recursal/Fanatic-Fandom huggingface dataset:
Stormgarde Scout

***Origin***: Stormholme

One Stormgarde scout is never like another Stormgarde scout. Stormgarde is the guild of individuality, after all, and you are free to explore your passions and talents, as long as it produces some kind of influence or wealth for the guild. You could be a horse master, priding yourself to be as good as any Creekish rider, focusing on fast and safe deliveries of messages. You could be an excellent sailor, feeling more at home on the high seas than dry land. You could be a brave explorer, searching for your next big discovery. No matter your specialty, as long as you follow the few orders sent by the Stormgarde guild and continue to pay your fee, you are free to be yourself.

***Skill Points***: You gain six skill points, assign them in any skills in a manner of your choice.

***Equipment***: A random trinket from the Trinket Random table, an insignia of your guild and rank, a tool, kit, or musical instrument of your choice, a set of common clothes, and a belt pouch containing 15 gp.

***Background Trait***: Guild Membership

As an established and respected member of your guild, you gain certain benefits that your membership provides.

* ***Income***: As long as you practice your craft or trade, you earn a modest lifestyle.
* ***Jurisdiction***: The Stormgarde guild wields tremendous political power. They may offer you aid if it is worth their time. You might be able to gain access to powerful figures through the guild if you are a member in good standing. Such connections might require payment from the guild, in the form of donations of coins or valuable items to the guild's coffers.
* ***Residence***: Your fellow guild members will provide you with lodging and food if necessary. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. In the cities that the Stormgarde own there are several guild establishments that you gain full access to.

***Bond***: In The Guild Books

Your name is written in your guild's manifest, along with your hometown, your characteristics, loved ones, exploits, and talents. The guilds of Stormholme's most crucial demand of you is your loyalty. If they consider this loyalty to be broken, they will punish you. Worst case scenario, you pissed them off somehow, and now they are coming for you to silence you.
Master Noble

***Origin***: Sirendale

As a Master of Sirendale, you have advanced from Apprentice to Practitioner, to Journeyman to finally Master in your specific art or craft. In most other kingdoms on Frostmark, this would simply earn you reputation and coin, but in Sirendale, it also grants you a noble title. You do not have to fulfill any administrational duties yourself, you can hire people for that, but you are burdened with at least some partial responsibility for your home region. The people refer to your's and your fellow artisan's wisdom to protect and steer the kingdom towards prosperity.

***Skill Points***: You gain Arts & Crafts (your choice) rank 3, and two skill points to assign in any skills of your choice.

***Equipment***: A tool or kit of your choice, a grant of your title as both Master and Noble, a trinket from the Random Trinket table, a set of fine clothes, and a pouch containing 25 gp.

***Background Trait***: Noble by Effort

* ***Income***: As long as you can work your craft or art you earn a comfortable lifestyle.
* ***Jurisdiction***: Thanks to your noble and Master title, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk and merchants make every effort to accommodate you and avoid your displeasure, and other people of high status treat you as a member of the same social sphere. You can secure an audience with local powerful people if you need to.

***Bond***: Position of Responsibility

As a Master Artist or Crafter of Sirendale, people's hope falls on you. You are given the responsibility to help protect the kingdom and enrichen it, even if you do not want it. In addition, as a Master, you are also expected to start your own school to share your knowledge with the next generation. If you abandoned the very minimum of these requirements, you would be shunned by Siren society. No one would trade with you, buy your creations, or even make conversation with you.
Arcane Eye

**Arcane Eye** (4th, div., conc.)

Casting Time: *1 action*        Range/Area: *6 m*

Duration: *1 hour*            Attack/Save: *None*

Components: *S, V* Effect: *Detection*

You create an invisible eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and Darkvision out to 6 m. The eye can look in every direction.

