recursal/Fanatic-Fandom huggingface dataset:
Bestow Curse

Level: 3

Casting Time: 1 action

Range: Touch

Duration: Concentration, up to 1 minute

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

* Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
* While cursed, the target has disadvantage on attack rolls against you.
* While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
* While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A *remove curse* spell ends this effect. At the GM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse's effect.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

**Source:** *PHB*, page 218. Available in the SRD.
Broken Earth Hubs and Landmarks

## Ebbensile

Philopie

Ordus

Dwarve's Landing

Blythe

College of Arcana

College of Fighters

College of Finesse

College of Ranged Fighters

College of Nature

College of Language

Broken Earth Monestery

Merchant's Guild

Guild of Agriculture

Guild of Architecture

Alchemist's Guild

Smither's Guild

Knacker's Guild

## Leushlan

Elodia

Dragon Marsh

Thu'Wind

Temple of Life

Fae Gate

Island of the Fae

Bramberry Farmlands

Leaf-Let Falls

Dundee Hills

Splintered Coast

River Fork

Sunrise Gulf

Mourning

Estes

## Seilsan

Kaliepys City

Astor

Listless Lake

Hakaar

Tomb Dunes

Horn Valley

Sea Breeze

Frellan Islands

Frella's Cove

## Du-Kah

Beaten Civility

Grimm

The Goblin Mines

Hedonis
Identify

Level: 1

Casting Time: 1 minute

Range: Touch

Duration: Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether 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.

**Source:** *PHB*, page 252. Available in the SRD.
Engor

Engor is the god of inhibition. This is often attributed to be a hapless choice, and Engor's name is cursed more than it is worshiped. His land of influence, south of Du-Kah, has been deserted by both follower and god alike. He is depicted as lazy and indifferent. There never seems to be any retribution for the insults, simply because he seems not to care what anyone thinks of him. His worshipers, and the term is used loosely, might generally be addicts.

## Appearance

Engor is often shown to be a human male. There are many myths of him walking the land, and he is described as disheveled, unkempt, and underwhelming. Due to the amount of accounts, we can reasonably believe he was among us until he lost interest, and abandoned his land and his people. He is often shown to be lounging, drinking, and sleeping.

## Relationships

Engor maintains the fewest relationships of any deity. He seems not to mind, and being a god, we must be humble enough to believe there are more interesting things in the universe than the happenstances of the Broken Earth. He maintains no relationships. Not with other gods, not with any potential worshipers. He seems to have completely abandoned this project and moved on to different interests, if he has interest in a way we can tangibly comprehend.

## Offering Preferences

#### Preferred Alchemic Properties

Engor has not expressed many preferences in offering.

## Common Myths

Gifts of the Deities

Hedon's Crumbling

The Unbreakable One
Fire Shield

Level: 4

Casting Time: 1 action

Range: Self

Duration: 10 minutes

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

**Source:** *PHB*, page 242. Available in the SRD.
Confusion

Level: 4

Casting Time: 1 action

Range: 90 feet

Duration: Concentration, up to 1 minute

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

 2-6
 7-8
 9-10

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

**Source:** *PHB*, page 224. Available in the SRD.
Enchantment Spells Alphabetical

Animal Friendship

Animal Messenger

Antipathy/Sympathy

Bane

Bless

Calm Emotions

Catnap

Charm Monster

Charm Person

Command

Compelled Duel

Compulsion

Confusion

Crown of Madness

Dissonant Whispers

Dominate Beast

Dominate Monster

Dominate Person

Encode Thoughts

Enemies Abound

Enthrall

Fast Friends

Feeblemind

Friends

Geas

Gift of Gab

Glowing Coin

Heroism

Hex

Hideous Laughter

Hold Monster

Hold Person

Incite Greed

Irresistible Dance

Mass Suggestion

Modify Memory

Motivational Speech

Power Word Kill

Power Word Pain

Power Word Stun

Psychic Scream

Sleep

Suggestion

Synaptic Static

Vicious Mockery

Zone of Truth
Dissonant Whispers

Level: 1

Casting Time: 1 action

Range: 60 feet

Duration: Instantaneous

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

***At Higher Levels.***

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

**Source:** *PHB*, page 234
Disguise Self

Level: 1

Casting Time: 1 action

Range: Self

Duration: 1 hour

You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

**Source:** *PHB*, page 233. Available in the SRD.
Blindness/Deafness

Level: 2

Casting Time: 1 action

Range: 30 feet

Duration: 1 minute

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

**Source:** *PHB*, page 219. Available in the SRD.
Compulsion

Level: 4

Casting Time: 1 action

Range: 30 feet

Duration: Concentration, up to 1 minute

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect.

A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.

**Source:** *PHB*, page 224. Available in the SRD.
Elemental Bane

Level: 4

Casting Time: 1 action

Range: 90 feet

Duration: Concentration, up to 1 minute

Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.

