recursal/Fanatic-Fandom huggingface dataset:
Fireshocker

*Summary*

Create a weapon, allowing you to deal 6d6 damage in an area s an action, or turn any leftover ammo into a damaging and blinding 40 foot dash.

*Effect*

You gather elemental energy into a destructive mass to incinerate your foes, occupying one of your hands. When you cast this spell, it has 3 charges, and the spell ends when you expend the last charge. As an action you can expend a charge to force all creatures in range to make a Dexterity saving throw, launching burning shrapnel at them. On a failed save the creature takes 3d6 fire and 3d6 piercing damage. On a sucessful save, a cretaure takes half as much damage.

At any time you can choose to expend all charges as a reaction, launching yourself in a 5 foot wide, 40 foot long line in a direction of your choice. This movement is regarded as teleportation,and it goes through creatures, but it cannot go through objects and is blocked by terrain, potentially ending the line early. When you do so, all creatures in that line must make a Constitution saving throw. On a failed save a creature takes 3d10 fire damage for each charge expended and is blinded until the end of their next turn.On a sucessful save a creature takes half as much damage and doesn’t suffer any other effects.

*At Higher Levels*

This spell gains another charge per slot level above 6th.

*Spell Lists*

Sorcerer, Wizard
Ray of Sickness

*Summary*

3d8 poison damage ranged attack with 1 turn poisoned condition.

*Effect*

A ray of sickening greenish energy energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit the target takes 3d8 poison damage and is poisoned until the end of it’s next turn.

*At Higher Levels*

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

*Spell Lists*

Sorcerer, WIzard
Inspired Order

*Summary*

Order two willing creatures to attack a target within range, using only their reaction.

*Effect*

The signature spell of the inspiring. You embolden you allies, guiding them to strike one creature within range. Choose up to two willing creatures within range and a target within range. Each willing chosen creature can use it’s reaction to move up to half it’s movement speed towards the target, make a single weapon attack against the target if it is within range, or do both.

*At Higher Levels*

When you cast this spell using a slot of 3rd level or higher, you can target an additional creature for every spell slot above the 2nd.

*Spell Lists*

Bard, Paladin
Ocean Spirit

*Summary*

Summon a spectre that heals or damages creatures around it, depending on your choice.

*Effect*

A spectral Jellyfish appears at an unoccupied point within range you can see, sending out waves of both healing and harming tides. At the start of each of your turns, choose if you want to create a healing or harming wave. All creatures within 20 feet of the spirit are affected. If you have chosen healing wave, all living creatures within the area regain 2d6 hit points. A creature can be healed up to 3 times per short or long rest this way. If you have chosen harming wave, all creatures in the area must make a strength saving throw. On a failed save a creature takes 3d8 water damage, and on a sucessful save a creature takes half as much damage.

*Spell Lists*

Druid, Ranger
Whip of Opression

*Summary*

Make a melee attack against a creature, dealing 3d8 slashing damage and two stacks of bleeding to the creature, while also potentially knocking it prone. Half damage on miss.

*Effect*

The signature spell of the opressor. You conjure a giant bladed whip, stiking an creature you can see within range. Make a melee spell attack against the creature. On a hit, a creature takes 3d8 slashing damage, suffers two stacks of bleeding, and if the creature is large or smaller, it is knocked prone. On a miss, the creature takes half as much damage, and suffers no other effects.

*At Higher Levels*

When you cast this spell using a slot of 3rd level or higher, the damage increases by 1d8 for every slot level above 2nd, and the amount of stacks of bleeding increases by 1 for every 2 slot levels above 2nd.

*Spell Lists*

Warlock, Wizard
Witch Bolt

*Summary*

Deal 2d4 lightning damage with a spell attack. On a hit, deal the 2d4 damage again as an action on subsequent turns.

*Effect*

You launch a beam of crackling power towards a creature within range. Make a ranged spell attack against the target. On a hit the target takes 2d4 lightning damage, as it crackles with energy. For the rest of the duration, you can use your action to damage the target this way again, dealing the same damage, as long as the target is within range and doesn’t have any cover when you take that action. The spell ends if you don’t take this action for a turn.

*At Higher Levels*

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

*Spell Lists*

Sorcerer, Warlock, Wizard
Crystal Rain

*Summary*

Deal 16d10 bludgeoning damage, divided into 8 attacks, which can target different creatures.

*Effect*

You draw traces from the earth creating a crystalline mass, which shatters into 8 pieces, which are launched at your opponents. Choose a target within range for each of the 8 pieces. Make a ranged spell attack for each shard. On a hit, the target takes 2d10 bludgeoning damage. You gain a number of temporary hit points for 1 minute equal to 5 times the amount of shards that hit their target.

