recursal/Fanatic-Fandom huggingface dataset:
Crowded House – Farewell To The World, 24th November 1996

### **Trivia**

Filmed On Nov. 24, 1996. Crowded House's farewell concert to a crowd of 120,000 on the steps of the Sydney Opera House.

### Tracklist

1 Mean To Me

2 World Where You Live

3 When You Come

4 Private Universe

5 Four Seasons In One Day

6 Fall At Your Feet

7 Whispers & Moans

8 Hole In The River

9 Better Be Home Soon

10 Pineapple Head

11 Distant Sun

12 Into Temptation

13 Everything Is Good For You

14 Locked Out

15 Something So Strong

16 Sister Madly

17 Italian Plastic

18 Weather With You

19 It's Only Natural

20 There Goes God

21 Fingers Of Love

22 In My Command

23 Throw Your Arms Around Me

24 Don't Dream It's Over

### References

https://www.discogs.com/release/20537092-Crowded-House-Farewell-To-The-World-24th-November-1996
Arrow of Deceit

*Summary*

Create a duplicate of yourself, and possibly switch places with it. The duplicate can attack, but dissapears if you move.

*Effect*

The signature spell of the deceptive. You fire one piece of ammunition to an unoccupied point within range you can see. You can choose to either form a duplicate of yourself on that point, or you can choose to teleport to that point and leave a duplicate of yourself in the position you occupied when you cast this spell. Either way, the duplicate lasts for the duration, until it takes damage, is pushed or grappled, or until you move, ending the spell when it dissapears. The duplicate uses your AC and saving throw bonuses, and takes no damage from an effect if it succeeds on a saving throw against that effect. Once per turn, when you take the attack action to make a ranged attack with the same weapon you used as a material component, your duplicate can also make an attack against a target of your choice, making a ranged spell attack using your bonuses against a target of your choice that is within the range of the ranged weapon you used when casting this spell. On a hit, the target takes 1d6 + your spellcasting ability modifier in psychic damage, however, the target of the damage is unaware of the nature of this damage, rationalizing it as the type of damage typically dealt by the weapon used to cast this spell until proven otherwise.

*At Higher Levels*

When you cast this spell using a slot of 4th level or higher, the psychic damage is increased by 1d6 for every level above 3rd.

*Spell Lists*

Ranger, Wizard
Thomas the Tank Engine – Thomas & the Special Letter and other stories

### **Trivia**

**Thomas and the Special Letter and Other Stories** is an Australian and New Zealand VHS release featuring nine fourth series episodes narrated by Michael Angelis.

### Tracklist

1. Four Little Engines - Sir Handel is having trouble with some trucks who are being awkward and rude.
2. Peter Sam and the Refreshment Lady - Peter Sam is very busy on the line and in his haste to meet the connection with Henry the Green Engine, he leaves the refreshment lady behind on the platform.
3. Gallant Old Engine - Duncan is grumbling about passengers not being important, so Skarloey tells him the story about how Rheneas saved the railway from closure by struggling home on one cylinder.
4. Bowled Out - Daisy is feeling unwell and the Diesel comes to stand in for her. He is very rude to the other engines by saying that they are only fit for the scrap heap but they all get the chance to teach him a lesson.
5. Train Stops Play - Stepney watches a cricket match while waiting at a signal. As he set off again, he does not realise that the ball has landed in one of the trucks.
6. Henry and the Elephant - The big engines are grumbling because they are very busy but Percy cheers them up with the news that the circus has come to town.
7. Thomas and the Special Letter - Thomas nearly misses the exciting trip to the big station far away to visit a little girl who has written to the Fat Controller.
8. Bulls Eyes - Daisy soon regrets teasing Toby about his cowcatchers and being afraid of bulls.
9. Mind that Bike - Tom Tipper the postman is always happy to help out loading Thomas and Percy's post trains with sacks of letters and Percy accidentally does Tom a favour.

### References

https://ttte.fandom.com/wiki/Thomas\_and\_the\_Special\_Letter\_and\_Other\_Stories\_(Australian\_VHS)

https://www.discogs.com/release/25524805-Thomas-the-Tank-Engine-Thomas-the-Special-Letter-and-other-stories
Beavis & Butt-Head – Still Stupid

### Tracklist

1. Peace, Love and Understanding (Cut, called "Monster Trucks" in credits) (bonus matarial: "Bold New Standard" series premiere promo)
2. Bonus material: "Twelve Days of Beavis" promo Version 1
3. Door-To-Door\* (Cut) (bonus material: "Twelve Days of Beavis" promo Version 2)
4. Bonus material: "Twelve Days of Beavis" promo Version 3
5. Comedians (Cut) (bonus material: 1996 VMAs appearance)
6. Bonus material: Clip from Beavis and Butt-head Do Thanksgiving
7. Bang the Drum Slowly, Dumbass (Called "Bang the Drum" in credits)
8. Bonus material: Clip from interview with Chris Connelly
9. Screamers
10. Bonus material: Another Chris Connelly interview clip