As an Action, you can move the eye up to 6 m in any direction. There is no limit to how far away from you the eye can move, but it can't enter another Realm. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 cm in diameter.
Conjure Elemental

**Conjure Elemental** (5th, conj., conc.)

Casting Time: *1 minute*        Range/Area: *18 m*

Duration: *1 hour*            Attack/Save: *None*

Components: *S, V* Effect: *Summoning*

Choose an area of air, earth, fire, or water that fills a 2 m cube within range. An *air*, *earth*, *fire* and *water elemental*  (your choice) appears in an unoccupied space within 2 m of it. For example, a *fire elemental* emerges from a bonfire, and an *earth elemental* rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. The Bestiary has the elemental's statistics. Sample elementals can be found below.
Compulsion

**Compulsion** (4th, ench., conc.)

Casting Time: *1 action*        Range/Area: *6 m*

Duration: *1 minute*            Attack/Save: *Res save*

Components: *S, V* Effect: *Charmed*

Creatures of your choice that you can see within range and that can hear you must make a Resolve saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you.

Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Resolve saving throw to try to end the effect.

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

**Nondetection** (2nd, ill.)

Casting Time: *1 action*        Range/Area: *Touch*

Duration: *24 hours*            Attack/Save: *None*

Components: *S, V* Effect: *Deception*

For the duration, you shield a creature or an object you touch from divination spells.

The target can be a willing creature or an object no more than 4 cubic meters and that isn't being carried or worn by another creature. When you cast the spell, choose one effect. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.

* ***False Aura***: You change the way the target appears to spells and magical effects, such as Detect Magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appears nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
* ***Mask***: You change the way the target appears to spells and magical effects that detect creature types, such as Divine Sense or the trigger of a Symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
* ***Veil***: The target can't be targeted by any divination magic or perceived through magical scrying sensors.
Calendar

The year starts at the Spring Equinox, the day where the night and day are equal. A year on Frostmark is 343 days long.

#### Months

There are seven months during the year. Each month contains seven weeks with seven days.

* Larek (Day 1-49) (Late March - to the beginning of June)
* Rirek (Day 50-98) (Beginning of June - middle of July)
* Surek (Day 99-147) (Middle of July to August)
* Gerek (Day 148 - 196) (September - to the middle of October)
* Terek (Day 197 - 245) (Middle of October - Beginning of December)
* Borek (Day 246 - 294) (Beginning of December - to January)
* Verek (Day 295 - 343) (February - to late March)

#### Weekdays

* Lamesen
* Rimesen
* Sumesen
* Gemesen
* Temesen
* Bomesen
* Vemesen
Guardian of Faith

**Guardian of Faith** (4th, conj.)

Casting Time: *1 action*        Range/Area: *6 m*

Duration: *8 hours*            Attack/Save: *Dex save*

Components: *V* Effect: *Radiant*

A Large guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 2 m of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
Glibness

**Glibness** (8th, ill.)

Casting Time: *1 action*        Range/Area: *Self*

Duration: *1 hour*            Attack/Save: *None*

Components: *V* Effect: *Social*

Until the spell ends, when you make a social ability check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
Calm Emotions

**Calm Emotions** (2nd, ench., conc.)

Casting Time: *1 action*        Range/Area: *12 m (4 m sphere)*

Duration: *1 minute*            Attack/Save: *Comp save*

Components: *S* Effect: *Charmed*

Each humanoid in a 4 m radius sphere centered on a point you choose within range must make a Composure saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.
Mounted Combat

A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.

***Mounting and Dismounting***

Once during your movement, you can mount a creature that is within 1 m of you or dismounts. Doing so costs an amount of movement equal to half your speed. You can’t mount a steed if you have less than half your movement.

If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall of the mount, landing prone in a space within 1 m of it. If you’re knocked prone while mounted, you must make the same saving throw.

If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 1 m of it.

***Controlling a Mount***

While you’re mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently. You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: dash, disengage, and dodge. A controlled mount can move and act even on the turn that you mount it.

An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes. In either case, if the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount.

***Underwater Combat***

When a creature that doesn’t have a swimming speed makes a ***melee weapon attack*** the attack has disadvantage unless the attack is made with a dagger, javelin, shortsword, spear, or trident.