*Spell Lists*

Druid, Sorcerer, Wizard
Whirlwind

*Summary*

Create a stationary or moving whirlwind which restrains and damages creatures within it.

*Effect*

A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. You can choose to designate a direction of your choice. If you do so, the whirlwind moves 30 feet in that direction at the start of each of your turns. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 slashing damage on a failed save, or half as much damage on a successful one. In addition, a large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Athletics or Acrobatics check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and drops prone 10 feet away from it in a random direction, unless it succeded on the check by 5 or more, in which case it doesn’t drop prone and can choose the direction.

*Spell Lists*

Druid, Sorcerer, Wizard
Striking Rapids

*Summary*

Create a wepon, allowing you to either deal 4d4 water damage per turn or turn any leftover ammunition into an explosion by ending the spell.

*Effect*

You gather water in a destructive form to lash at your enemies, occupying one of your hands. When you cast this spell, it has 7 charges, and the spell ends when you expend the last charge. As an action you can expend a charge to make a ranged spell attack against a creature within range. on a hit, the creature takes 2d4 water damage. If you take this action, you can use your bonus action to make a second, identical attack against the same target. The attacks have advantage if you and the target are submerged in the same body of liquid.

At any time you can choose to expend all charges as a reaction, launching yourself 10 feet in the air and allowing you to move 15 feet on the horizontal axis before landing. This movement doesn’t provoke opportunity attacks. All creatures within 5 feet of the point where you expended all charges this way must make a Strength saving throw, being pushed 5 ft. away on a failed save. A creature that failed the save also takes 1d4 water damage for every two charges you expended with this effect.

*At Higher Levels*

This spell gains another two charges per slot level above two.

*Spell Lists*

Druid, Sorcerer, Wizard
Counterspell

*Summary*

Shield a creature from a spell or prevent an instant teleportation.

*Effect*

You ward a creature against a harmful spell. If the spell affecting the creature is of the same or a lower level than the slot being used for this spell’s casting, the creature automatically succeeds on any saves it might be subjected to, doesn’t take damage from the spell, and cannot be subjected to conditions through it, except the invisible condition. If the spell affecting the creature is of a higher level, the creature gains a bonus to its AC and Saving throws against that spell equal to the slot used in casting this spell, and any damage it takes is halved.

Alternatively this spell can be used to prevent a conjuration spell with a duration of instantaneous as long as the conjuration spells level is no more than 2 levels higher than the level of the slot used to cast this spell.

*Spell Lists*

Sorcerer, Warlock, Wizard
Summon Fey

*Summary*

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

*Effect*

*You call upon the dewellers of the Fey Wild, conjuring one of their members to an unoccupied place within range you can see. You can choose one Fey with a CR equal or lower than 1/2 of the spell’s level, who appears beside you. 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 returns to the fey wild. 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
Summon Greater Elemental

*Summary*

Summon a powerful elemental companion, which lasts until it dies, but prevents you from regaing the used spell slot.

*Effect*

You call upon the might of the elemental chaos, which manifests itself as an elemental within range in an unoccupied space you can see. You can choose one Elemental with a CR equal or lower than 5, 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.

*At Higher Levels*

When you cast this spell using a sloth of 8th level or higher, the CR limitation is increased to 6.

*Spell Lists*

Druid, Wizard
Enlightened Magic

*Summary*

Increase the power of your next offensive spell.

*Effect*

The signature spell of the enlightened. You magically reflect upon youself, gaining insight into your flaws, enhancing your magical capabilities. The spells you cast before the end of the duration are empowered. You gain a +2 bonus to your spell save DC and spell attack bonus for the first saving throw or attack roll of that spell, and you can add your spellcasting ability modifier to the first damage roll of that spell. Any of these benefits are added to a roll, this spell ends, and no more spells can be empowered.

*At Higher Levels*

At higher levels. When you cast this spell using a slot of 2nd level or higher, the bonus to is increased by 1 and the increase of the first damage roll is increased by an additional 1d6 for every level above 1st.

*Spell Lists*

Sorcerer, Wizard
Kimmy Gibbler

Kimberly Louise "Kimmy" Gibbler is the youngest in her family. She is seen as a dumb, goofy person and is DJ's best friend. She started attending CCTR in 5th grade and graduated.

## Education

* CCTR United Intermediate School (5th grade)
* CCTR United Middle School (6-8)
* CCTR United High School (9-12)

## Interests

She was hired by DJ to join the school newspaper, and was in charge of the sports page. The story that she submitted was poorly written, and Kimmy ended up getting fired. She then writes her own newspaper, "The Gibbler Gazette," trash talking her best friend.
Posion Spray

*Summary*

1d12 poison damage, constitution saving throw to prevent damage.

