Xertox volt, de a készítő szerint nehéz volt kiejteni, ezért változatta meg.
Locate Creature

*4th-level divination*
 Range
 Components
 Duration

Describe or name a creature familiar to you. You sense the direction to the creature's location, as long as its within 1000 feet of you. If the creature is in motion, you know the direction of its movement. The spell can locate a specific creature known to you or the nearest of a specific kind, as long as you have seen it while within 30 feet of it. If the creature is in a different form, the spell doesn't work. This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
Fracture Spirit

*3rd-Level **Illusion***
 Range
 Components
 Duration

When you cast this spell, you magically replicate a hall of mirrors for yourself in thin air. For the duration an illusory double of you spawns every 5 feet that you move, staying in that space but still appearing as if it were you; for example, if you speak, they all seem to speak. When you end your turn under this spell, you can immediately choose one double to swap places with.
A creature with truesight sees the illusions and you for the reality, and any creature can make an Intelligence (Investigation) check as an action against your spell save DC to determine which is the real you, if any, among those it can see. On a success, it knows which is real until you make more doubles. A double dissipates upon being attacked or forced to save or contest an ability check, and all doubles dissipate when the spell ends.
Iudicium

Notes

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 Unlock

## Trivia

* "Iudicium" means "judgement" in Latin.
* This song is the image song of the character MTA-XXX.
* This song is also transferred to ONGEKI in its collaboration with CHUNITHM, as a special version covered by Saki Kashiwagi (CV: Manaka Iwami) and Mia Kashiwagi (CV: Azumi Waki) , and tagged as "Apocalypsis Mix".
Blackie

Blackie is a black tom with golden eyes.

Blackie was born to WindClan medicine-cat Cricketface and kittypet Briarpatch. His sister was Viper. At birth the littermates were separated and brought to new homes.

In his den, Blackie's housefolk were Thomas, Georgia, and a small housefolk, Kayla.

He died a tragic death when a flood went through the Twolegplace.

 **Affiliations**
 **Kin**
Father: Cricketface
Mother: Briarpatch
Sister: Viper
Half-Sisters: Honeyflower, Tortoisenose, Dandelionbreeze
 **Biographical Information**
Cause Of Death: Drowned in a Flood
Briarpatch

Briarpatch is a small brown-and-white she-cat with golden eyes.

Briarpatch lived all of her life in a Twoleg den, with housefolk Ramie and James.

She first met Cricketface when the tom was out collecting herbs. He was startled to find a small kittypet watching him collect herbs.

Cricketface approached Briarpatch with caution. The two talked and realized they had much in common.

One day Briarpatch revealed to Cricketface that she was expecting his kits. The medicine-cat wanted nothing to do with it and simply left Briarpatch to have the kits on her own. She had the kits, one being a black tom and the other a small silver she-cat. Ramie and James named them Blackie and Viper.

After her kits were taken away, Briarpatch decided to live in WindClan. She died soon after, but we don't know if she remains in StarClan or not.
Cricketface

Cricketface is a lithe, light brown tabby tom with blue eyes and a white chest and paws.

## Education

### Mentor(s)

Kestrelflight

Cricketface was born a warrior. But after an injury to his leg, his hopes and dreams collapsed. The young cat was devastated to find out that he had to train as a medicine-cat, but he quickly caught on to all the herbs and remedies.

As a medicine-cat, his rules were to not have a mate, or even kits. Cricketface wasn't the first medicine-cat to break that rule. On a mission while collecting herbs, he met Briarpatch. They talked and quickly realized that they had a lot in common.

A few moons later, Briarpatch told him that she was expecting his kits. Cricketface didn't remember how much time he'd been spending with Briarpatch. He denied her and walked away from love.

One leaf-bare, Cricketface was collecting catmint near the river. A small gray tabby she-cat was there, watching his every move. At one moment, he had stepped slightly inside the borders of RiverClan.

The she-cat snarled and leapt on him, pinning him to the ground. Cricketface pushed her off and snarled back. The two cats talked for a moment, introducing themselves. The she-cat's name was Lakeshine. *Lakeshine.* Cricketface tried to forget about the encounter, but Lakeshine's name kept popping up in his mind. One day, he and Lakeshine were sitting near each other, and finally, Lakeshine revealed a secret.