A ***ranged weapon attack*** automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart). Creatures and objects that are fully immersed in water have resistance to fire damage.
Defector Warrior

***Origin***: Greenfield

You were one of the unfortunate souls whose life was forever changed when the Beornish chieftain Idris decided to do more in Greenfield than just raid. The Beornish had some use for you, as you can replenish their ranks. Perhaps you were one of the few survivors of the bastions of civilization and defense in the northern parts of Greenfield, and you were spared the ax by swearing to join Idris instead. Or you left your post before the incoming doom, deserting your fellow soldiers to join the winning side. You might have even lived in the southern parts of Greenfield but journeyed north to take advantage of the lay of the land. Either way, now you belong to neither camp. You are not a full-fledged Beornish raider, even if you have assimilated well with them, and you are certainly not as patriotic and principled as you once were as a fieldish.

***Skill Points***: You gain four skill points, assign them in the Animal Handling, Athletics, Deception, Perception skills in a manner of your choice.

***Equipment***: A trinket to remind you of your past life (an old insignia of your rank, a keepsake from your hometown, something that reminds you of the family you left behind, etc.), a gaming set of your choice, a set of traveler's clothes and a belt pouch containing 15 gp.

***Background Trait***: One of You

Your experiences, and the fact that you were embraced by the Beornish at all, speaks of your ability to be adaptable. You have learned how to fit amongst the Beornish, absorbing their culture and mannerisms to a degree it might be hard to tell you apart. Now you are certain you can test this in any culture, provided you have the right means. This trait allows you, only after a day or two of observing and preparing your look, to go unnoticed in another culture. Of course, you would potentially have to get your hands on the right papers and craft a believable story, but no one will think twice about seeing you walk down the street or small talking with you.
Find Familiar

**Find Familiar** (1st, conj., ritual)

Casting Time: *1 hour*            Range/Area: *2 m*

Duration: *Instant*            Attack/Save: *None*

Components: *S, V, SC* Effect: *Summoning*

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.
* While your familiar is within 20 m 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 concerning your own senses.
* As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. 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 6 m of you.
* 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 20 m 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.
Mental Prison

**Mental Prison** (7th, ill., conc.)

Casting Time: *1 action*        Range/Area: *12 m*

Duration: *Conc., up to 1 min*        Attack/Save: *Int/Cun save*

Components: *S* Effect: *Psychic*

One creature you can see within range must make an Int/Cun saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.
Hold

**Hold** (5th, ench., conc.)

Casting Time: *1 action*        Range/Area: *18 m*

Duration: *1 minute*            Attack/Save: *Res save*

Components: *S, V* Effect: *Paralyzed*

Choose a creature that you can see within range. The target must succeed on a Resolve saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Resolve saving throw. On a success, the spell ends on the target.

*At higher levels*: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 6 m of each other when you target them.
Zone of Truth

**Zone of Truth** (2nd, ench.)

Casting Time: *1 action*        Range/Area: *12 m (3 m sphere)*

Duration: *10 minutes*            Attack/Save: *None*

Components: *S, V* Effect: *Control*

You create a magical zone that guards against deception in a 3 m radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Resolve saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

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

**Flame Blade** (2nd, evo., conc.)

Casting Time: *1 bonus action*        Range/Area: *Self*

Duration: *10 minutes*            Attack/Save: *Melee*

Components: *S, V* Effect: *Fire*

This spell creates a fiery one-handed weapon in one of your free hands for the duration. If you let go of the weapon, it disappears, but you can evoke the weapon again as bonus action.

You can use your action to make a melee spell attack with the fiery weapon. On a hit, the target takes 3d6 fire damage.

The flaming weapon sheds bright light in a 2 m radius and dim light for an additional 2 m.

*At higher levels*: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
Arbalist

***Origin***: Armathain

As an Arbalist of Armathain, you have been placed in a peculiar position. You are an absolute necessity to protect your lord against the Knights, but at the same time, you are viciously despised, not only by your enemy but also by your lord. You are plucked from the Diligent Mark's ranks by the grace of your loyalty and trained to use the heavy crossbow. In a skirmish between the nobles, you and your fellow Arbalists might be the only ones who can stop the enemy's Knight. Since you have this purpose on the battlefield, you are often accused of dishonor, and many soldiers, regardless of rank, want little to do with you. Even if your effectiveness is vital in Armathain, your numbers are limited to only a handful per influential noble to limit your power.

***Skill Points***: You gain five skill points, assign them in the Athletics, Deception, Perception, Stealth, and Subterfuge skills in a manner of your choice.

