recursal/Fanatic-Fandom huggingface dataset:
Transmutation Spells Alphabetical

Alter Self

Animal Shapes

Animate Objects

Awaken

Barkskin

Blink

Bones of the Earth

Catapult

Control Flames

Control Water

Control Weather

Control Winds

Cordon of Arrows

Create Homunculus

Create Magen

Create or Destroy Water

Darkvision

Disintegrate

Dragon's Breath

Druidcraft

Earthbind

Earthen Grasp

Elemental Bane

Elemental Weapon

Enhance Ability

Enlarge/Reduce

Erupting Earth

Etherealness

Expeditious Retreat

Fabricate

Feather Fall

Flame Arrows

Flesh to Stone

Fly

Gaseous Form

Giant Insect

Glibness

Goodberry

Guardian of Nature

Gust

Haste

Heat Metal

Immovable Object

Investiture of Flame

Investiture of Ice

Investiture of Stone

Investiture of Wind

Jump

Knock

Levitate

Lightning Arrow

Longstrider

Magic Stone

Magic Weapon

Magnify Gravity

Mass Polymorph

Meld into Stone

Mending

Message

Mold Earth

Move Earth

Passwall

Plant Growth

Polymorph

Prestidigitation

Primal Savagery

Purify Food and Drink

Pyrotechnics

Regenerate

Reincarnate

Reverse Gravity

Rope Trick

Sequester

Shape Water

Shapechange

Shillelagh

Skill Empowerment

Skywrite

Slow

Speak with Plants

Spider Climb

Spike Growth

Stone Shape

Swift Quiver

Telekinesis

Temporal Shunt

Thaumaturgy

Thorn Whip

Time Stop

Tiny Servant

Transformation

Transmute Rock

True Polymorph

Water Breathing

Water Walk

Wind Walk

Zephyr Strike
Wrathful Smite

Level: 1

Casting Time: 1 bonus action

Range: Self

Duration: Concentration, up to 1 minute

The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

**Source:** *PHB*, page 289
Tiny Servant

Level: 3

Casting Time: 1 minute

Range: Touch

Duration: 8 hours

You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics.

As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.

When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.

***At Higher Levels.***

When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.

**Source:** *XGE*, page 168
Philopie

Philopie is the goddess of knowledge. She is highly respected far beyond her area of influence in southern Ebbensile. Most creatures with cognitive thought offer some amount of prayer towards her for the gift we are blessed with. She is presumed to be all-knowing, just, truthful, and intolerant of anyone she considers to be of low intellect or wisdom. Philopie's dedicated worshipers are interested in broadening their knowledge, and learning secrets of the world. Many magic-users are devoted to her.

## Appearance

Philopie has been painted in many different lights, but she is often faceless, or her head is obscured. Devout worshipers will find an attempt to depict her face is incredibly pompous and disrespectful. It is seen as an arrogant assumption that they could capture her visage, and therefore her mind. Philopie will normally be shown in a robe, with tomes, scrolls, and a multitude of artifacts and spell components. She is usually depicted with the peppermint plant.

## Relationships

Philopie is in a long-lasting celestial marriage with Ordus. They bring balance to each other and their combined efforts are known to be extremely well made. With other deities, Philopie is known to have a sort of motherly relationship. Many go to her for advice, but it seems few would admit to it. Philopie is not one to hold grudges, but she doesn't spare much thought for others' feelings. This leads to her being portrayed by some as excessively rude or high and mighty. She does not maintain particularly close relationships aside from her spouse, and spends much of her time engaged in her own intellectual pursuits.

Often, Philopie's worshipers do not pose many questions in prayer. At least, not ones they intend to be answered. Philopie expects her devotees to be looking for answers of their own accord. She only responds when a situation is immensely complicated, and piques her interest. She is not known to offer advice freely to mortals.
Produce Flame

Level: Cantrip

Casting Time: 1 action

Range: Self

Duration: 10 minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

**Source:** *PHB*, page 269. Available in the SRD.
Yearly Calendar

A year on Broken Earth consists of nine months, each five weeks. There are also weeks dedicated to seasonal awareness, totaling at four; one for each season. The current year is 9,998 B.E.