*Effect*

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

*At Higher Levels*

This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

*Spell Lists*

Druid, Sorcerer, Warlock, Wizard
Bursting Smite

*Summary*

Increase the damage of your next attack, dealing 2d6 fire damage to the target, and 4d6 fire damage to creatures within 10 feet of the target.

*Effect*

The next time you hit a creature with a weapon attack before the spell ends, a burst of searing flames is unleashed as you strike. The target takes an additional 2d6 fire damage, and each creature within 10 feet of the target other than you must make a dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much on a sucessful one.

*At Higher Levels*

When you cast this spell using a spell slot of 4th level or higher, both instances of damage increase by 1d6 for each slot level above 3rd.

*Spell Lists*

Paladin
True Strike

*Summary*

+10 to hit against a chosen target for 1 attack.

*Effect*

You choose one creature you can see, magically gaining insight into the target’s defenses. When you make an attack against the chosen target, you gain a +10 bonus on your attack roll. Afterwards, the spell ends.

*Spell Lists*

Bard, Cleric, Sorcerer, Warlock, Wizard
Electric Assault

*Summary*

Create a weapon, allowing you to either deal 4d10 lightning damage per turn or turn any leftover ammunition into a stunning 120 foot dash.

*Effect*

You channel static energy into a terrible weapon, occupying one of your hands. When you cast this spell, it has 4 charges, and the spell ends when you expend the last charge. As an action you can expend a charge to make a ranged spell attack against a creature within range. On a hit, the creature takes 4d10 lightning damage, and on a miss the creature takes half the damage. The attacks have advantage if the target has taken water damage since the start of its last turn.

At any time you can choose to expend all charges as a reaction, moving in a straight horizontal line towards a point you can see within range. This movement doesn’t provoke opportunity attacks, and whenever you move through a creature, it must make a dexterity saving throw. On a failed save the creature takes 1d12 lightning damage for each charge expended, and loses their reaction. If a creature failed by 5 or more, they are also incapacitated until the end of theri next turn. On a sucessful save the creature takes half the damage and doesn’t suffer any other effects.

*At Higher Levels*

This spell gains another charge per slot level above 5th.

*Spell Lists*

Sorcerer, Wizard
Surging Maw

*Summary*

Increase your movement options, or end the spell to deliver an attack with extremely high bleeding damage.

*Effect*

You dart at your foes with the speed and fierceness of a shark. When you cast this spell and as a bonus action afterwards, you can move up to half your speed towards a hostile creature you can see, and you have advantage on attack rolls against creatures that are bleeding. Once before the end of this spell, you can choose to empower one of your attacks. On a hit, the attack deals an additional 2d4 slashing damage, and the target suffers 5 stacks of bleeding for a duration of 3.

*Spell Lists*

Ranger
Spike Growth

*Summary*

Make a 20 foot square harmful difficult terrain, dealing up to 6d4 guaranteed damage to traversing creatures.

*Effect*

The ground in a 20-foot square within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. A creature can take this damage no more than thrice per round. The transformation of the ground looks natural, but is obviously hazardous.

*Spell Lists*

Druid, Ranger
Fabricate

*Summary*

Transform raw material into simple products.

*Effect*

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and primitive clothes from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with stone or a similar substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is of the lowest quality necessary to fullfill the intended purpose of the object. You cannot work Metal into anything more complicated than a simple spike or nail.

Creatures or magic items can’t be created or transmuted by this spell.

*Spell Lists*

Wizard
Black Orb

*Summary*

Deal up to 8d8 force damage through 4 attacks.

*Effect*

You launch an orb of dark cosmic matter, which encircles and crashes into a creature within range. Make four ranged spell attack against the target. On each hit the target takes 2d8 force damage.

*At Higher Levels*

When you cast this spell usign a slot of 4th level or higher, you can make an additional attack against the same target for every slot level above 3rd.

*Spell Lists*

Warlock, Wizard
Storm Sphere

*Summary*

Create a 40 foot radius sphere with periodical slashing damage and lightning damage as a bonus action.

*Effect*

A 40 foot radius sphere of whirling air springs into existance on a point you choose within range. The sphere remains for the spell’s duration, and is difficult terrain. A creature which starts it’s turn in the sphere must make a Strength saving throw, taking 2d6 slashing damage on a failed save. When you cast this spell, you can choose a number of creatures equal to your spellcasting modifier. Those creature’s don’t take any damage from the spell’s effects. Until the spell ends, you can use your bonus action to target one creature within the sphere or your choice. Make a ranged spell attack as you launch a bolt of lightning from the sphere. On a hit, the target takes 2d8 lightning damage. All hearing based skill checks within 30 feet of the area are made at disadvantage.

