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Weave Breakdown Zone

*"The zone's are the true defining factor to our realm, if they change, the realm changes. We don't truly comprehend their origin, but what we do know is without them life would be very different" - Kreuk Madgeister, Ex-Leader of the Central WBZ Research Association*

## What are they

*Weave Breakdown Zone*'s are singularities that lack the touch of the weave and act as their own 'Core' to their Areas. Within these Area's, only nearest to the 'Core' and some sub-area's are actually 'Abandoned' as some call it, but each Area has its own Zone Temporal Identifier, temperature, climate and much more that defines how they have cultivated in their lifespan.

## The Cardinal Zone's

There are 5 *Cardinal Zone's* that determine the main directions within the Faywild, they are as follows: The Misort Zone, The Braghk Zone, The Plava Zone, The Xorken Zone and The Querve Zone. These make up the 5 Principal Areas of the Faywild, in which there are multiple sub-area's, however for the most part each sub-area stays close to the Principal Law's that are enforced by the corresponding Cardinal Zone.

## The Primordial Zone

All *Weave Breakdown Zone*'s originate from the Primordial Zone, although not much is known about the circumstances that led to this happening. According to the centralised theory, established by Preisht Gahogak, the Primordial Zone was an like an egg that incubated the Faywild, but as it got closer to hatching the gods became wary and tried to destroy it, leading to the fractalised nature of the Faywild. Furthermore, the theory states that originally the Faywild was meant to be many times the size it is, and claims there are many sections of the Faywild that are locked behind the secrets of the *Weave Breakdown Zone*'s, yet that is a matter yet to be attempted by scientists.
Uk'otoa

Uk'otoa is a leviathan Minor Deitie created by Assuna to rule over the sea. During the events of The Parting he chose Jin Sakai to be his champion

## Description

Legend says that Uk'otoa is a large serpent-like creature with three eyes in its head and many eyes along its body

## Abilities

* Uk'otoa is able to communicate with his followers by gifting them dreams and visions.
* As a entity of notable power, Uk'otoa is able to gift his followers with the ability to *Control Water*. He is said to have done this in the past with the Ki'Nau

## Spell List

### Extra spells

 3rd
 4th
 5th
 6th

### Level 3 ability - Star Razor

At level 3 champions of Uk'otoa can cast *See Invisibility,* and *Faerie Fire* (DC 15) one time per day each.

### Level 6 ability - Cloven Crystal

At level 6 champions of Uk'otoa gain a Cloven Crystal somewhere on there body. Throw this Crystal they may cast the following spells once a day:

* Protection from Energy Concentration (Fire only)
* Sheild
* Cone of Cold

### Level 10 ability - Cloven Crystal Upgrade

At level 10 champions can also cast the following spells once a day:

* Counterspell
* Arcane Gate
* Investiture of Flame

## Triva

* Uk'otoa's Spell list abilities are all references to the player charter Fjord from Critical Role
	+ Star Raiser was the weapion Fjord used in the second half of the campaign
	+ Cloven Crystal's where the items Uk'otoa used to try and releases him self
	+ The focus on fire resistance is in reference to Fjords Ring of Fire Resistance
Grimmborn

The Grimmborn the muscular musicians, that roam the lands in bands.

## Appearance

The Grimmborn born from the darkness that dwells within the shadows, the Grimmborn have an imposing size they're thick shoulders and pseudo-quadrupedalism and long arms. When they walk long distance they use there thick skin knuckles to travel the lands without expending much energy. However the palms of there hands are soft and supple. There faces are mask-like, each related from there imposing past and monstrous history.
Seraphim

Seraphim is a Pure Light Graduate spell

## Effect

*May the lord protect you as you become one of his children, fly above the faithless and become a source of envy of the faithful.*

Protected from the darkness, you create a shield; fly 5ft above the ground and summon a shield with 3d6 hp and an armour class of 10.

*At higher ranks: AC increases by 2, 4 and 6.*

## Table

Protected from the darkness, you create a shield; fly 5ft above the ground and summon a shield with 3d6 hp and an armour class of 10.
At higher ranks: AC increases by 2, 4 and 6.
Temporal Shunt

Temporal Shunt is a Dunamancy Light Teacher rank spell

## Effect

You target the triggering creature, which must succeed on a Intelagence saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it.

At Higher ranks. When you cast this spell using a spell slot of teacher or higher, you can target one additional creature for each rank teacher. All targets must be within 30 feet of each other.