### References

https://beavisandbutthead.fandom.com/wiki/Home\_Video#AU\_VHS\_Releases\_(2000-02)

https://www.discogs.com/release/25524493-Beavis-Butt-Head-Still-Stupid

https://character.fandom.com/wiki/Paramount\_Home\_Entertainment%27s\_VHS/DVD\_Australia\_Releases
Thomas the Tank Engine – Story and Song Collection

### **Trivia**

**Story and Song Collection** is a UK/AUS/NZ VHS featuring five fourth series episodes narrated by Michael Angelis, one song from the third series and four songs from the fourth series.

### Tracklist

1. Gallant Old Engine - Duncan is grumbling about passengers not being important, so Skarloey tells him the story about how Rheneas saved the railway from closure by struggling home on one cylinder with a train jammed full of passengers. Duncan realises just how wrong he was.
2. Henry and the Elephant - The big engines are grumbling because they are very busy but Percy cheers them up with the big news that the circus has come to town. When the circus leaves, Henry is asked to clear a tunnel that is blocked by something very big... and alive!
3. Thomas and the Special Letter - All the engines are very excited as they are going on a trip to the station far away to visit a little girl who has written to the Fat Controller. Thomas nearly misses the trip because he is over-excited.
4. Bulls Eyes - Daisy soon regrets teasing Toby about his cowcatchers and being afraid of bulls. Champion the Bull doesn't run away when Daisy hoots at him and will not even look her in the eye.
5. Mind that Bike - Tom Tipper the postman is always happy to help out loading Thomas and Percy's post trains with sacks and letters. When Tom's post van is replaced with a bicycle, he no longer has time to help them, but Percy accidentally does Tom a favour by breaking his bicycle.

### References

https://ttte.fandom.com/wiki/Story\_and\_Song\_Collection

https://www.discogs.com/release/25533469-Thomas-the-Tank-Engine-Story-and-Song-Collection
Conjure Barrage

*Summary*

Deal 4d8 damage in a large cone.

*Effect*

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 4d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

*At Higher Levels*

When you cast thsi spell using a slot of 4th level or higher, the damage increases by 1d8 for every level beyond 3rd.

*Spell Lists*

Ranger
The Simpsons - Heaven and Hell

## Information

### Label

20th Century Home Entertainment - 6561SVP

### **Trivia**

**The Simpsons - Heaven and Hell** is a collection of religion-themed episodes.

### Tracklist

* Bart Sells His Soul
* In Marge We Trust
* Homer the Heretic
* Treehouse of Horror IV

### References

https://simpsons.fandom.com/wiki/The\_Simpsons:\_Heaven\_and\_Hell

https://simpsonswiki.com/wiki/The\_Simpsons:\_Heaven\_and\_Hell
Beavis & Butt-Head – School Jocks

### Tracklist

1. Buff 'N' Stuff (music videos: M.I.R.V. - "Shave My Face Off" / Mojo Nixon - "Elvis is Everywhere")
2. Young, Gifted, & Crude (music video: De La Soul - "Ego Trippin")
3. Sporting Goods (Edited) (music video: Six Finger Satellite - "Parlour Games")
4. Just for Girls (music video: Reverend Horton Heat - "Psychobilly Freak Out")
5. Our Founding Losers

### References

https://beavisandbutthead.fandom.com/wiki/Home\_Video#AU\_VHS\_Releases\_(2000-02)

https://www.discogs.com/release/25524607-Beavis-Butt-Head-School-Jocks

https://character.fandom.com/wiki/Paramount\_Home\_Entertainment%27s\_VHS/DVD\_Australia\_Releases
High Magic Field

*Summary*

Create a 20 foot raidus field, allowing spells inside to be cast as bonus actions instead of actions, and increasing the damage of all spells, and otherwise buffing the power of spells.

*Effect*

A 20 foot radius field of hightened magic forms on a point within range of your choice. Runes form on the ground where the border comes into contatn with the surrounding terrain, and faint symbols and colourful sparks float through the inside of the area. Any creature in the area can cast spells with a casting time of 1 action as a bonus action, and spells deal an additional amount of force damage equal to the spellcaster’s spellcsting ability score modifier to the first creature they hit. Spell attacks are made at advantage and saving throws agains spells are made at disadvantage if both the caster and the target are within the field. While within the field, you can concentrate on one spell other than the field itself. If you lose concentration, both spells end. If you leave the field while concentrating on a different spell, the other spell ends.