VOID

This week is a godless time. The sun blinks out and the world goes dark. It represents the world before they stepped in to create it. There is little life, and people seem to take longer to recover from any injuries.

Chaom is the month of Chaos. People tend to actively avoid any serious planning or events in this time, as it is very likely to go in an unexpected direction.

Ordom is the month of Ordus. It is full of structure and rigidity. Many people schedule personal events during this time in the hopes that it will make things come out in their favor.

**CREATION**

This week is widely celebrated, as many plants have their best bloom during this time. It is a time of generosity.

Kippom is the month of Kippet. The plants continue to grow quickly and wildly.

Elodem is the month of Elodius. Many of the plants begin to fruit during this time, and most baby animals are born.

Fren is the month of Frella. Many take this as a time to relax and be around the people they like best. Many take time off of work or shorten their hours to enjoy the sun.

**DECAY**

It is during this week that the weather starts to cool, and leaves begin to fall. Some view this as a necessary cycle for life, and other's take it as a sign to act out on bad urges they might have.

Kaliem is the month of Kaliepys. It is cool and breezy, and late blooming fauna begins to fruit around this time. Many people find love in this month.

Engom is the month of Engor. The trees are bare by the end of the month. Many people avoid setting major goals in this month, as they have a tendency to fall through.

**HIBERNATION**

The majority of the world spends this week in a deep sleep. Those that hibernate must carefully prepare in order to prevent those that stay awake from taking advantage of their unconsciousness.

Philom is the month of Philopie. It is cold out by this time, and many people stay indoors to focus on mental pursuits.

Morkom is the month of Morkith. The weather is brutal and intense. Large shifts in the balance of power tend to happen towards this time.
Mighty Fortress

Level: 8

Casting Time: 1 minute

Range: 1 mile

Duration: Instantaneous

A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.

The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress's outer wall.

A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.

A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.

The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM's discretion.

After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.

Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.

**Source:** *XGE*, page 161. Also found in *AitFR*, page 10; *AitFR*, page 12.
Toll the Dead

Level: Cantrip

Casting Time: 1 action

Range: 60 feet

Duration: Instantaneous

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

**Source:** *XGE*, page 169
Swift Quiver

Level: 5

Casting Time: 1 bonus action

Range: Touch

Duration: Concentration, up to 1 minute

You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.

On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.

**Source:** *PHB*, page 279
Spells by Cast

### **DISCLAIMER:**

The spells listed below can all be found at 5e tools. They track all official (and then some) things associated with vanilla DnD. I am too in over my head to create any of this and pass it off on my own. I am not affiliated with 5e tools, nor do I generate any income from this! Please feel free to search through their database for all spells. The only spell NOT accepted is "Spirit Guardians." Any other spell listed on 5e tools is authorized.
Unanimous Prayer

This holiday is universally celebrated throughout the Broken Earth. It is a time of worship and thankfulness for the material plane and all of the life flourishing in it. People pack themselves into temples to pray, and attend holy celebrations. After the week of Void, everyone is eager to see the world flourish back to life. The plants revive, animals return from hiding, and the spring season begins.

People do celebrate differently, depending on their region, their deity, and their preferred form of worship. Regardless of how it is done, almost everyone and everything has a god they pray to, even if it is Engor.
Telepathy

Level: 8

Casting Time: 1 action

Range: Unlimited

Duration: 24 hours

You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.

Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.

**Source:** *PHB*, page 281
Sapping Sting

Level: Cantrip

Casting Time: 1 action

Range: 30 feet

Duration: Instantaneous

You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

**Source:** *EGW*, page 189
Mold Earth

Level: Cantrip

Casting Time: 1 action

Range: 30 feet

Duration: Instantaneous or 1 hour (see below)

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

* If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
* You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
* If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 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 162. Also found in *EEPC*, page 21.
Shillelagh

Level: Cantrip

Casting Time: 1 bonus action

Range: Touch

Duration: 1 minute

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

**Source:** *PHB*, page 275. Available in the SRD.
Sylvan Uprising

It is generally accepted within academic communities that the surge of fae influence over Lueshlan occured when it did due to the humanoid rights violations they were committing with their booming trafficking industry. The fae have always had a strong pull over Leushlan land, but during this time, it surged.