## Table

*At Higher ranks. When you cast this spell using a spell slot of teacher or higher, you can target one additional creature for each rank teacher. All targets must be within 30 feet of each other.*
The Arcane Assembly

The arcane assembly is a assembly of mages that do research into arcane magic that started to crop up a few years ago. Most of them have some sort of divine magic however have started to understand and create there own arcane magic

## History

The Arcane Assembly was created as it become prevalent that magic was something that was not excusive for gods to create.

## Members

Xadore, Archmage of items magic in nature

## Locations

Narazund - The Arcane Assembly sponsor most business in this town

Stormpeak - The Arcane Assembly manufacture items here and offer basic crafting classes
Summoning Magic

Mages that use summoning magic are chosen at birth. Their birth creates a magical force that summons their Jeweled general. When they reach the age of 16 they are send small wooden tiles from the gods, with Celestial translation of these words on said tiles. You can reject any of your summons at any point sending them back to where you got them. The tiles they resve are listed below

Summoners there selves specialise in range and support skills

## List of Tiles

* 2 Rooks - Rooks have a advantage on strength checks and have a +3 to strength
* 2 Bishops - Bishops grant allied creature's within 10 feet 30 temporary health
* 2 Gold generals - Gold generals have +30 movement speed and +5 to there initiative
* 2 Silver generals - Silver generals have +30 movement speed and +3 to there AC's
* 2 Knights - Knights have +5 to initiative and have +30 movement speed
* 2 Lances - Lances have advantage on attack roll's, and +3 to both their AC's
* 2 Pawns - Pawns have advantage on saves

## Summoner Titles

A summoner's Title can be up leveled up using the points on the Skill point system page

## How the Summons Work in Combat

In combat you may have 2 summons out at once with out taking a level of exhaustion per every summon over that. The summons get 2 actions. If they have multi-attack then they may of use that once per turn.

To interact with your summons the actions you may take are listed below alone with there action amount

 Return

### Summoning your Summons

To collect a Summon you must have it agree to join you. You can do this in 2 ways. Intimidation or persuasion. The DM mainly has control over this area and decides the DC

## Summoner skill list

Theses skills can be taken as standard skills as an additional list for summoners

### Monster Reinforcement (B Rank)

You can increases a summons ability scores by 3 for 18 seconds (3 rounds)

### Magic Transfer (A Rank)

Magic transfer allows spells and skills to be cast throw there summons like they were the one casting it or holding it

### Sensory Sharing (C Rank)

Useing this skill you can share up to 3 senses with a summon

### Yuji Analysis (A Rank)

This Analysis allows you to have a continues Analysis of up to 12 targets and allows spells to be cast on them from any range as long as the Analysis is continued
Sorcerer's ranking system

A mage's magical power and skill can be ranked on a ten-level scale, referred to as Magic Stages, with Stage Zero being the highest and Stage Nine the lowest. The idea behind Magic Stages is that a single high-level mage is worth more on the battlefield than many low-level mages.

Mages with magic that defies standard conventions are considered Special Stage. Additionally, Spirit Magic users with offensive spells are capable of attaining Saint Stage, which purifies malice and destroys devils

The stages and examples of mages in them are list listed below
Thundisetr

## Government

Thundisetr is governed by The Pagers, with Lord Jimmy Skillet as the face of the government and his parents King and Queen Skillet as its rulers

## Military

Thundisetr's military consists of the following

* 500 Foot solgers
* 100 mages

They are led by there Lord Jimmy Skillet with the second in command being a slave under Jimmy's control named Commander Heathcliff
Star of Guppy

## Spell

Star of Guppy is a Light King Guppy spell.

## Effect

Reveals all hidden paths, doors, entrances and creatures

Light is a versitle thing it lets the world be bright it lets the earth be warm it lets happiness in our hearts, it expells the dark it can find evry inch of darkness itll find it all

## Table

Light is a versitle thing it lets the world be bright it lets the earth be warm it lets happiness in our hearts, it expells the dark it can find evry inch of darkness itll find it all
Staff of Onyx

The Staff of Onyx is a God Rank Staff that was created by Klyn Onyx

## Appearance

The staff of Onyx is a pitch black staff that is 177cm long with a purply orb made of parts of his 3 Generals:

* Morik Stormhand's phylactery

The bottom of the staff holds a full Magic Crystal. The base of the staff is made from bone