She was expecting Cricketface's kits.

Cricketface knew this shouldn't be happening, but he accepted it. He said that the kits would have to grow up in RiverClan without a father. He knew their names; Dandelionbreeze, Honeyflower, Turtlepelt, and Tortoisenose; but he had decided never to love again.
Gust of Wind

*2nd-level evocation*
 Range
 Components
 Duration

A strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose. Each creature that starts its turn in the line must pass a Strength save or be pushed 15 feet away in the line's direction.

Any creature in the line must spend 2 feet of movement for every 1 foot when moving closer to you.

The gust disperses gas or vapor, and it extinguishes unprotected flames. Protected flames have a 50 percent chance of being extinguished.

As a bonus action, you can change the line's direction.
Viper

Viper is a feisty, headstrong, and beautiful silver she-cat with light blue eyes.

Viper was born to Cricketface and Briarpatch along with Blackie.

Her housefolk is Jessica.

 **Names**
 **Kin**
Mother: Briarpatch
Father: Cricketface
Brother: Blackie
Half-Brother: Turtlepelt
Half-Sisters: Dandelionbreeze, Honeyflower, and Tortoisenose
Mate: Bluejay
Applefoot

Applefoot is a long-furred cream tom with blue eyes.

He met Breezebird when the she-cat was out on a hunting patrol one day. Then, he was called Apple. Breezebird was hostile at first, but Apple had no interest in Clan cats. The only one he knew was Breezebird from his encounter. They soon got to know each other and became mates.

Breezebird gave birth to their only son, Divewhisker, and Apple decided he would join WindClan to help raise his son.
Forget

*Enchantment Cantrip*
 Range
 Components
 Duration

*Sometimes, one just doesn’t want to think about it*

You temporarily suppress a memory, sealing it away from your mind. You can choose either one period of time, a single person, group, or activity, or any other singular thing, such as a plan or proficiency in a single skill. Any creature other than you attempting to access this memory via magic or other means must make a Wisdom saving throw. If they succeed, this spell ends. When the spell ends, the memory returns and springs to your mind, fresh and vivid.
LeafClan

LeafClan was created by the RiverClan warrior Leafshadow and the rogue, Spider.

###

### MEDICINE-CAT

Wispfur ----- long-haired silver-and-white she-cat with pale green eyes (Nettleleaf's. sister)

### WARRIORS

Oaktail ----- skinny, solid brown tom with amber eyes

Nettleleaf - brown-and-white tom with pale green eyes (Wispfur's brother)

Falconpelt ----- dark brown tom with golden eyes

Nutwhisker ----- gray-and-white tom with green eyes

Icesplash ----- dark ginger tabby she-cat with a dark gray spot on her head and green eyes

### KITS

Mousekit ----- gray tabby tom-kit with dark blue eyes

Violetkit ----- tan-and-white she-kit with gray eyes

Mudkit ----- brown tom-kit with green eyes

Maplekit ----- silver tabby she-kit with blue eyes

Longkit ----- brown tabby tom-kit with very long legs and blue eyes

Patchkit ----- calico tom-kit with brown eyes
Hallow

*5th-level evocation*
 Range
 Components
 Duration

Touch an area. It can have a radius up to 60 feet, and the spell fails if the radius includes an area already affected by Hallow. The affected area is subject to the following effects.

Celestials, elementals, fey, fiends, and undead can't enter the area, nor can they charm, frighten, or possess creatures in it. Any creature under said effect(s) by them is no longer affected after entering the area. You can exclude types of creatures from this.

You can bind an extra effect to the area. Choose an effect from the following list. When a creature that would be affected enters the spell's area for the first time or starts its turn there, it can make a Charisma save. On a success, the creature ignores the extra effect until it leaves.