***Equipment***: A gaming set of your choice, a random trinket from the Random Trinket table, a set of common clothes, and a pouch containing 20 gp.

***Background Trait***: A Double-Sided Sword

* ***Income***: As long as you are assigned as an Arbalist you may earn a comfortable lifestyle.
* ***Reputation***: Even if you are socially mistrusted, you are a commodity amongst nobles. They fear disloyalty and assassination attempts more than the social backlash of hiring you, so you enjoy a better lifestyle than most people in the Diligent Mark. You are not given more influence or improved rights than others in your status, but you are treated better by your lord and given more coin than your brothers and sisters in arms.

***Bond***: Forced Subterfuge At the threat of termination of your employment or other punishments, a lord can attempt to persuade you to accept more shady assignments, like spying or even assassination.
Contingency

**Contingency** (6th, evo.)

Casting Time: *10 minutes*        Range/Area: *Self*

Duration: *10 days*            Attack/Save: *None*

Components: *S, V, SC* Effect: *Utility*

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

The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then Contingency ends.

The contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time.

If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if you do not possess enough Soul power to cast the spell.
Control Weather

**Control Weather** (8th, trans., conc.)

Casting Time: *10 minutes*        Range/Area: *Self (8 kilometre radius)*

Duration: *8 hours*            Attack/Save: *None*

Components: *S, V* Effect: *Control*

You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.

When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4×10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables, and change its stage by one, up or down. When changing the wind, you can change its direction.

**Temperature**

 2
 3
 4
 5
 6

**Wind**

 2
 3
 4
 5

**Precipitation**

 2
 3
 4
 5
Maelstrom

**Maelstrom** (5th, evo., conc.)

Casting Time: *1 action*        Range/Area: *24 m*

Duration: *1 minute*            Attack/Save: *Br save*

Components: *S, V* Effect: *Force*

1-m-deep water appears in a 6-m radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Brawn saving throw or take 6d6 force damage and be pulled 2 m toward the center.
Gust

**Gust** (0, trans.)

Casting Time: *1 action*        Range/Area: *6 m*

Duration: *Instant*            Attack/Save: *Br save*

Components: *S, V* Effect: *Control*

You create one of the following effects at a point you can see within range:

* One Medium or smaller creature that you choose must succeed on a Brawn saving throw or be pushed up to 1 m away from you.
* You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 2 kg. The object is pushed up to 2 m away from you. It isn’t pushed with enough force to cause damage.
* You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Infernal Calling

**Infernal Calling** (5th, conj., conc.)

Casting Time: *1 minute*            Range/Area: *18 m*

Duration: *Conc, up to 1 hour*            Attack/Save: *None*

Components: *S, V, SC* Effect: *None*

You summon a devil. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.

The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the GM’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail or trying to tempt you to undertake an evil act in exchange for limited service. The Bestiary has the creature’s statistics.

On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is following its desires. Otherwise, you must make a Deception (Pre/Man) or Persuasion (Pre/Man) check contested by its Empathy (Com) check. You make the check with advantage if you say the devil’s true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command— such as “attack my enemies,” “explore the room ahead," or “bear this message to the queen"—until it completes the activity, at which point it returns to you to report having done so.

If your concentration ends before the spell reaches its full duration, the devil doesn‘t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.

If you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no ability checks required.

*At higher levels*: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
Stinking Cloud

**Stinking Cloud** (3rd, conj., conc.)

Casting Time: *1 action*        Range/Area: *18 m (4 m radius sphere)*

Duration: *1 minute*            Attack/Save: *Vit save*

Components: *S, V* Effect: *Control*

You create a 4 m radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Vitality saving throw against poison. On a failed save, the creature spends its action that turns retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 5 m/s) disperses the cloud after 4 rounds. A strong wind (at least 10 m/s) disperses it after 1 round.
Mind Blank

**Mind Blank** (8th, abj.)

Casting Time: *1 action*        Range/Area: *Self*

Duration: *24 hours*            Attack/Save: *None*

Components: *S, V* Effect: *Buff*

Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils *Wish* spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.
Create Bonfire

**Create Bonfire** (0, conj., conc.)

Casting Time: *1 action*        Range/Area: *12 m (1 m cube)*

Duration: *1 minute*            Attack/Save: *Dex save*

Components: *S, V* Effect: *Fire*

Designate a square within range that you can see. Until the spell ends, the bonfire fills a 1 m cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.