## Features

**Wonderous item, Staff, Requires attunement (by someone who has god rank in Dark Magic)**

While attuned to this staff the user gains the following effects:

* *Indestructible Life.* For every 15 years that pass, your body ages only 1 year, and you are immune to being magically aged.
* *Resistance.* The user gains immunity to Necrotic damage
* *Spell casting ability.* The users base spell casting ability's are all increased to 11 + ability score modifier
* *Mana usage decreases*. When the user rolls a mana roll and rolls a 1 or a 2 the user may reroll the dice however they must take the second roll

*Broom of Flying.* The staff can act like a Broom of Flying

*Regeneration.* At the start of every turn roll a d6. On a 6 the user of the staff regains 8d10 mana and 4d8 hit points

The staff has 17 charges. Theses charges restore at dawn or the end of a long rest.

The charges can be used to cast the following spells at Master rank with a cast roll of 18: Rui's Web (3 charges), Archangel Shootdown (6 charges), Dark Moon (4 charges), Dark Armor (1 charge), Shadow Spike (3 charges)

The charges can also be used to cast any spells with Klyn in there name for 6 charges at there base rank with a cast roll of 18

If you expend the last charge, roll a d20. On a 1, the staff does not regain charges for the next 1d12 days.
The 4 Fang Blades

The **Four Silver Fangblades** are important Serpentine artifacts and weapons created from the Great Devourer's teeth, and are thus

## General Information

### Attunement

No

nearly indestructible—only the magma of Torchfire Mountain is hot enough to destroy them. They appear as silver daggers with ornate designs around the base of the blade and a round gem set at the end of the hilt.
Spirits

Spirits are beings who embody a specific element. They come into being from either a large gathering of natural energy or as offshoots born from a higher Spirits. Their spiritual bodies are capable of taking magical energy and transforming it into natural energy in the form of their respective element which, unlike regular magic, fully obeys the laws of physics.

## Elemental spirits

*Main page: Spirit Magic*

Elemental spirits are a diffrent kid of spirit that normal spirits

## Evolution

There are 3 stages of evolution for Spirits

### Lesser Spirit

Lesser spirits are small creatures made of mana. They have no intelagence and no will of there own. They can be easly manipulated

### Greater Spirit

Greater spirits are spirits that posses more power that lesser spirits and enough intelagence to be sentient
Tsunami

Tsunami is a Water Ice God spell

## Effect

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

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

At the start of each of your turns afeeter the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1 Dice. When the wall reaches 0 feet in height, the spell ends.

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

## Table

When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes bludgeoning damage, or half as much damage on a successful save.
At the start of each of your turns afeeter the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1 Dice. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.
The nurse

Nurses are essential in all situations, quick heals and fast action they are important for every village.

## Profession Features

### Professional opinion

At level 2 when you specialise you can say "in my professional opinion" before saying something that would perform a deception or persuasion check and get advantage for that roll.

### Healing tools

At level 7 you can add a gem worth at least 100 pp to a weapon this class is proficient in and make this a "healing tool", as such if you have the components for a spell when you cast it you roll an intelligence check if it passes a 8+spell level DC the components aren't consumed.

### Sterilisation

At level 9 you can attempt to remove a curse, poison, toxin, disease, or de-buff, the intelligence DC for such is: 20-your level +{0,1,2,3,4} decided by the dm based on lethality and potency. You can do this proficiency score +1 times per long rest, you can only do this twice per creature per day.

### A nurse's touch

At level 13 when you short rest with people they gain 3/4 hp and 0.6 mana instead of normal. You gain the normal amount.

### Nurse's attire

The life of a doctor is dangerous as your often targeted first on battle scenes, at level 17 all armour bonuses from light and medium armour are doubled.

At level 20 stealth disadvantages are removed.

### A nurses life is never done

At level 20 due to your exhausting life you gain these benefits:

* ALL the effects of a long rest on a short rest
* You are unaffected by the first 2 levels of exhaustion
* You are unaffected by level 1 concentration
* When rolling initiative if you get less then your dexterity score your new roll is your dexterity score. eg: roll 6, initiative bonus 4, dexterity score 13,6+4<13 so new roll is 13, initiative is 17.
Tiefling

## Features

* Ability Score Increase. Your Charisma score increases by 2.
* Age. Tieflings mature at the same rate as humans but live a few years longer. Mini age 90. Max HP 80
* Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
* Size. Tieflings are about the same size and build as humans. Your size is Medium.
* Speed. Your base walking speed is 30 feet.
* Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
* Hellish Resistance. You have resistance to fire damage.
* Languages. You can speak, read, and write Common and Infernal.
Storm Dualblade

Storm Dualblade is the devine object used by Dain Ironfoot

## Power

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.