***At Higher Levels.***

When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

**Source:** *XGE*, page 155. Also found in *EEPC*, page 17.
Augury

Level: 2

Casting Time 1 minute

Range: Self

Duration: Instantaneous

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens:

* Weal, for good results
* Woe, for bad results
* Weal and woe, for both good and bad results
* Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.

**Source:** *PHB*, page 215. Available in the SRD.
Resistance

Level: Cantrip

Casting Time: 1 action

Range: Touch

Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

**Source:** *PHB*, page 272. Available in the SRD.
Locate Creature

Level: 4

Casting Time: 1 action

Range: Self

Duration: Concentration, up to 1 hour

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close--within 30 feet--at least once. If the creature you described or named is in a different form, such as being under the effects of a *polymorph* spell, this spell doesn't locate the creature.

This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

**Source:** *PHB*, page 256. Available in the SRD.
True Resurrection

Level: 9

Casting Time: 1 hour

Range: Touch

Duration: Instantaneous

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.

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 10 feet of you.

**Source:** *PHB*, page 284. Available in the SRD.
Fly

Level: 3

Casting Time: 1 action

Range: Touch

Duration: Concentration, up to 10 minutes

You touch a willing creature. The target gains a flying speed of 60 feet 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.

**Source:** *PHB*, page 243. Available in the SRD.
Gust of Wind

Level: 2

Casting Time: 1 action

Range: Self (60-foot line)

Duration: Concentration, up to 1 minute

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

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

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

**Source:** *PHB*, page 248. Available in the SRD.
Encode Thoughts

Level: Cantrip

Casting Time: 1 action

Range: Self

Duration: 8 hours

Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.

If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.

Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)

**Source:** *GGR*, page 47
Floating Disk

Level: 1

Casting Time: 1 action

Range: 30 feet

Duration: 1 hour

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

**Source:** *PHB*, page 282. Available in the SRD (as "Floating Disk").
Contingency

Level: 6

Casting Time: 10 minutes

Range: Self

Duration: 10 days

Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell--called the contingent spell--as part of casting *contingency*, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a *contingency* cast with *water breathing* might stipulate that *water breathing* comes into effect when you are engulfed in water or a similar liquid.

The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then *contingency* ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one *contingency* spell at a time.

If you cast this spell again, the effect of another *contingency* spell on you ends. Also, *contingency* ends on you if its material component is ever not on your person.

**Source:** *PHB*, page 227. Available in the SRD.
Create Food and Water

Level: 3

Casting Time: 1 action

Range: 30 feet

Duration: Instantaneous

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

**Source:** *PHB*, page 229. Available in the SRD.
Cam Campagne Wiki

**Welcome to the Broken Earth Lexicon.**
The history of the world is a complicated, expansive subject. Furthermore, it is being added to every day. It would be impossible to collect all first-person documentation, all shifts in political structure, all natural and chaotic changes.... But that will not stop me from trying! These pages are a work in progress, and shall forever be. I will remain diligent, over the span of this life, and I am confident, many more. I dedicate this lexicon, my lifes' work, to Philopie. May my efforts please her so she may show favor to my bloodline.

NOTE TO THE READER: These pages have been imbued with godly magic. One is not meant to learn the secrets of the world effortlessly. If the lexicon hides certain information from you, trust that you are not meant to know it. Perhaps in the future it will become apparent. I have tried to organize this information in a way that common and deeper knowledge are grouped together separately. Pages with a "20" symbolize deeper knowledge, and should only be viewed after express consent from your DM. Common knowledge pages that have information barriers will hide the ink, like so:

<div id="SpoilerAlert">

What did I just say!?

</div>

This is with the hope that it will make it easier to navigate. With that, let us begin!

History of broken Earth

Broken Earth Hubs and Landmarks

Broken Earth Pantheon

Yearly Calendar

Races of Broken Earth

People of Broken Earth

Your Journey

Languages of Broken Earth

Arcana and Alchemy

-Gladium Veir, Intellectual

## Table of Contents

PlaceholderHistory of Broken EarthPlaceholderBroken Earth Hubs and LandmarksPlaceholderBroken Earth PantheonPlaceholderYearly CalendarPlaceholderRaces of Broken EarthPlaceholderPeople of Broken EarthPlaceholderYour JourneyPlaceholderLanguages of Broken EarthPlaceholderArcana and Alchemy

*Need help building out this community?*

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!
Irresistible Dance

Level: 6

Casting Time: 1 action

Range: 30 feet

Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell.

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.

**Source:** *PHB*, page 264. Available in the SRD (as "Irresistible Dance").
Protection from Poison

Level: 2

Casting Time: 1 action

Range: Touch

Duration: 1 hour

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

**Source:** *PHB*, page 270. Available in the SRD.
Prismatic Spray

Level: 7

Casting Time: 1 action

Range: Self (60-foot cone)

Duration: Instantaneous

Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.