Elves were suddenly succumbing to fae charms, and were entranced. They would change overnight, basking in the moonlight then wandering further north into the forests. Farmers, people of the cloth, high ranking officials, and even the Elodian king were affected with what was locally called "moonlust." Hundreds of of hundreds elves abandoned their livelihoods and their families to travel towards the thickest forest in the north towards Tserre.

There was a quick effort to combat this, and the Fae Gate was erected to minimize the influence over Leushlan. It worked quite well, and things returned to the way they once were. This didn't return the thousands of elves that had left, slicing down the population of the area.
Magnify Gravity

Level: 1

Casting Time: 1 action

Range: 60 feet

Duration: 1 round

The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.

Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.

***At Higher Levels.***

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Time Stop

Level: 9

Casting Time: 1 action

Range: Self

Duration: Instantaneous

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

**Source:** *PHB*, page 283. Available in the SRD.
Planar Binding

Level: 5

Casting Time: 1 hour

Range: 60 feet

Duration: 24 hours

With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.

A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th- level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.

**Source:** *PHB*, page 265. Available in the SRD.
Transport via Plants

Level: 6

Casting Time: 1 action

Range: 10 feet

Duration: 1 round

This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.

**Source:** *PHB*, page 283. Available in the SRD.
Orcs

Orcs are the oldest, and only intentionally-and-directly-created-by-the-gods humanoid that exists. Elves, dwarves, and humans stem from the orcs' genetic line. Kippet treats them as his children and is extremely protective of them, which is generally paid back in devout worship. They are very strong-headed and have very different societal structure than the other races.

## Description

This race is connected to the earth, and can be able to cast conjuration magic. Orcs are generally seen by the other races as towering and terrifying. They have large tusks, and often tails or horns. Their skin is designed to seamlessly camouflage with their surroundings, be they orcs of the forest, mountain, or shore. They value the physical world, and by extension their physical selves, very highly. Orcs reach maturity at 8 years of age, and can live up to 400 years, but they generally don't reach old age.

## Stereotypes

Orcs are often greeted with fear from the other races of the Broken Earth. Normally, this suits them just fine. They are well known for their goblin slave trade with Elodia in Leushlan, and almost every orc is assumed to be a slaver. They are seen as cold, calculated, and unfeeling; purely driven by bloodlust.

## Racial Relations

 Goblins | Goblins are currently enslaved by the orcs. Their race is seen as a failed attempt at a successful orc, and their shortcomings are viewed as genetic impurities, regardless of the fact that many times, the orcs were the cause of said shortcomings.
Motivational Speech (Spell)

Level: 3

Casting Time: 1 minute

Range: 60 feet

Duration: 1 hour

You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.

***At Higher Levels.***

When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.

**Source:** *AI*, page 77
Sunburst

Level: 8

Casting Time: 1 action

Range: 150 feet

Duration: Instantaneous

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

This spell dispels any darkness in its area that was created by a spell.

**Source:** *PHB*, page 279. Available in the SRD.
Time Ravage

Level: 9

Casting Time: 1 action

Range: 90 feet

Duration: Instantaneous

You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age.

**Source:** *EGW*, page 189
Necromancy Spells Alphabetical

Animate Dead

Astral Projection

Bestow Curse

Blight

Blindness/Deafness

Cause Fear

Chill Touch

Circle of Death

Clone

Contagion

Create Undead

Danse Macabre

Enervation

Eyebite

False Life

Feign Death

Finger of Death

Gentle Repose

Harm

Inflict Wounds

Life Transference

Magic Jar

Negative Energy Flood

Raise Dead

Ray of Enfeeblement

Ray of Sickness

Resurrection

Revivify

Sapping Sting

Shadow of Moil

Soul Cage

Spare the Dying

Speak with Dead

Tether Essence

Time Ravage

Toll the Dead

True Resurrection

Vampiric Touch
Maze

Level: 8

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 10 minutes

You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.