The bonfire ignites flammable objects in its area that aren’t being worn or carried.

The spell’s damage increases by 1d8 when you reach 5th total level (2d8), 11th total level (3d8), and 17th total level (4d8).
Resilient Sphere

**Resilient Sphere** (4th, evo., conc.)

Casting Time: *1 action*        Range/Area: *6 m (sphere)*

Duration: *1 minute*            Attack/Save: *Dex save*

Components: *S* Effect: *Control*

An unwilling creature of Large size or smaller within must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.

Nothing, not physical objects, energy, or other spell effects, can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.

A Disintegrate spell targeting the globe destroys it without harming anything inside it.
Chain Lightning

**Chain Lightning** (6th, evo.)

Casting Time: *1 action*        Range/Area: *30 m*

Duration: *Instant*            Attack/Save: *Dex save*

Components: *S, V* Effect: *Lightning*

You target one creature within range with this spell, then three bolts leap from that target to as many as three other targets, each of which must be within 6 m of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

*At higher levels*: When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
Animate Dead

**Animate Dead** (3rd, vis.)

Casting Time: *1 minute*        Range/Area: *2 m*

Duration: *Instant*            Attack/Save: *None*

Components: *S, V, SC* Effect: *Creation*

This spell creates up to two undead servants. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the Bestiary has the creature's game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 12 m of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. Whenever this spell is cast to reassert control over the undead rather than create new ones, the spell does not require Soul Consumption.

*At higher levels*: When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
Glyph of Warding

**Glyph of Warding** (3rd, abj.)

Casting Time: *1 hour*         Range/Area: *Touch*

Duration: *Dispelled/triggered* Attack/Save: *Dex save*

Components: *S, V, SC* Effect: *Control*

When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 2 m in diameter. If the surface or object is moved more than 2 m from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible and requires a successful Investigation check against your spell save DC to be found.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), or creature kind (for example, the ward could be set to affect aberrations or a specific race). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.

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

* ***Explosive Runes***: When triggered, the glyph erupts with magical energy in a 4-m-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
* ***Spell Glyph***: You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

*At higher levels*: When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
Hex

**Hex** (1st, ench., conc.)

Casting Time: *1 bonus action*        Range/Area: *18 m*

Duration: *Conc., up to 1 min*        Attack/Save: *None*

Components: *S, V* Effect: *Necrotic*

Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A spell that removes curses cast on the target ends this spell early.

*At higher levels*: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Daylight

**Daylight** (3rd, evo.)

Casting Time: *1 action*        Range/Area: *12 m (12 m sphere)*

Duration: *1 hour*            Attack/Save: *None*

Components: *S, V* Effect: *Control*

A 12 m radius sphere of light appears on a point you choose within range. The sphere is a bright light and sheds dim light for an additional 12 m.

If you choose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
Mind Spike

**Mind Spike** (2nd, div., conc.)

Casting Time: *1 action*        Range/Area: *12 m*

Duration: *Conc., up to 1 hour*        Attack/Save: *Int/Cun save*

Components: *S* Effect: *Psychic*

The target must make an Int/Cun saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are within the same Realm. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.

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

**Mirage Arcane** (7th, Ill.)

Casting Time: *10 minutes*        Range/Area: *Sight (2 km)*

Duration: *10 minutes*            Attack/Save: *None*

Components: *S, V* Effect: *Control*

You make terrain in an area up to 2 km square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.

Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.

The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.

Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.
Crown of Stars

**Crown of Stars** (7th, evo.)

Casting Time: *1 action*        Range/Area: *Self*

Duration: *1 hour*            Attack/Save: *Ranged    Spell Attack*

Components: *S, V* Effect: *Radiant*

Seven nobules of radiant energy orbits around you. You can use a bonus action to send one of the nobules streaking toward one creature or object within 24 m of you. When you do so, make a ranged spell attack. On a hit. the target takes 4d12 radiant damage. Whether you hit or miss, the nobule is expended. The spell ends early if you expend the last nobule. If you have four or more nobules remaining, they shed bright light in a 6 m radius and dim light for an additional 6 m. If you have one to three nobules remaining, they shed dim light in a 6 m radius.