*Spell Lists*

Sorcerer, Wizard
Miguel (toon)

**Miguel** is an animation made in 2022. It is based on a true story.

## Music

Terminator 2: Judgement Day Intro Theme

The La's - There She Goes

## Trivia

The character on the intro is Cob Bwuain, another old character.

This also got released on Newgrounds, but it was deleted by unknown reasons, probably copyrighted music or low score.
Ruban Griffin

### Title(s)

Prince of The Black Sea and The Phoenix TownKing Of The Black Sea and The Phoenix Town

## Family Information

### Child(ren)

6 unamed children (from Dannya Blackfyre) 3 unamed children (from Maerien Martell)

Jeyla Griffn

### Lover(s)

Morsan Snow (rumored)

King Ruban Griffin was a King of the Griffin dynasty, and the youngest child of Ser Ameor and Queen Madeleine Griffin. He is the rumored lover of Ser Mortas Snow and the husband of Dannya Blackfyre and Maerien Martell.

## **Biography**

Ruban was the youngest child of Ser Ameor and Queen Madeleine Griffin, younger brother of the late prince Dextran Griffin and his two unamed older sister and King to the Phoenix Crown. He wielded **Brutal Guardian**, the Valyrian steel sword of her mother.

Ruban was born in 167 AC, the youngest son to Ser Ameor and Queen Madeleine. He was only two when her mother was murdered by Aemara Lannister and his siblings died.

In 184 AC, Ruban Griffin was crowned King, Ruban, who grow found of Morsan, instead of removing him from his circle, named him a knight and his personally protector. Ruban said to be in love with Morsan, who was also ten years older then him. Ruban was loved by his people, they said he was kind and innocent. The folk called him a grown up boy. Ruban never knew his father, due to the latter died in 168 AC, which caused him find people older then him attractive.

In 186, at the age of 24, he took a wife from the **House Blackfyre.** His wife became Dannya Blackfyre**,** the eldest daughter of Daemon I Blackfyre. She was the mother of his six still born children, they was married until the late 196 AC. Little is known about their marriage, but we know that they loved each other, maybe not as lovers but as friends. He then married the lady Maerien Martell. Maerien was said to be manipulative and cruel, it was said that not once, the lady forced her self upon the king. The lady give him three child who suffered the same as the previous ones. In the same year while celebrating his name day, he get a whore pregnant. The bastard daughter, who was named Jeyla, was his only living child and his heir. He send a letter out two king Daemon I Blackfyre and ask him to legitimatize his daughter. He also send Mortas Snow away with his daughter, because he knew that something was wrong with the group called Barlers.

In 210 Ac, at the age of 43, his thoughts was proven true when the Barlers lead a rebellion, they captured him then whipped him, lead him all the way through the city naked and burned him alive. The folk watched as their King screamed from pain. His body was a trophy next to the Phoenix's Crown while the Balers ruled.
Map

**OG/MAP**

NORM MAP

**New Star City** New starCity
**New Gosling City** New Gosling City**New Point City****Telavation Square**Telavation Square**Deserted Volcano** Deserted Volcano**Forest City** Forest CityRainbow ParkRainbow ParkMrgoat TownMrgoat Town
Yat SuburbYat SuburbParimeval ForestParimeval ForestSkylines Airport Skylines Airport

OG MAP

CA **New Gosling City**CA New Gosling City**CA Mrgoat Town**CA Mrgoat Town**CA Maniac Farm**CA Maniac Farm**CA Cha School**CA Cha School
The Crazy Pals Christmas Special

**The Crazy Pals Christmas Special** is an unfinished animation created by MiguelC in December 2023. It would feature Two Crazy Friends saving christmas.

## The Crazy Pals Christmas Special

### Air date

December 13, 2023 (WIP version)December 24, 2023 (delayed and cancelled)

## Trivia

* The main characters on this animation probably will get their own series in 2024.
* Probably the animation was based on the 2004 Eddsworld Christmas Special, according to some parts.
* MiguelC's line "Nothing, we will never get this Christmas Special finished." predicted the special to getting unfinished and cancelled.
The Boy Music Video

**The Boy Music Video** is an animated music video featuring child characters.

The animation is sort of a music video or an animation test.

## Characters

* Oliver
* Ashley
* The Boy
* Audrey

## Trivia

* The music cames from a Battle for Dream Island animation from 2009, know as "First BFDI Animation Ever".
	+ In the original files of the original 2009 animation, the music name is betterthingor.wav, and the music was made by Cary Huang, the creator of BFDI.
* The characters in the animation probably is from an upcoming series.
Manganese Blue Eyes

The known shade of blue eyes is Manganese. It is a rare and beautiful eye color, but is relatively common in the Griffin family, who are descended from the dragonriders of Targaryen family. In Westeros the "dragon birds" have blue eyes.