* **Courage:** Affected creatures can't be frightened while in the area.
* **Darkness:** Darkness fills the area. Normal and magical light lower than this spell's casted level, can't illuminate the area.
* **Daylight:** Bright light fills the area. Magical darkness lower than this spell's casted level, can't put it out.
* **Energy Protection:** Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
* **Energy Vulnerability:** Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.
* **Everlasting Rest:** Dead bodies in the area can't be turned into undead.
* **Extradimensional Interference:** Affected creatures can't move or travel using teleportation or interplanar means.
* **Fear:** Affected creatures are frightened while in the area.
* **Silence:** No sound can emanate from within the area, and no sound can reach into it.
* **Tongues:** Affected creatures can communicate with any other creature in the area, even if they don't share a common language.
Breezebird

Breezebird is a lithe, silver tabby she-cat with amber eyes.

## Life

As an apprentice, Breezepaw was stubborn, yet loyal to her Clan. When she was a warrior, she broke that loyalty by falling in love with a loner named Apple. Soon after they became mates, Breezebird learned from her brother, the medicine cat, Cricketface, that she was expecting kits. She was scared and didn't know how to prove her loyalty to her clan. She gave birth to one kit, and named him Divekit.

She brought her only kit to Apple. Apple told her he needed to join WindClan to help raise his kit. So he did, and Harestar named him Applefoot.
List of Spells

This is a list of all spells. To view spells by specific criteria, view the appropriate section below.

The shortened terms are as follows:

* Conc.: Concentration
* ATK: Attack roll
* DC: Spell DC
* CHA: Charisma
* CON: Constitution
* DEX: Dexterity
* INT: Intelligence
* STR: Strength
* WIS: Wisdom

## Spells by Class

* Bard Spells
* Cleric Spells
* Druid Spells
* Paladin Spells
* Ranger Spells
* Sorcerer Spells
* Warlock Spells
* Wizard Spells

## Spells by School

* Abjuration Spells
* Conjuration Spells
* Divination Spells
* Enchantment Spells
* Evocation Spells
* Illusion Spells
* Necromancy Spells
* Transmutation Spells

## Spells by Other

* Concentration Spells
* Ritual Spells
* Leveled Cantrips
* Spells with Higher Casting
Explosive Reaction

***Instant Reaction***
 Range
 Duration

You formulate a new instant reaction, a devastating minor explosion. Targeting a point within 15 feet, as an action, you cause an explosion. Creatures within 10 feet of the target point must make a Constitution saving throw against your Spell Save DC, or take 1d10 thunder damage from the shockwave of the explosion.

The damage damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Personnages du Clan de l'Aube

Chef :

Étoile de Lilas - femelle gris perle aux yeux d'un bleu magnifique

Second :

Griffe de Lion - chat roux pâle aux teux bleu glacé

Apprentie : Nuage de Pétales

Soigneur :

Fleur Rouge - mâle roux, presque rouge, aux yeux verts

Combattants (mâles et femelles sans chatons ou qui n'en attenent pas) :

- Feuille de Souci - petite femelle brune aux yeux ambrés

- Poil d'Épineux - matou gris plutôt massif

- Éclat de Givre - chatte blanche aux yeux bleus

- Fleur Bleue : chatte gris-bleu aux yeux bleus

- Serre de Faucon : matou brun tacheté de blanc et de crème

- Rivière de Nuit  : chatte noire, de la couleur de la nuit, aux yeux ambrés

- Taches Rousses : matou roux sombre

- Feuille d'Érable - matou roux sombre aux yeux verts

- Cœur de Loup : mâle gris foncé au pelage épais et aux yeux ambrés

Apprenti : Nuage Gris

- Source Grise : femelle blanche constellée de taches grises eu aux yeux jaunes pétillants

Apprenti : Nuage d'Aigle

- Aile de Chêne : chat brun-doré aux yeux ambrés

Apprentie : Nuage de Violette

- Plume de Cendre : chatte gris sombre aux yeux ambrés

- Pelage Noir : mâle noir aux yeux verts

- Plume Grise : mâle gris

- Plume d'Ombre : chat  gris très foncé, presque noir, aux yeux jaunes

- Poil de Musaraigne : femelle brun clair haute sur pattes

Apprentis (âgés d'au moins six lunes, initiés pour devenir des combattants) :

- Nuage de Pétales : petite femelle blanche aux pelage tacheté de brun et de gris