The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).

When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

**Source:** *PHB*, page 258. Available in the SRD.
Tongues

Level: 3

Casting Time: 1 action

Range: Touch

Duration: 1 hour

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

**Source:** *PHB*, page 283. Available in the SRD.
Transformation (Spell)

Level: 6

Casting Time: 1 action

Range: Self

Duration: Concentration, up to 10 minutes

You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can't cast spells, and you gain the following benefits:

* You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.
* You have advantage on attack rolls that you make with simple and martial weapons.
* When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
* You have proficiency with all armor, shields, simple weapons, and martial weapons.
* You have proficiency in Strength and Constitution saving throws.
* You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.

Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

**Source:** *XGE*, page 168
Snowball Swarm

Level: 2

Casting Time: 1 action

Range: 90 feet

Duration: Instantaneous

A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.

***At Higher Levels.***

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

**Source:** *XGE*, page 165. Also found in *EEPC*, page 22.
Mass Cure Wounds

Level: 5

Casting Time: 1 action

Range: 60 feet

Duration: Instantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

**Source:** *PHB*, page 258. Available in the SRD.
Temple of the Gods (Spell)

Level: 7

Casting Time: 1 hour

Range: 120 feet

Duration: 24 hours

You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.

You make all decisions about the temple's appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.

The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.

The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.

In addition, the sensors created by divination spells can't appear inside the temple, and creatures within can't be targeted by divination spells.

Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).

The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.

Casting this spell on the same spot every day for a year makes this effect permanent.

**Source:** *XGE*, page 167
Stone Shape

Level: 4

Casting Time: 1 action

Range: Touch

Duration: Instantaneous

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.

**Source:** *PHB*, page 278. Available in the SRD.
Plant Growth

Level: 3

Casting Time: 1 action or 8 hours

Range: 150 feet

Duration: Instantaneous

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.

You can exclude one or more areas of any size within the spell's area from being affected.

If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

**Source:** *PHB*, page 266. Available in the SRD.
Major Image

Level: 3

Casting Time: 1 action

Range: 120 feet

Duration: Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

**Source:** *PHB*, page 258. Available in the SRD.
Power Word Heal

Level: 9

Casting Time: 1 action

Range: Touch

Duration: Instantaneous

A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.

**Source:** *PHB*, page 266
Phantom Steed

Level: 3

Casting Time: 1 minute

Range: 30 feet

Duration: 1 hour

A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

**Source:** *PHB*, page 265. Available in the SRD.
Sunbeam

Level: 6

Casting Time: 1 action

Range: Self (60-foot line)

Duration: Concentration, up to 1 minute

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.

You can create a new line of radiance as your action on any turn until the spell ends.

For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.

**Source:** *PHB*, page 279. Available in the SRD.
Silence

Level: 2

Casting Time: 1 action

Range: 120 feet

Duration: Concentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

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

Level: 6

Casting Time: 1 action

Range: 30 feet

Duration: Instantaneous

The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.

**Source:** *XGE*, page 164
Polymorph

Level: 4

Casting Time: 1 action

Range: 40 feet

Duration: Concentration, up to 1 hour

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

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

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

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

**Source:** *PHB*, page 266. Available in the SRD.
Telekinesis

Level: 5

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 10 minutes

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

**Creature.** You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

**Object.** You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

**Source:** *PHB*, page 280. Available in the SRD.
Web

Level: 2

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 hour

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20- foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

**Source:** *PHB*, page 287. Available in the SRD.
Water Walk

Level: 3

Casting Time: 1 action

Range: 30 feet

Duration: 1 hour

This spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

**Source:** *PHB*, page 287. Available in the SRD.
Water Breathing

Level: 3

Casting Time: 1 action

Range: 30 feet

Duration: 24 hours

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

**Source:** *PHB*, page 287. Available in the SRD.
Power Word Kill

Level: 9

Casting Time: 1 action

Range: 60 feet

Duration: Instantaneous

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.