## House Griffin

Manganese eyes are typical Griffin features, and a famous proclamation of their Targaryen heritage.

The famed Griffin eye color can be revealing when a member of the family is trying to be incognito.

King Braddish Griffin had light purple eyes which turned manganese blue at the age of ten.

Despite their mixed parentage, Griffin bastards still have blue eyes, including King Mortin and Queen Jeyla Griffin, also Elayna's son, Jardon Stark is the first Griffin who has violent red eyes and not blue.

## Animals

The Forest of The Dead contains a species of wildcat with blond fur and maganese blue eyes. They are sometimes seen to be very close with the House Griffin.
涂超联赛 Wiki

**Welcome to the 涂超联赛 Wiki!**
涂超联赛官方网站

We're a collaborative community website about 涂超联赛 that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

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

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Earth tremor

*Summary*

10 foot radius AoE centered on you, dealing 2d6 bludgeoning damage and knocking prone on a failed dexterity saving throw.

*Effect*

You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.

*At Higher Levels*

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

*Spell Lists*

Bard, Druid, Sorcerer, Wizard
Healing Word

*Summary*

Heal a creature for 1d8 + your spellcasting ability modifier.

*Effect*

A creature of your choice that you can see within range regains hit points equal to 1d8 + 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 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

*Spell Lists*

Bard, Cleric, Druid
Half Elves

> *"They're alright, I guess. I mean, they're far better than elves, but I'd still rather have a proper human in a clan hall."*
>
>

The children of humans and elves, half elves combine some of the abilities of both, granting them a unique set of skills. While half elves have no culture of settlements of their own, they typically have little to no trouble fitting in with most other civilized humanoids, where they are commonly assigned roles as ambassadors or other diplomatic positions best left to unbiased parties. With talents not as balanced as a human and less dextrous than an elf, half elves often focus on more social talents, aided by their physique which combined the elven grace with the more grounded appearance of a human.

## Traits

When you choose for your character to be a half elf, you gain the following benefits and traits.

### Ability Score Increase

Your charisma score is increased by 2, and two other ability scores of your choice are increased by 1.

### Age

Half elves mature the same as humans, reaching physical maturity at an age of around one and a half decades and reaching mental maturity after around 2 decades, although half elves can reach higher ages, reaching up to 2 centuries of age.

### Size

Your size is medium. Half elves average around 170 centimetres, with heavy variance. Half elves weigh around 110 lbs.

### Languages

You can speak, read and write Common, Elven and one other language of your choice.

### Darkvision

You inherit some of an elf's magical abilities. You gain a darkvision with a range of 60 feet. In this area, you perceive dim light as bright light, and darkness as dim light, although you are unable to identify color.

### Fey Ancestry

You have advantage on saving throws made to resist being charmed, and magic can't put you to sleep. Nonmagical Narcotics still work on you.

### Skill Versatility

You gain proficiency in one skill of your choice.
Goliaths

> *"Cold? A bit fresh maybe. If you consider this to be cold, maybe you should just get off the mountains, because believe me, you will feel truly cold soon enough."*
>
>

Tall, muscular, and with a skin like polished stone, goliaths stick out like a sore thumb among most other folk. This is however merely a minor concern for these giantkin, who prefer to settle among their own and in places too harsh for most other folk. With a natural resistance to cold climates and high elevations, these wildlanders are found most commonly in small groups, camping on glaciers and peaks. In these circumstances, goliaths learn to fend for themselves, and learn to value any means of self sustainability.

## Traits

When you choose for your character to be a Goliath, you gain the following benefits and traits.

### Ability Score Increase

Your strength score is increased by 2, and your constitution score is increased by 1.

### Age

Goliaths are considered adult after around 2 decades, any typically live no longer than a century.

### Size

Your size is medium. Goliaths and significantly taller than humans, and average heights of 220 centimetres. Goliath weigh around 200 lbs.

### Languages

You can speak, read and write Common and Giant, called Sanastoa by the Giantkin.

### Natural Athlete

You have proficiency in the Athletics skill.

### Powerful Build

You count as one size larger when determining carrying capacity, dragging, pushing and lifting.

### Stone's Endurance

You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest. When you reach 5th level, the roll increases to 2d8, and when you reach 11th level, the roll increases to 2d12.

### Mountain Born

You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.
This is Halloween!

In October 28, 2023, MiguelC did a post about an animation that he is making, it said that features various characters singing the song This is Halloween!, from the movie The Nightmare Before Christmas. The title of the animation could be the same of the song.