**1. Red.** The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.

**2. Orange.** The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.

**3. Yellow.** The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

**4. Green.** The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.

**5. Blue.** The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.

**6. Indigo.** On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

**7. Violet.** On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)

**8. Special.** The target is struck by two rays. Roll twice more, rerolling any 8.

**Source:** *PHB*, page 267. Available in the SRD.
Commune

Level: 5

Casting Time: 1 minute

Range: Self

Duration: 1 minute

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the GM might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret.

**Source:** *PHB*, page 223. Available in the SRD.
Sending

Level: 3

Casting Time: 1 action

Range: Unlimited

Duration: 1 round

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

**Source:** *PHB*, page 274. Available in the SRD.
Necromancy Spells By Level

## Necromancy Cantrip

Chill Touch

Sapping Sting

Spare the Dying

Toll the Dead

## Necromancy Lvl 1

Cause Fear

False Life

Inflict Wounds

Ray of Sickness

## Necromancy Lvl 2

Blindness/Deafness

Gentle Repose

Ray of Enfeeblement

## Necromancy Lvl 3

Animate Dead

Bestow Curse

Feign Death

Life Transference

Revivify

Speak with Dead

Vampiric Touch

## Necromancy Lvl 4

Blight

Shadow of Moil

## Necromancy Lvl 5

Contagion

Danse Macabre

Enervation

Negative Energy Flood

Raise Dead

## Necromancy Lvl 6

Circle of Death

Create Undead

Eyebite

Harm

Magic Jar

Soul Cage

## Necromancy Lvl 7

Finger of Death

Resurrection

Tether Essence

## Necromancy Lvl 8

Clone

Horrid Wilting

## Necromancy Lvl 9

Astral Projection

Time Ravage

True Resurrection
Tieflings

Tieflings stem from the local wildlife of Seilsan, evolving into a humanoid race after the gift of knowledge granted by Philopie. Some tieflings have a more visible parentage to a horned dingo, goat, sheep, or other horned animal, but it is a widely used insult to assume that a tiefling's heritage comes from a common or stupid creature.

## Description

This race is connected to the moon, and can be able to cast transmutation magic. Occasionally, they will be connected to the sun and can be able to cast divination magic, though this is more rare. They can vary greatly in physical appearance. From pink to black skin, monochrome to vitigilic, bare to covered in fur, maybe a tail, their one constant trait is a pair of horns near the hairline. Tieflings reach maturity at 18 and can live to be about 200 years old.

## Stereotypes

Tieflings are sometimes stereotyped to operate like a hive mind and be incredibly stupid, like sheep. Due to their history of slavery by the elves, there are severely negative relations and beliefs about each other held by each race. Other than their rocky history with elves, most races have little to say about tieflings.

## Racial Relations

 Goblins | While tieflings do not support slavery, they find goblins to be sub-intelligent creatures. They hate that goblins look up to them, and tend to value their own safety over aiding a goblin.
Sylvan Alphabetic Glossary

OO
--

OO-OU-YEE: Alphabet

OO-GNAY: Genetalia, reproductive organs

OOH-ROO: Time

## OUW

OU-FA: To pass from a distance

OH
--

OH-VU: To do

OR-THUS: God Ordus; law, order

OH-CHOO: Zero, none, no

## OUGH

OUGH-YAY: Yes

OUGHT-LAN: Flower

EE
--

EE-YUH(R): I

EE-YAH(R): We

IH
--

AY
--

AH
--

AH-FE: One

A-HACH: To hunt

EH
--

EHNG-OR: God Engor

EH-LO-THI-US: God Elodius

EHLF: Elf

EH-PET: Good, moral

EHR: A (a)

EU
--

UH
--

Y

M

MOR-KITH: God Morkith

MAHNJ: To die

MER-OUL: Tree

N

NAY: Five

NG
--

NGAH: To appreciate

K

KEE-VIK: To dislike

KEE-PET: God Kippet

KAH-LIH-EHP-YES: Goddess Kaliepys

T

TEE-JIN: Goblin

TS
--

TSEE: Nine

W

WOO-ZHOO: Wind

WOHM: Seven

WEH: The (m)

L

LOO-RAY: God

V

F

FEE-LO-PEE: Goddess Philopie

FIH-LOP: To think

FEHNG: Six

FEH-PEH: Group, collection

FREH-LLA: Goddess Frella

H

HEEW: To show, to lead

HIH-MIH-NIH: Good, enjoyable

P

POOSH: To be

PA-MEH: Two

R

REH: The (a)

RU-YEER: Soul

RU-YEER-ZHAY-VOU: Soul-reflection; worship

RIL: To cast

J

JUTS: To slide past

JON: Four

JI-RESH: Creature

ZH
--

ZHUH(R): They (singular)

ZHUH-YA(R): They (plural)

ZHAY-VOU: To reflect, to meditate

S

SEEL-VAN: Sylvan

SH
--

SHOOT: Eight

SHEE(R): You

SHEE-YAH(R): Y'all

SHIM-AY: To have

TH
--

THOON: Again

THEH: Three

CH
--

CHOO-HIH-MIH-NIH: Bad

CHEH: A (m)

CHAY-US: God Chaos; wild, chaos

CHAH-KIH: Evil, wrong
Wall of Water

Level: 3

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 10 minutes

You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.

Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.

**Source:** *XGE*, page 170. Also found in *EEPC*, page 23; *VGM*, page 116; *MOT*.
Races of Broken Earth

This is far from an extensive list of races in our world. It was tempting to seek out a comprehensive list of all the possible creatures one *could* run into. After some contemplation, I decided that there are enough people out there seeking to make collections of information on monsters and other beings. They are available for sale. I focus more on intelligent races and their genetic history. It is interesting to know about all the seemingly impossible things that exist, but I believe it is more useful to have a comprehensive knowledge about races you are *likely* to run into (that is, unless, you are a hermit). Ones you should have a basic understanding of, and respect for.

## Genetic Mutations

### Goblins

\*\*\*Please note that any race will have the "small" size and -5 walk speed if they are from the Frellan Islands due to the natural insular dwarfism of island life.
Seeming

Level: 5

Casting Time: 1 action

Range: 30 feet

Duration: 8 hours

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.

The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

**Source:** *PHB*, page 274. Available in the SRD.
Wrath of Nature

Level: 5

Casting Time: 1 action

Range: 120 feet

Duration: Concentration, up to 1 minute

You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.

***Grasses and Undergrowth.***

Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.

***Trees.***

At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.

***Roots and Vines.***

At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.

***Rocks.***

As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.

**Source:** *XGE*, page 171
Passwall

Level: 5

Casting Time: 1 action

Range: 30 feet

Duration: 1 hour

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

**Source:** *PHB*, page 264. Available in the SRD.
Protection from Evil and Good

Level: 1

Casting Time: 1 action

Range: Touch

Duration: Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

**Source:** *PHB*, page 270. Available in the SRD.
Wall of Stone

Level: 5

Casting Time: 1 action

Range: 120 feet

Duration: Concentration, up to 10 minutes

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot- by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM's discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

**Source:** *PHB*, page 287. Available in the SRD.
Warding Bond

Level: 2

Casting Time: 1 action

Range: Touch

Duration: 1 hour

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

**Source:** *PHB*, page 287. Available in the SRD.
Primordial Ward

Level: 6

Casting Time: 1 action

Range: Self

Duration: Concentration, up to 1 minute

You have resistance to acid, cold, fire, lightning, and thunder damage for the spell's duration.

When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.

**Source:** *XGE*, page 163. Also found in *EEPC*, page 21.
Shatter

Level: 2

Casting Time: 1 action

Range: 60 feet

Duration: Instantaneous

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

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

**Source:** *PHB*, page 275. Available in the SRD.
Phantasmal Force

Level: 2

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

**Source:** *PHB*, page 264
Searing Smite

Level: 1

Casting Time: 1 bonus action

Range: Self

Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

***At Higher Levels.***

When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.

**Source:** *PHB*, page 274
Remove Curse

Level: 3

Casting Time: 1 action

Range: Touch

Duration: Instantaneous

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.

**Source:** *PHB*, page 271. Available in the SRD.
Pass without Trace

Level: 2

Casting Time: 1 action

Range: Self

Duration: Concentration, up to 1 hour

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

**Source:** *PHB*, page 264. Available in the SRD.
Shape Water

Level: Cantrip

Casting Time: 1 action

Range: 30 feet

Duration: Instantaneous or 1 hour (see below)

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

* You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
* You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
* You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
* You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

**Source:** *XGE*, page 164. Also found in *EEPC*, page 21; *EGW*.
Zone of Truth

Level: 2

Casting Time: 1 action

Range: 60 feet

Duration: 10 minutes

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

**Source:** *PHB*, page 289. Available in the SRD.
Investiture of Stone

Level: 6

Casting Time: 1 action

Range: Self

Duration: Concentration, up to 10 minutes

Until the spell ends, bits of rock spread across your body, and you gain the following benefits:

* You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
* You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.

**Source:** *XGE*, page 159. Also found in *EEPC*, page 19.
Teleportation Circle

Level: 5

Casting Time: 1 minute

Range: 10 feet

Duration: 1 round

As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.

Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence--a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.

**Source:** *PHB*, page 282. Available in the SRD.