**Source:** *PHB*, page 266. Available in the SRD.
Private Sanctum

Level: 4

Casting Time: 10 minutes

Range: 120 feet

Duration: 24 hours

You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.

When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:

* Sound can't pass through the barrier at the edge of the warded area.
* The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
* Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
* Creatures in the area can't be targeted by divination spells.
* Nothing can teleport into or out of the warded area.
* Planar travel is blocked within the warded area.

Casting this spell on the same spot every day for a year makes this effect permanent.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.

**Source:** *PHB*, page 262. Available in the SRD (as "Private Sanctum").
Telepathic Bond

Level: 5

Casting Time: 1 action

Range: 30 feet

Duration: 1 hour

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.

Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.

**Source:** *PHB*, page 270. Available in the SRD (as "Telepathic Bond").
Meld into Stone

Level: 3

Casting Time: 1 action

Range:Touch

Duration: 8 hours

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.

Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

**Source:** *PHB*, page 259. Available in the SRD.
Ausrüstung

Toram online deutsch Wiki

Waffen

Tränke

Special Gear

Talisman

Straye Badge

Sofys Talisman

Körper Rüstung

Adventurer`s Garb

Leather Armor

Warrior Mail

Mage Robe

Hunter`s Garb

Straye Garb

Forest Wolf Garb

Fightwear

Plate Armor

Magic Crystal Armor

Brutal Dragon Armor

Green Dragon Garb

Aqua Garb

Ooze Armor

Scale Armor

Oracle Robe

Killer Coat

Knight Armor

Magic Swordsman`s Garb

Medic Coat

Outerworld Armor

Brigandine

Armigma

Praetor Suit

Twilight Dress

Assassin Garb

Fortistra

Fortuita Vestibus

Holy Robe

Diomedea Suit

Mozt Armor

Jeremiah Mail

Soldier Armor

Lil Empress Garb

Elfin Armor

Heaven Feather Garb

Zweitwaffe

Buckler

Dolch

Caravan Dagger

Power Knife

Additional Gear

Adventurer`s Knapsack

Belt Pouch

Colon Met

d

e

f

Golemet

Hachigane

Hood

Horns

i

j

k

l

Mage Hat

Neck Goggles

o

Pointed Hat

q

Ribbon

Scholar`s Glasses

Traveler`s Belt

u

v

Warrior Helm

x

y

z
Ashley

Ashley is an NPC first met by party one in the woods near the Sanctuary.

## Backstory

Ashley's parents were long-time members of the Luminaries, a group whose motives are currently unknown to the parties. Nevertheless, one or both of her parents angered the wrong person or people by being in this group, and their house was burned down, killing both of them, Ashley just barely escaping after finding them dead from smoke inhalation. She heavily suspects that this incident was arson.

Since this event, which took place when she was only 10 years old, she has drifted from town to town, and has become a bard in effort to express the pain she lives with.

## Personality/Motives

Ashley is kind and thoughtful towards the player characters, but always seems somewhat wistful and the disconnected. She has been searching for information about the Luminaries for a long time to little success, and asked the party to tell her what they find out in Sanctuary when next they meet.

## Interactions

Ashley met the initial Party 1 on their way from Noxalas to the Sanctuary. They heard her playing one of her songs in the woods surrounding Sanctuary, and approached her, finding her sitting on a large rock next to a pool of water. They startled her into dropping her lute in the pond, but apologized and got it back. After talking for a while, she explained her backstory and asked the party to gather information for her about the Luminaries before leaving.

## Trivia

* Ashley's name is stolen from Ashley Barret, the real-world singer of all of the songs that I play when she's around. This is not the first or the last time John has stolen from Supergiant Games.
Thunderous Smite

Level: 1

Casting Time: 1 bonus action

Range: Self

Duration: Concentration, up to 1 minute

The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

**Source:** *PHB*, page 282