## This is Halloween!

### Air date

October 31, 2023 (cancelled and unfinished)
Caladri

> *"Come on man, is that all you got? Do you really think you're gonna be able to keep up with one of us this way? You punch like a halfling!"*
>
>

Brutish, rough and with a taste for violence, the caladri clearly deserve the rumors calling them the orcs of the feywild. Easy to recognize with their second pair of eyes, large builds and pelt covered fists, they stick out like a sore thumb when among the more civilized folk of the great cities. While they harbour soem of the less favourable features of less likeable wildlanders, they temper their fury with the typical lightheartedness of the fey, with a knack for humor and no problems trusting others. While they generally prefer their tribal existance within the depths of the forests within the feywild, it is no rare occurance for some to seek to explore the world, stricken with spontaneous curiosity.

## Traits

When you choose for your character to be a caladrius, you gain the following benefits and traits.

### Ability Score Increase

Your constitution score is increased by 2, and your strength and wisdom scores are increased by 1. Either your charisma or your intelligence score is decreased by 1.

### Age

Caladri are considered physically and mentally mature after around 30 years, and typically live around 2 centuries.

### Size

Your size is medium. With strong, soemwhat lanky builds, caladri average at a zise of about 190 centimetres. Caladri weigh around 130 lbs.

### Languages

You can speak, read and write Common and Sylvan, the speech of the fey.

### Hunter's Eyes

You gain proficiency in the survival or perception skill.

### Brawling Strength

You are proficient with unarmed attacks. Your unarmed attacks deal more damage, starting at 1d4 at level 1, increasing to 1d6 at level 7 and 1d8 at level 14. You have advantage on checks made to climb difficult surfaces.

### Primal Regeneration

Once per long rast, you can spend one of your hit dice as a bonus action, regaining hit points equal to one roll of the spent hit dice plus your Constitution modifier.
Shattering Disarmament

*Summary*

Break a nonmagical object held by a creature.

*Effect*

Choose one nonmagical object a creature within range is holding. You attempt to instill trembling vibrations into the object. If the creature holding the object is a spellcaster, it can make a charisma saving throw to defend itself. On a sucessful save, the creature takes 4d8 thunder damage, and the object is unharmed. On a failed save or if the creature isn’t a spellcaster, the object shatters, rendering it useless, and the creature takes 8d8 thunder damage.

*Spell Lists*

Bard, Druid, Wizard
Serpent Strike

*Summary*

Move towards a creature and gain advanatge on your next attack, dealing extra poison damage to the creature, poisoning and slowing it on a failed constitution saving throw.

*Effect*

You lunge at your foes with the speed and lethality of a cobra. The next time you make a weapon attack before the spell ends, you gain advantage on the attack, and can move up to 15 feet without provoking opportinity as part of the same action as the attack. On a hit, the target must make a constitution saving throw. It has disadvantage on the save if the attack was a critical hit. On a failed save, the creature takes 3d8 poison damage, and is poisoned until the end of it’s next turn. While poisoned this way, the creature’s movement speed is reduced by 10 feet, unless it is already reduced, in which case it’s movement speed is reduced to 0 while poisoned. On a sucessful save the creature takes half as much damage and isn’t poisoned.

*Spell Lists*

Ranger
Spirits of the Wild

*Summary*

Summon 4 ghost animals, which can track creatures or attack creatures, dealing 1d8 force damage. Upon taking or dealing damage, the ghost dissapears.

*Effect*

The signature spell of the wild. you call upon the guardians of nature. Four ghostlike medium animals appear in the unoccupied spaces nearest to you, and follow you for the duration, straying no further than 30 feet from your position. The creatures act at the end of your turn, and have an AC equal to your spell save DC, and a bonus to their attack rolls, perception checks and survival checks equal to your spellcasting attack bonus, and a flying speed equal to your movement speed. The ghosts are immune to all conditions and succeed on all saving throws. As an action you can command the spirits to track a creature or follow a trail within range, allowing them to track based on visual clues and smell. each spirit making it’s own ability checks. Alternatively, you can order them to attack one creature within range as an action, causing them to move up to their speed, and as an action either dash or make a melee spell attack against the creature if they are within 5 feet of it, dealing 1d8 force damage on a hit. When a ghost takes damage or deals damage, it vanishes. The spell ends when all spirits have vanished or when you cast it again When the spell ends, any leftover spirits vanish.

*At Higher Levels*

When you cast this spell using a slot of 3rd level or higher, you summon an additional spirit for every level above 2nd.

*Spell Lists*

Ranger, Druid
Insect Plague

*Summary*

Create a 10 foot radius sphere of difficult terrain which deals 4d10 damage to creatures within it.