**Devour Soul.** Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Storm Dualblade can be restored to life only by a Wish spell.

**Soul Hunter.** While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened.

*Storm Dualblade* can cast the Haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don't have to.

**Sentience.** *Storm Dualblade* is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.

The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, *Storm Dualblade* also understands every language you know.

**Personality.** *Storm Dualblade* speaks with an imperious tone, as though accustomed to being obeyed. The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The word believes that all matter and energy sprang from a void of negative energy and will one day return to it. *Storm Dualblade* is meant to hurry that process along.

*Storm Dualblade's* hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.

### Awakened

When it devours a soul, *Storm Dualblade* grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep *Storm Dualblade* in hand, you have advantage on attack rolls, saving throws, and ability checks.

If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, *Storm Dualblade* devours your soul.

When you hit with a critical hit on this weapion you do an exstra 4d4 cold damige

You gain a +6 bonus to attack and damage rolls made with this magic weapon.

If the wealer of this weapon is raging you gain an additional +6 bonus to attack and damage rolls made with this weapon
Yukiko Sazama

Yukiko is a human summed from Japan by Ravanger the Great and killed by Dark eclipse

## Description

She was summoned from japan of our world from 2050 in a time line where there was a ww3. Most of the world did not survive a the nuclear war. Because of mutations from the nuclear war she does not resemble most humans. She has a very very short neck to the point it nearly dosent have one. Her arms go all the way down to just above her nee tho she still have full control of them. She was summoned at the age of 13.

## History

She was trained by her summoner, Ravager the great of the big 3. she was then sent on a quest to gain immortality. Only she found it she but could not transport it Ravanger and it was adsorbed state into her. She returned and for that mistake she was torched for 5 days.

## Character Information

She can use arcane magic of all 4 elements. She is also immortal

### Notable Items

* Shortsword
* Cloke of Protection
* Boots of Levitation
Weird

Weird is a Illusion Fire God spell

## Effect

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them.

Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Intelagence saving throw. On a failed save, a creature becomes frightened for the duration.

The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable t hourseat covered in flames. At the end of each of the frightened creature’s turns, it must succeed on a Intelagence saving throw or take psychic damage. On a successful save, the spell ends for that creature.

## Table

Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Intelagence saving throw. On a failed save, a creature becomes frightened for the duration.
The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable t hourseat covered in flames. At the end of each of the frightened creature’s turns, it must succeed on a Intelagence saving throw or take psychic damage. On a successful save, the spell ends for that creature.
The Light Triad

The Light Triad is a party of 3 childhood friends that Sana Daedi joined and briefly Luna Daedi.

## Members

The 3 original members of The Light Triad are

* Drimphaxush Brenxan - A red dragon born who was one of the partys up front weapon fighter
* Quatix Toggletop - A Gnome who uses song magic to boost and help his party members
* Har Minon - A Human who uses a great axe in front line of the party
The Weave

The Weave, controlled by Mystryl or one of her successors, was a way through which raw mana was accessed, tapped into and used by casters of magic. The Weave was the way in which magic presented itself to beings for their use, and it flowed throughout the world, touching almost every corner of existence, with exception of dead-magic zones.

## Nature of the Weave

The Weave was considered many things, including Mystra's body, the source of mana, all the studies of casters, arcane and divine alike, and the many energies and forces that existed around the planes. Many saw it as a "fabric" on which magic was "drawn", and damaging the fabric caused magic to go awry. Some textbooks deliberately falsified the nature of the Weave, as an attempt to limit the knowledge associated with spellcasting.

Casting a spell was equivalent to telling the Weave to rearrange itself to create an effect. However casting any spell would have an effect and diminish the weave and the stronger the spell the worse the effect

## History

During Erra 0 there was there first uprising of arcane magic. However the wizard Atazz Nubelle cast a Titan rank spell and damaged the Weave beyond repare. Becuse of this Mystra locked away the ability for mortals to create there own magic in an event known as the Gridlock

However the 4 elemental gods made a deal with Mystra they the abilaty to cast and create Titan magic would no longer be available but beginner to god rank spells could be cast. They did this so they could have stronger soldiers in the parting.