*At Higher Levels*

When you cast this spell using a spell slot of 5th level or higher, the damage of the bolts of lightning increases by 1d8 for each level.

*Spell Lists*

Sorcerer, Wizard
Hurricane Arrow

*Summary*

Fire an arrow which pulls in and damages creatures within 20 feet, with possible extra environmental effects.

*Effect*

The next time you hit with a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a wisp of wind, erupting into a hurricane on impact. The damage of the atatck is transformed into magical slashing damage. Each creature within 20 feet of the target and the target itself must make a dexterity saving throw. On a failed save a creature takes 3d6 slashing damage and is pulles as far towards the target as possible and knocked prone. On a sucessful save a creature takes half as much damage and isn’t pulled or knocked prone. 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, a creature which has taken fire damage since the end of it’s last turn or burning object: The damage increases by 2d6 fire damage.
* At least 10 Gallons of water or a creature which has taken water damage since the end of it’s last turn: The damage is increased by 2d4 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 suffers two stacks of bleeding for a duration of 3.
* Snow or a creature which has taken cold damage since the end of it’s last turn: The damage is increased by 2d4 cold damage.
* A creature which has taken lightning damage since the end of it’s last turn: The damage is increased by 2d6 lightning damage.

*Spell Lists*

Ranger
Induce Alchemy

*Summary*

A way to induce small alchemical processes, with little practical use in adventure.

*Effect*

You Incude alchemical reaction using powders and substances, allowing you to create a wide array of semi-magical effects. Some effects may be:

* Turning 1l of water into 1l of pressurized hydrogen and 500ml of pressurized oxygen. Containers for the Gases must be provided.
* Causing an area of metal no larger than 1 square foot to either rust or be cleansed of all rust.
* Neutralize 1l of a basic or acidic substance, turning it into contaminated water.
* Decontamine Water.
* Magnetize an iron object weighing less than 1 lb.
* Create up to 1/5th lb soap from an equal amount of pure fat.

*At Higher Levels*

When you cast this spell using a spell slot of 2nd level or higher, the amount of substances you target and produce is increased by 100% for each slot above 2nd.

*Spell Lists*

Wizard
Toxic Burst

*Summary*

*Create a bubble which pops after 1 round, dealing 4d6 acid damage in a 10 foot radius after 1 round, or 2d6 acid damage if the bubble was popped prematurely.*

*Effect*

*You create an acidic bubble on a surface, ready to pop and splash onto its surroundings. Choose a, unoccupied point on a surface within range you can see. A bubble with a diameter of 5 feet forms on the surface. The bubble has an AC equal to your spellcasting proficiency DC. If the bubble takes any damage other than acid damage, the spell ends. At the start of your next turn the spell also ends. When this spell ends, the bubble bursts, and all creatures within 10 feet of it must make a dexterity saving throw. On a failed save, a creature takes 2d6 acid damage, plus 2d6 acid damage, it the spell ended at the start of the casters next turn. A creature who succeeded on the saving throw takes half as much damage. Objects in the area that aren’t being worn or carried also take the damage.*

*At Higher Levels*

*The base damage of the spell increases by 1d6 for every level of the slot used beyong first.*

*Spell Lists*

*Druid, Sorcerer, Wizard*
Splashing Stream

*Summary*

Ranged spell attack, 1d6 water damage & 5 feet push.

*Effect*

You hurl a bubble of high pressure water at a creature or object within range that you can see. Make a ranged spell attack against that target. On a hit it takes 1d6 water damage, and if the target is large of smaller, it is pushed 5 feet away from you.

*At Higher Levels*

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

*Spell Lists*

Druid, Sorcerer, Wizard
Fireball

*Summary*

Large fire area of effect, 20 foot radius with 6d6 fire damage.

*Effect*

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

*At Higher Levels*

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

*Spell Lists*

Sorcerer, Wizard
Greater Restoration

*Summary*

Clear a creature of all nonphysical conditions or remove hit point maximum reductions.

*Effect*

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end the following effects on the target:

All conditions the target suffers other than exhausted, grappled, invisible, prone, restrained and unconscious. One curse, including the target’s attunement to a cursed magic item. One disease. One effect reducing the target’s hit point maximum.

*Spell Lists*

Bard, Cleric, Druid, Ranger
Forbiddance

*Summary*

Prevent a creature from using a certain spell of ability.