*Effect*

Swarming, biting locusts fill a 10-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.

*At Higher Levels*

When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

*Spell Lists*

Cleric, Druid, Sorcerer
Summon Feral Wildlife

*Summary*

Summon a monster, animal or plant companion, which lasts until it dies, but prevents you from regaining the used spell slot.

*Effect*

*You call forth a feral spirit of nature, which manifests in an unoccupied space within range you can see. You can choose one Beast, Monstrosity or Plant with a CR equal or lower than 4, whose shape the creature takes. The summoned creature is friendly towards you and your companions. In combat, the creature shares your initiative count, but it takes it’s turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any or it can’t hear you, it tkes the dodge action and uses it’s move to move to a save area within 30 feet of you. Creatures summoned by this spell are immune to being charmed, and cannot harm you in any way. Creatures summoned by this spell don’t require food or water, sleep when you do, and regain all their hit points when you complete a long rest.*

*This spell ends when the creature is reduced to 0 hit points, and when the spell ends, the summoned creature vanishes. During the duration of this spell, you cannot regain the spell slot you used to cast this spell, and you cannot cast this spell if a different currently active spell of effect prevents one spell slot from being regained whenever you regain all spell slots, and the level of that spell slot is equal to the level of the slot used to cast this spell. You cannot cast this spell without spending a spell slot. You can end this spell as an action.*

*Spell Lists*

Druid
Wind Vortex

*Summary*

Pull and deal 2d6 slashing damage to creatures in a cone in fron of you, with possible extra effects depending on the surroundings.

*Effect*

You create a Vortex of wind in your palm, reaching out to strike your enemies. All creatures in the area must make a Strength saving throw. On a failed save the creature takes 2d6 slashing damage and is pulled as close to you as possible. On a sucessful save a creature takes half the damage and isnt pulled. Depending on other things within the area, this spell may have an additional effect. If multiple such things are within the area, you can choose one effect which will trigger.

* An open flame or burning object: The damage increases by 1d6 fire damage.
* At least 10 Gallons of water: The damage is increased by 1d4 water damage.
* Dust or Sand: A creature that failed the saving throw by more than 5 is blinded until the end of its next turn.
* Shards and splinters: A creature that failed the saving throw takes one stack of bleeding for a duration of 3.
* Snow: The damage is increased by 1d4 cold damage.

*Spell Lists*

Bard, Druid, Ranger, Sorcerer, Wizard
Sunken Lungs

*Summary*

Attempt to drown a creature, dealing 3d4 necrotic damage at the start of each of it's turns until it uses an action to attempt to end the effect.

*Effect*

The signature spell of the Sunken. Choose a creature within range you can see, filling it’s lungs with conjured water. The target must make a constitution saving throw. On a sucessful save, the creature loses it’s reaction and has disadvantage on it’s next attack roll it makes before the end of it’s next turn. On a failed save, the creature starts suffocating until the spell ends. It cannot breathe or drink for that duration, and it takes 3d4 necrotic damage at the start of each of its turns. The target can repeat the save as an action. On a sucessful save, the effect ends, and the creature loses it’s reaction. On a failed save, the effect doesn’t end, but the creature can end it as an action on its next turn.

*At Higher Levels*

When you cast this spell using a slot of 3rd level or higher, the necrotic damage increases by 1d4 for every level above 2nd.

*Spell Lists*

Cleric, Druid, Sorcerer, Warlock
Mage Hand

*Summary*

Summon a floating, controllable hand.

*Effect*

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds.

*Spell Lists*

Bard, Sorcerer, Warlock, Wizard
Wall of Fire

*Summary*

Create a 60 foot long wall of fire, which flares flames 20 feet into one direction of your choice.

*Effect*

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 4d6 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there, provided it hasn’t taken this damage already since the end of it’s next turn. The other side of the wall deals no damage. If water damage is dealt to a point of the wall, a 5 foot wide piece of the wall vanishes.

*At Higher Levels*

When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

*Spell Lists*

Druid, Sorcerer, Wizard
Blight

*Summary*

10d8 necrotic damage over a constitution saving throw.

*Effect*

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.

*At Higher Levels*

When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th.

*Spell Lists*

Druid, Sorcerer, Warlock, Wizard
Summon Monster

*Summary*

Summon a monster companion, which lasts until it dies, but prevents you from regaining the used spell slot.