- Nuage Gris : mâle gris aux yeux verts

- Nuage de Violette  : femelle gris tigré aux yeux bleu-violet

- Nuage d'Aigle : mâle gris foncé aux yeux vert émeraude

Reines (femelle pleines ou en train d'allaiter) :

- Pétale de Pissenlit : femelle roux pâle à l'une des pattes blanche

Mère des petits de Plume d'Ombre : Petit Or (chatonne dorée aux yeux verts) et Petite Braise (chaton roux flamboyant)

Anciens :

- Cœur de Graines : matou crème

- Oreille Blanche : vieille femelle brune à l'une des oreilles blanche

- Plume d'Orme : chat brun très âgé, doyen du Clan
Cleftstar

Cleftfur is a brown tabby tom with green eyes.

He is born to Patchfoot and Clovertail.

As an apprentice, Cleftpaw was cunning and clever, but also had a sense of humor. After he became a warrior, he formed a strong bond with the apprentice Fernpaw. Together they had two litters: Birdnose, Brightpaw, Oakfoot, Nettleclaw, and Berrypaw.
Solitaires, chats domestiques et chats errants

## Les chats domestiques

Les chats domestiques sont parresseux et fainéants, mais aident volontiers leurs amis si ils ont besoin d'un service. Ils ne sont pas méprisés dans les Clans, mais pas les bienvenus non plus, sauf en cas d'extrême urgence. La plupart du temps, ils vivent séparément et évitent de croiser leurs routes, mais il arrive parfois que des chats domestiques s'aventurent dans la forêt, et plus rare encore, qu'ils intègrent un clan. Les chats domestiques sotn pour la plupart inoffensifs.

## Les chats errants

Les chats errants, eux, sont différents : ils sont toujours à chercher les embrouilles, que ce soit avec les clans, les solitaires et les chats domestiques. Ils vivent en groupes, mais sont désorganisés. Ils sont jaloux des Clans qui savent si bien se répartitr les tâches, veiller les uns sur les autres et s'organiser, et c'est pour cela qu'ils les attaquent encore plus que les autres chats.

## Les solitaires

Ils ne représentent pas une menace pour les Clans, contrairement aux chats errants. Ils sont même, pour la plupart, amicaux et serviables. Ils sont généralement les bienvenus dans les Clans si ils ont besoin de leur protection pour une certaine période.
Wiki Clan de l'Aube

## Bienvenue sur le wiki!

Bonjour et bienvenue à tous et à toutes!

   Ce wiki sera consacré à une fan-fiction inspirée de lgdc, nous espérons que cela vous plaira!
- Introduction

- Fiches sur les personnages

- Petites histoires

- Partage

- Images

## Questions :

Si vous avez des questions, des remarques ou des suggestions, n'hésitez pas à les poser dans les commentaires ou sur le mur de discussion de la fondatrice ou d'un administrateur !
Cobwebstring

## **Personality**

Cobwebstring is introverted. She does not like to express her feelings, only opening up to those cats she trusts. She is mostly quiet. But very rarely she talks a bit too much. Cobwebstring is very loyal to cats she loves, and would die for them if she has too. She is also very gentle with kits.

## **Kin**

Cobwebstring's mother is Burntfoot, a orange tabby she-cat with dark blue eyes, Her father is Wingclaw, a dark brown tom with gray eyes. She has two brothers, Waspsting, a yellow tabby tom, and Meadowfire, a dark ginger tom with dark amber eyes,
Membres du wiki

Voici les membres du wiki Clan de l'Aube :

Chef :

Étoile de Violette (Pétale de Violette), chatte grise tigrée aux yeux bleus

Lieutenant :

Lune du Lac (Lune du Lac), femelle crème aux pattes, aux ventre et aux oreilles noirs et aux yeux bleu clair

Apprentie : Nuage de Saule - jolie femelle écaille aux yeux ambrés

Soigneur :

*Pas de soigneur pour l'instant*

Combattants :

*Pas de combattants pour le moment.*

Reine :

Ciel d'Écume (incarnée par Ciel d'Écume)

Mère de Petit Océan et Petit Givre