*At higher level*: When you cast this spell using a spell slot of 8th level or higher, the number of nobules created increases by two for each slot level above 7th.
Fog Cloud

**Fog Cloud** (1st, conj., conc)

Casting Time: *1 action*        Range/Area: *24 m (*4 m radius sphere*)*

Duration: *1 hour*            Attack/Save: *None*

Components: *S, V* Effect: *Control*

You create a 4 m radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 5 m/s) disperses it.

*At higher levels*: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 4 m for each slot level above 1st.
Artist/Crafter

***Origin***: Anywhere

You earn a livelihood by the grace of your skill in a particular art or craft. You may have learned on your own by trial and error, obtaining expertise where you can, visiting other villages, or even traveling to other practitioners for a lesson here and there. You may have studied as an apprentice, alone, or one of many under a master. Or you can be a wanderer, traveling to expand your horizons and your craft.

***Skill Points***: You gain Arts & Crafts (your choice) rank 2, Empathy rank 1, Persuasion rank 1, and you gain three skill points that you can assign in any skills of your choice.

***Equipment***: A set of Artisan's Tools of your choice, a trinket from the Random Trinket table, a set of commoner's clothes, a set of traveler's clothes, and a belt pouch containing 20 gp.

***Background Trait***: Earned Respect

* ***Income***: You earn a modest lifestyle if you practice your art or your craft.
* ***Reputation***: You become a household name in the village or neighborhood you are practicing your art or craft in.
Hallow

**Hallow** (5th, vis.)

Casting Time: *24 hours*        Range/Area: *Touch (12 m sphere)*

Duration: *Until dispelled*        Attack/Save: *Pre/Man save*

Components: *S, V, SC* Effect: *Buff*

You touch a point and infuse an area around it with divine power. The area can have a radius up to 12 m, and the spell fails if the radius includes an area already under the effect of a Hallow spell. The affected area is subject to the following effects.

* First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.
* Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Pre/Man saving throw. On a success, the creature ignores the extra effect until it leaves the area.
	+ ***Courage***: Affected creatures can't be frightened while in the area.
	+ ***Darkness***: Magical darkness fills the area.
	+ ***Daylight***: Magical bright light fills the area.
	+ ***Energy Protection***: Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
	+ ***Energy Vulnerability***: Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.
	+ ***Everlasting Rest***: Dead bodies interred in the area can't be turned into undead.
	+ ***Extradimensional Interference***: Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.
	+ ***Fear***: Affected creatures are frightened while in the area.
	+ ***Silence***: No sound can emanate from within the area, and no sound can reach into it.
	+ ***Tongues***: Affected creatures can communicate with any other creature in the area, even if they don't share a common language.
Ice Knife

**Ice Knife** (1st, conj.)

Casting Time: *1 action*        Range/Area: *12 m (1 m radius)*

Duration: *Instant*            Attack/Save: *Dex save*

Components: *S* Effect: *Cold*

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 piercing damage. Hit or miss, the shard then explodes. To determine where the Ice Knife impacts if you would miss, you roll a 1d4 and a 1d8 or 1d6. The 1d4 determines how many meters away from the intended target the Ice Knife lands at. Roll a 1d8 to determine which direction the Ice Knife lands at for a square grid and a 1d6 for a hex grid. Any target where the Ice Knife lands and each creature within 1 m of it must succeed on a Dexterity saving throw or take 1d10 cold damage.

*At higher levels*: For each higher even spell slot you cast this spell at, increase the piercing damage with 1d6. For each higher odd spell slot you cast this spell at, increase the cold damage with a 1d10.
Faerie Fire

**Faerie Fire** (1st, evo., conc.)

Casting Time: *1 action*        Range/Area: *12 m (4 m square)*

Duration: *1 minute*            Attack/Save: *Dex save*

Components: *V* Effect: *Debuff*

Any creature in the area when the spell is cast is outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 2 m radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.