*Effect*

*You call upon the spirit of the Monsters of this realm, of which one corporealizes within range in an unoccupied space you can see. You can choose one monstrosity with a CR equal or lower than 1/3rd of the spell’s level, whose shape the creature takes. The creature is friendly towards you and your comopanions. In combat, the creature shares your initiative count, but it takes it’s turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any or it can’t hear you, it tkes the dodge action and uses it’s move to move to a save area within 30 feet of you. Creatures summoned by this spell are immune to being charmed, and cannot harm you in any way. Creatures summoned by this spell don’t require food or water, sleep when you do, and regain all their hit points when you complete a long rest.*

*This spell ends when the creature is reduced to 0 hit points, and when the spell ends, the summoned creature vanishes. During the duration of this spell, you cannot regain the spell slot you used to cast this spell, and you cannot cast this spell if a different currently active spell of effect prevents one spell slot from being regained whenever you regain all spell slots, and the level of that spell slot is equal to the level of the slot used to cast this spell. You cannot cast this spell without spending a spell slot. You can end this spell as an action.*

*Spell Lists*

Druid, Ranger, Wizard
Lilith Danvers

> "*This is who i am and i'm sorry but i cant change for you... or anyone for that fact."* - Lilith Danvers
>
>

## Physical description

### Eye color

Grey Brown

**Lilith Danvers** is the Primary Main Character and somewhat of the Antagonist of the story Chasing Betrayal. Since a child she has loved flowers and giving them to family and friends so as an adult she made her own flower shop and became a florist at Lily Lane, named after herself. She works there with her employees who are also her friends; Marley Johnson, Bella Sinclair, TBA, & TBA.
Freezing Hate

*Summary*

Grant yourself resistances and deal cold splash damage with a debuff on weapon attacks.

*Effect*

An aura of bone chilling energy surrounds you, sending both shivers and frostburn down your enemies’ spines. For the duration of the spell, the first time you hit a creature with a weapon attack on a turn, icicles form and strike at targets within 5 feet of it, forcing any creatures within 5 feet of it except you to make a dexterity saving throw. On a failed save, a creature takes 2d4 piercing and 2d4 cold damage. A creature which took damage from this effect has disadvantage on it’s next attack rolls or ability check it makes before the end of it’s next turn. During the duration of the spell you are resistant to cold damage, and any bludgening, piercing and slashing damage you take is reduced by an amount equal to your constitution modifier.

*Spell Lists*

Sorcerer, Wizard
Oozing Lash

*Summary*

Create a weapon, allowing you to either make melee attacks for 6d8 acid damage, launch explosive projectiles which detonate for 6d8 acid damage, or pull yourself up to 120 feet towards a solid surface, turnign leftover ammo into additional melee attacks.

*Effect*

You conjure a ooze- like mass from the elemental planes to act as your weapon, occupying one of your hands. When you cast this spell, it has 3 charges, and the spell ends when you expend the last charge. Instead of making a weapon attack or opportunity attack you can make a melee spell attack with a range of 5 feet with this weapon. On a hit the creature takes 4d8 acid damage, and it takes an additional 2d8 acid damage at the start of its next turn. As an action you can expend a charge to choose a point within range, launching a piece of the weapon to the chosen location, where it detonates. All creatures within a 15 foot radius of that point must make a Dexterity saving throw. On a failed save the creature takes 4d8 acid damage, and it takes an additional 2d8 acid damage at the start of it’s next turn. On a sucessful save the creature takes half the initial damage and suffers no other effects.

At any time you can choose to expend all charges as a reaction, Choosing a point within range that you can see that is either on the ground or on some other stable surface, such as a ceiling or the mast of a ship. The Mass attaches itself to that point and you are pulled towards the point until you reach it or you collide with an object in your way. This movement doesn’t provoke opportunity attacks.When you are pulled within 5 feet of a creature this way you can make a melee spell attack with this weapon as described previously in the spell. While being pulled you can make an amount of attacks this way equal to the amount of charges expended with this effect.

*Spell Lists*

Sorcerer, Wizard, Warlock
Rain of Spiders

*Summary*

Create a dome of webs, from which ghastly spiders drop, dealing 5d10 poison damage.

*Effect*

A 40-foot-radius dome of spider webs forms above you and extends as far to the ground as it can before reaching your level of elevation or colliding with an object. Each 5-foot-square part of the web is 1 foot thick and can be targeted by attacks, having an AC of 10, 5 hit points and immunity to all damage except acid, fire, force and slashing. If at least half of the parts of the web which connect it to the ground are destroyed or didn’t connect in the first place, the web collapses and the spell ends. A creature in the area of the web when this spell is cast must make a dexterity saving throw. On a failed save, the creature is restrained. On a sucessful save a creature can choose a side of the web, towards which it moves. A creature that attempts to move through the webs must succeed on a strength saving throw or be restrained. A restrained creature can use an action to make a strength check against your spellcasting DC to free itself, and it is also freed when all segments of the web with which it is in contact are destroyed. The Webs lightly obscure vision, and light sources from outside of the web can only cast dim light inside, not bright light.