## Anomalies

Places such as dead-magic zones or wild magic zones were places where the Weave had been damaged or was non-existent.

### Dead Magic Zones

*Main article: Dead-magic zones*
Dead magic zones were places where the Weave was no longer in existence. Both it and its boundaries could be detected in the same way a wild magic zone could, but from outside the zone. Unlike wild magic zones, most casters innately knew when they've stepped into a dead magic zone. A dead magic zone could only be fixed with a *wish* spell or silver fire.
Widowmaker, Dark Blade Of Cruelty

Widowmaker is a scythe used by Jimmy Skillet. It is made of a mages body that was close to death. So she spent the last of her years working out how use her body to create a Devine object so that she can keep consciousness and help future generations to come

## Appearance

A black handled scythe with a blade about 5 foot long coming to a point with a black tip

## Effect

Its Strengthening Phase of its full control spell is to over its self with dark magic to make it sharper and lighter allowing the user to atack with this weapon 3 exstra times per attack action

Its Releasing Phase is to create a body made of pure dark magic that the mind of the mage inhabits. It acts exactly like the mage did when it was alive and is as smart. It also has a copy of the wepion however he auto fails any checks exspect intelagence
Supreme Curse: Broken Reality

Supreme Curse: Broken Reality is a Curse Dark King spell

## Effect

Using curse essence, you create a dome covering a 30 foot area. Creatures in this area are disoriented, their senses play tricks on them, and their vision is fractured over different directions. This leads to disadvantage on all attack rolls and saves. The only way to break free is to be pulled from the outside, otherwise they are guided away from exiting the area. the dome is one way, so they cannot look out of the dome, but creatures can look inside.
Time stop

Time Stop is a Time God element spell or a 10th level Devine Transmutation Spell

## Effect

When cast, the spell stops time in a spherical area centered around the caster. The caster can move and act normally within this area but all other creatures or objects are frozen. The spell can not affect creatures who are demigods or stronger. Any creatures or objects entering this area was also frozen. If the caster leaves the area, the spell ends.

## Table

10th Level
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.

## History

This spell was created by the first Chronomancer named Rhani Ilyn and was his signature spell

## Components

The spell only required a verbal component.
Supreme Curse: Infinite Nightmare

Supreme Curse Infinite Nightmare is a Curse Dark King spell

## Effect

You target a creature who has a 'Supreme Cursed Mark', and is asleep or unconscious. You enter their dreams allowing you to interact with them, and have full control over their dream world, and taking away their control. They cannot wake up until you leave their dream world. During this experience, time is slowed to 1/100th of normal time. If you are harmed, the curse is removed alongisde the cursed mark, and you take psychic damage as kickback.

At God rank: You can trap them in a nightmare state for up to 24 hours after you leave.

## Table

At God rank: You can trap them in a nightmare state for up to 24 hours after you leave.
Venuzdonoa, the Abolisher of Reason

This Demonic sword is used by Gezo Freeward and is the second part of his Malaga

## Appirence

Venuzdona is a Demon sword that has a curved and barbed blade with the handle being terribly balanced. When he first got the sword, Gezo Freeward commented that "the weight was terrible". However the being that forged the blade did this on purpose so that only the strong could swing his lifes work

## Features

### Sealed

When the longsword is sealed it has the following features

Attacks made with this weapon are made with +3 to hit and to damage

On a hit the blade does 2d12 fire damage along side the slashing damage a longsword does.

*Did you think you could evade it by dodging?* Venuzdona will still hit its target if the diffrences between the to hit roll and the targets AC has a difference of 3 or less

### Seal Released

The longsword can only be released with the Origen magic spell, Delsgade

Attacks made with this weapon are made with +5 to hit and to damage

On a hit the blade does 4d12 fire damage along side the slashing damage a longsword does.

*Did you think you could evade it by dodging?* Venuzdona will still hit its target if the diffrences between the to hit roll and the targets AC has a difference of 5 or less

*Did you think killing me would be enough to make me die*? Once per short rest when the user of Venuzdonoa is reduced to 0 Hp that are restored back to there max hit points

*I'll obliterate* *every injustice that stands in your way.* Useing the longsword the user can swing and unleash a 15 foot wide wave of magic power that travels towards a designated target with in 50 feet. Creatures in the path of the wave take 3d8 necrotic damage and the target takes 4d10 necrotic damage and is nocked prone
Wristpocket

Wristpocket is a Dunamancy Light Graduate rank spell

## Effect

You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.

Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.

## Table

Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.
Support

The support skill is one that is use to suport other mebers that you are fighting with

When you prepare this skill you can pick one of theses 3 sub-skills

## Exploration

If you select the Exploration sub-skill you get (13) 3d8

 Guidance

## Social

If you select the Social sub-skill you get (13) 3d8

## Combat

If you select the Combat sub-skill you get (13) 3d8
Tether Essence

Tether Essence is a Dunamancy Light King spell

## Effect

Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.
Tempist

## **Notable places**

### North

* The Guildhall: A large stone-walled building, once a minor temple. It contains a large meeting hall and several smaller rooms, and is shared amongst several local trade guilds.
* The ruins of a six-sided keep, said to lie atop a dungeon filled with long-forgotten treasures.
* Mungi's Woodwork: A neglected woodcarver's workshop, said to be protected by fey creatures.
* Romir's Oils and Elixirs

### **East**

* Kirals hall: There is a training hall that looks to be lead by a elf - the elf is called Kiral. Callans home is here
* Atien's Pottery: A modest potter's workshop, built within what was once a titan's tankard.
* Ilamas' Pottery: The workshop of a female elf potter named Ilamas, who is rumored to craft special tankards for the Critical. Critical also keeps a small armrory in a hidden room for his party of adventures that need it.
* The Nyne house: they are a group that suports partys of adventurs

### **South**

* A weathered temple ruins, said to lie atop catacombs filled with long-forgotten treasures that connects to the one under  the ruines of a six-sided keep
* The Wanton Archer: An elegant dwarven tavern, kept by a gold dragon named Misaru.
* The Courthouse: An impressive half-timbered building, filled with busy magistrates and advocates.
* Monster hunter house bata: the respunist is called Isayuk

### **West**

* An ancient spire of rune-carved stone, which floats several inches above the ground.
* Joyce's Pottery: A large potter's workshop, built within what was once a titan's tankard.
* The Thirsty Maiden: A neglected adventurer's tavern, decorated with monstrous skulls.
* A library that doubles as a smut shop

## **Lore**

The town was one of the first targets of The Remnants. The entire east side of the town was badly burn and Kirals hall was the sorce of the flames. During its reconstruction a stray spell from the parting destroyed the town once again forceing the ocupents to abandon it and let monsters take over.

## **Government**

Kebrook is governed by a consortium of guildmasters, known as the White Assembly.

The members of the White Assembly are

* Athyer Nyne
Toll the Dead

Necromancy

Casting Time: 1 action

Range: 60 feet

Components: V, S

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.
Supreme Curse: Despair

Supreme Curse: Despair is a Curse King Dark spell

## Effect

You target a creature afflicted with a 'Supreme Cursed Mark'; they must flip a coin and call it correctly. If they fail, they are subjected to constant mental torture for 12 hours. The pain is excruciating and debilitating. If the creature loses all resistance, they are free to be transformed into any Curse Creature, be instantly killed, or be questioned for any information they may have. If the creature survives this pain, they cannot be afflicted by this curse for 7 days, however whenever afflicted by a different curse, a remnant of that pain appears.
Ultimate Magic

## Description

This magic technique requires the user to become acquainted with the origin of souls and to physically draw closer to mana. The user is then enabled to embody all of their magic and create a spell that is unique to each individual. These are incredibly powerful spells, capable of combatting mid to high-ranked devils.

The vast amount of magic required for this technique limits it to only the most powerful of high elves. However, other races who have learned Mana Method and are capable of True Magic, can borrow magic from natural mana in order to artificially attain Ultimate Magic.

To use Ultimate magic spells you must have been trained how to use ultimate magic by someone who can use it

When you use an Ultimate magic spell the surrounding area is depleted of natural mana and it needs 12 hours to restore its natural mana meaning that Mana Zone or Ultimate Magic can not be used

## Effect

Useing Ultimate Magic allows greater power to be drawn out of your spells. Spell must be made and practised out side of a combat

## Spells

*To see all of the Mana Method Spells see this page: Category: Ultimate Magic Spells*

## Users

*To see all of the Mana Method Users see this page: Category: Ultimate Magic Users*
Spatial Rupture

Spatial Rupture is a Spacial Teacher Dark spell

## Effect

You thrust your open palm forward, sending out a 5-foot wide, 20-foot long rupture in space. Each creature in the area of effect must make a DC 15 Dexterity save to avoid the rupture or take slashing damage. Creatures killed by this spell have their soul severed, preventing resurrection except by a Wish.
Star Elf

**Star elves**, or **mithral elves**, or **Ruar-tel-quessir**, as they used to be known, were a race of elves who live in the Faywild

## Description

Star elves looked similar to moon elves, with light skin and hair of gold, red, or silver. They had violet or gray eyes with occasional gold flecks in them. They were tall for elves, being about 5 1⁄2 to 6 ft (1.67 to 1.83 m) tall, and had a slender build. They liked to wear elaborate tunics but in neutral tones, so as to better remain unseen in the forest. They were strikingly handsome by human standards, even more so than other elves
WFE 7567 A.K.A. BOB

**BOB** is an war-forged class user and a member of TBT. He is a player character played by Star-Wizard.

BOB made by DR.\_\_\_\_\_\_\_\_ built in the domain of the hero Dain Ironfoot, a War-forged envoy leaves his home to further his knowledge of the world

## Description

BOB is a War-Forged Gunslinging envoy who stands at a respectable 6ft tall. His silver outer casing contains his heavy 300lbs body and his daring blood red "eyes" can shoot an enemy 120 foot away. This forged man of the lord Tempest has lived on this plane for 15 years... in this body.

### Statical Description

 alignment
 gender
 size
 faith
Steel dragon

Steel dragons, sometimes known as Mithril dragons, were metallic dragons who were rarely seen in their natural form, instead living clandestine lives in human cities, observing art, culture, history, and politics.

## Description

Steel dragons in their natural forms were especially feline in their movements and stature. They had scales that shone like burnished steel as adults and usually smelled like wet metal. Younger dragons' scales were a darker blue-gray and less lustrous. Their wings consisted of overlapping blades that looked like feathers, and the scales on their chests resembled shields.

Their faces were particularly expressive, sometimes giving the illusion of a human-like face. They had many long spines surrounding their faces, which gave the appearance of hair.

In humanoid forms, steel dragons usually kept their true identities secret; however, they always had at least one visual indication of their true nature in the form of steel-gray hair, eyes, tattoos, or another feature.

## Personality

Steel dragons, as a rule, were amiable, curious, and witty. They would rather spend their time among human cultures than in their own true forms.

However, they had difficulty when dealing with all kinds of absolute authority, even authority that was used for good. This put steel dragons at odds with other kinds of metallic dragons that used their power and experience to justify their actions, specially bronze dragons and gold dragons; this also made them bitter enemies of chromatic dragons. For those same reasons, steel dragons usually worked within their chosen communities to promote freedom and undermine authoritarian forces.

Steel dragons liked the company of humans, elves, half-elves and dwarves, and they usually supported adventurers that opposed tyrants.

### Favored treasure

They preferred to invest in property and business unlike other dragons, who preferred to hoard monetary treasures. Some steel dragons did hoard items, but they preferred to hoard works of art, antiquities, books, finery, magic items or servants.

## Combat

Similar to brass dragons, most steel dragons would rather talk than fight, yet like all dragons, they could be formidable opponents. In combat, they avoided melee and instead relied on their magical spells. A steel dragon could cast the spells of clerics as arcane magic and also could use the spells usually considered a part of the knowledge and trickery domains. If truly losing a battle, a steel dragon was likely to teleport away.

A steel dragon could breathe both a line of acid and a cloud of poisonous gas.

## Notable Steel Dragons

*Main Article: Category: Steel Dragon*

* Jalanvaloss
Tower Skills

## Preparing Tower Skills

Tower skills like devine skills are prepared in the same section on character page and the limit is still the same.

## Tower D+ Rank Skills

D+ rank skills are skills that you improve over time when you get a D+ rank skill you note down when you got it (eg at 136 points spent) after 100 point you can get the skill at C rank as well and after another 100 points B and such forth the better version skill replaces the weaker version but the cost still accumulates so an S rank D+ skill would in total cost 101 points.

Due to there generally weak nature an S rank D+ skill would not effect the 3 S rank destroys your body rule unless specified (however the buy limit still applies)
Supreme Curse: Endless Entrapment

Supreme Curse: Endless Entrapment is a Curse Dark King spell

## Effect

You target a doorway of any kind and must place three 'Supreme Cursed Mark's' behind the doorway you create an alternate space, where there is an endless corridor, with many doors along the corridor, all leading to further endless corridors. If a creature is stuck inside when the spell ends, it is dealt force damage, and is kicked out of the alternate space. The space lasts for 24 hours. Creatures that investigate the doorway must suceed a perception check, which is spellcasting DC + 1d4.
Liv

Liv (Unofficial appearance)

**Liv** is a minor character in *My Child Lebensborn*. She is a girl in the who becomes a classmate and the best friend of The Child for some time.