When you first cast this spell and as an action on subsequent turns you can choose two 10-foot-squares on the ground within the web. Spider like shadows descend from above and attack all creatures in those areas. A creature attacked by a spider must make dexterity saving throw. On a failed save the creature takes 5d10 poison damage.

*Spell Lists*

Druid, Warlock
Rootburst

*Summary*

Cause a 10 foot cube of plants to burst from natural ground, dealing 1d8 piercing damage and providing cover.

*Effect*

You channel power into the roots of surrounding plantlife, launching them with impressive force at your foes. Target a 10 foot square on the ground within range you can see. The area must contain some sort of living rooted plantlife, and the ground must be natural. Plant roots burst forth, forcing all creatures in the area to make a Dexterity saving throw. On a failed save, a creature takes 1d8 piercing damage and suffers one stack of bleeding. On a sucessful save, the creature must use it’s reaction to move to the closest unoccupied space within 10 feet of it’s position or also take the same damage. The area of the roots lasts until they are destroyed. The roots have 10 hit points, an AC of 16, immunity to piercing, psychic and water damage, and vulnerability to fire damage. The roots provide 3/4 cover, and moving through them takes 4 feet of movement for every 1 foot moved. If the roots are destroyed, plants in that area die.

*At Higher Levels*

When you cast this spell using a spell slot of 2nd level or higher, the roots hit points are increased by 5 and the piercing damage is increased by 1d8 for every level above 1st.

*Spell Lists*

Druid, Ranger, Wizard
Burning Rage

*Summary*

Grant yourself resistances and fire splash damage on weapon attacks.

*Effect*

You channel your inner flames, protecting you and crushing your enemies. For the duration of the spell, the first time you hit a creature with a weapon attack on a turn, a fiery explosion occurs, dealing 2d8 fire damage to any creatures within 5 feet of it except you. During the duration of the spell you are resistant to fire damage, and any bludgening, piercing and slashing damage you take is reduced by an amount equal to your constitution modifier.

*Spell Lists*

Sorcerer, Wizard
Magic Battleaxe

*Summary*

Launch a boucing projectile, dealing 3d10 slashing damage up to 3 times, preferring different targets.

*Effect*

You form an axeblade of magical energy to hurl at your foes. Choose one creature you can see within range. The target must make a dexterity saving throw, or take 3d10 slashing damage. Regardless if the creature failed the save or not, the axeblade can launch towards a creature of your choice within 20 feet of the original target, other than the original target itself, provided a creature is in that area. If there is no creature in that area, the spell ends. If a creature is chooseable, it must make the same saving throw as the original target, taking damage on a failed save, and the axe can launch a thrid time towards a creature or your choice within 20 feet of the second target other than the second target or the first target. If the only creature within 20 feet of the second target is the first target, you can choose it instead. The chosen creature becomes a third target, and must again repeat the saving throw, taking damage on a failed save. Afterwards, the spell ends.

*At Higher Levels*

When you cast this spell usign a slot of 4th level or higher, the damage dealt by the first saving throw failed is increased by 1d10 for each level above 3rd.

*Spell Lists*

Sorcerer, Warlock, Wizard
Heated Dispute

***Summary***

1d8 fire damage spell attack, taunting the target.

***Effect***

You spew a ray of accusations, rebuttals and insults at a creature within range that can hear, trying to magically engulf your target in flames. You make a ranged spell attack against that creature. On a hit, the target takes 1d8 fire damage, and, during its next turn, if the first attack it makes could target you, but doesn't, it suffers a -1d4 penalty on that attack roll.

***At Higher Levels***

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

***Spell Lists***

Bard
Find Familiar

*Summary*

Summon controllable intelligent pet.

*Effect*

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss your familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. Your familiar cannot cast or activate spell effects except delivered touch spells, and it cannot use magic items or potions, and doesn't benefit from them.

*Spell Lists*

Wizard
Toxic Fury

*Summary*

Grant yourself resistances and give yourself an acid aura whenever you attack.

*Effect*

An aura of nausea inducing toxicity emanates from you, disorientating your foes. For the duration of the spell, the first time you hit a creature with a weapon attack on a turn, an aura of blight forms around you, forcing any creatures within 5 feet of you of your choice to make a consitution saving throw. On a failed save, a creature takes 2d6 poison and 2d4 acid damage, and a creature takes half as much damage on a sucessful one. A creature which failed the saving throw against this effect becomes poisoned until the end of it’s next turn. During the duration of the spell you are resistant to poison and acid damage, and any bludgening, piercing and slashing damage you take is reduced by an amount equal to your constitution modifier.

*Spell Lists*

Sorcerer, Wizard