## Background

When she and the child go to school, both of them would be bullied, because of the fact that the child is German and the fact that Liv is friends with them. Because Liv discovers that the child is German, she cripples her relationship with the child and goes on to bully the child instead, especially so that she could gain acceptance from her peers. Whether or not they reconcile depends on the advice the parent gave to the child.
Unique Skills

Unique Skills are gifts given by the gods of E-moregar or given to a creature by the nature of the world its self.

## History

The first Unique Skills where found in The Graying Wildlands long before The Parting. However as they are still called to this day in The Graying Wildlands Unique Skills are called Semblances. In fact Semblances are found among ruffly 75% of the population of The Graying Wildlands. The reason for this is unknown.

## Classification

Uniqune Skills can be classified into 3 main groups

### **Kōgeki**

Kōgeki type skills are ones that correlate to some kind of attack. Be that working in tandem with an attack like the Argonaut skill or the Invasion skill that gives the user new group of attacks to use

### Ukemi

Ukemi type skills give the user a passive effect that is always in action. Skills like Mystery and Regeneration fall into this category

### Myūtanto

Myūtanto type skills permently changes your physical body. Becuse of this the users body effects how the skills presents its self
Storm of the fire god

You can create a 100 feet raidus comptly erupt in fire. Allies in that fire are healed. The fire lasts as long of u keep the conontration. The cooldown for this skill is once per day.

Target up to four items in the area of the storm. It will enhance or weaken the power. Cooldown is 12 hours

If the race is an undead, they will continuously receive heavy damage in the range of the storm
Gameplay

In **My Child Lebensborn**, the player plays as an adoptive parent of a lebensborn child in Norway after World War II and helps them to navigate growing up and bullying that they face because of their background.

## Main Gameplay

The player can choose to adopt a boy, Klaus, or a girl, Karin and must make choices based on off-screen events (e.g. responding to child being bullied at school) and help to take care of them at home (e.g. making food for them).Each day, there are two units of time that the player can use to help to make sure the child's "need" meters do not empty. At the end of each chapter of the game, the player sees how their decisions fall on an emotional spectrum and how it has affected the player's child. The games is avaliable on Android, iOS, Consoles and Windows.

## Daily life interaction

The game is full of realistic elements of simulated nurturing. You must balance your time and resources to provide for your child, Taking care of your children is also one of the most important tasks of being their guardian, apart from taking care of their food, bathing, school and shopping, you also need to work, tell them stories, sew their clothes and, above all, write letters to help them find the truth about their relatives.

You will find answers to the hard questions; about their history, the hatred, bullying and the passing of blame. The player can also spend time playing with the child when they are being bullied and feeling down, there are plenty of recreational activities to cheer them up again and give them the courage to interact with others. You can play ball, fish, paint, pick berries, bake and give your child a gift on a special holiday.

The child will draw pictures throughout the game revealing how they really feel about certain situations, some drawings will start out positive but gradually decline being scribbled out or just being overtly negative. He/She will draw moments special to them and moments where they are abused.
Tarrasque Longsword

The Tarrasque longsword is a soul weapon that is gained to absorbing the flesh of recently dead Tarrasque

## Statistics

Spirit enhancement prerequisite: Tarrasque flesh

Weapon type: Longsword

Rarity: Legendary

Damage: 3d12+2

## Abilities

### Frightful Presence

Each creature of the user's choice within 120 feet of it and aware of it must succeed on a DC 17 Intelligence saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the user is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the user's Frightful Presence for the next 24 hours.

### Reflective Carapace

Any time the user is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the user iis unaffected. On a 6, the user is unaffected, and the effect is reflected back at the caster as though it originated from the user, turning the caster into the target.
Thunder God's Gloves

Thunder God's Gloves is a Lightning Fire Beginner spell

## Effect

The caster forms a pair of gloves out of lightning. These clawed gloves extend up to their elbows. While wearing theses gloves the casters unarmed attacks do half lightning damage

At higher ranks: 2 exstra rounds per level

## Table

At higher ranks: 2 exstra rounds per level