*Effect*

You interrupt the act of one of your foes and forbid any repeated attempts for a time. The target must make a charisma saving throw. On a failed save, the spell or ability fails, and neither uses nor spell slots are expended, and if the ability or spell was used as an action or bonus action, the creature can choose to use it’s action or bonus action in a different way instead. Until the spell ends, the creature cannot use that ability or spell again, and it is aware that you are the one stopping it from doing so, and for the duration of the spell, is aware of your location. The spell ends if the target ever moves out of the spells range.

*Spell Lists*

Bard, Cleric, Wizard
Malevolent Smite

*Summary*

Increase the damage of your next attack by 3d4 necrotic damage, and inflict a malus on saving throws and attack rolls for 1 turn.

*Effect*

The next time you hit a creature with a weapon attack before the spell ends, the weapon festers with hateful energy as you strike. The attack deals an extra 3d4 necrotic damage, and suffers a -1d4 penatly to all it’s attack rolls and saving throws until the start of your next turn.

*At Higher Levels*

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

*Spell Lists*

Paladin
Wish

*Summary*

Wish for something. You might never again.

*Effect*

Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. You can create one of the following effects of your choice:

You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.

You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.

You grant up to ten creatures that you can see resistance to a damage type you choose.

You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich’s life drain attack.

You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner. The stress of casting this spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress, in which case you can choose to instantly learn a different 9th level spell on your spell list.

*Spell Lists*

Sorcerer, Wizard
Humans

> *"Some say that humans have managed to populate the world through trickery or sorcery, while others claim that it be merely a product of the greed and hunger of humankind. Fools, all of them. What has brought humans to this point is the same thing that continues to drive them forward. No other humanoid comes even close to rivaling their ambitions."*
>
>

The history of humankind is, as much other history, rather dim and undefined by the modern scholars, although it has been clear that humans have always taken great action to shape the world, and have played no minor role in bringing it to it's current point. Whether grand kings or heroes of old, humans are the focus of many tales of old, which continue to inspire new generations to attempt to prove themselves.

## Traits

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

### Ability Score Increase

Each of your ability scores is increased by 1.

### Age

Humans reach physical adulthood in their mid teens and mental adulthood after around two decades. Humans typically succumb to their age afet between 5 and 9 centuries, depending on living conditions.

### Size

Your size is medium. Adult humans typically range in height from around 150 to 200 centimetres. Humans weigh around 110 lbs.

### Languages

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

### Skill Versatility

You gain proficiency in two skills or tools of your choice.
Tiny Hut

*Summary*

Create a protective dome for the duration, which can only be traversed by creatures within it when it was created. The dome is immune to most things, but has it's faults.

*Effect*

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through as if it were difficult terrain, except all objects not being carried or worn, which are blocked and cannot pass through the dome. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is typically comfortable and dry, but can shift. If the dome takes at least 10 points of fire or cold damage, all creatures inside take 1/10th of the damage. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. If you cast this spell while a dome already exists, all preciously created domes vanish.

*Spell Lists*

Bard, Wizard
Wall of Ice

*Summary*

Create a wall of ice with a length of up to 100 feet, which deals damage when summoned and when broken sections are traversed.

*Effect*

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 8d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, is immune to cold, psychic and poison damage, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. The creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one.

*At Higher Levels*

When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6 for each slot level above 6th.

*Spell Lists*

Sorcerer, Wizard
Lightning Bolt

*Summary*

Create a line of lightning, dealing 4d10 damage in a stretched AoE.

*Effect*

A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d10 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.

*At Higher Levels*

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

*Spell Lists*

Sorcerer, Wizard
Blades of Rain

*Summary*

Buff yourself, following up weapon attacks with melee spell attacks as a bonus action, which deal 1d6 water damage on a hit.

*Effect*

You form a blade of water, which floats behind your back for the duration of the spell. Until the spell ends, when you make a weapon attack against a creature within 20 feet of you, you can use your bonus action to make an attack with the blade of water against that creature. When you do so, make a melee spell attack against that creature. On a hit, the creature takes 1d6 water damage. These attacks ignore cover, and deal an additional 1d6 water damage on the first hit each round, if the creature was dealt fire damage since the start of it’s last turn. The signature spell of the rainy.

*At Higher Levels*

When you cast this spell using a slot of 3rd level or higher, an additional blade appears, allowing you to make an additional attack when you make the spell attack with your bonus action, granting you an additional attack for every 2 slot levels above 1st.

*Spell Lists*

Cleric, Ranger, Sorcerer, Wizard
Stunning Smite

*Summary*

Increase the damage of your next attack and stun the target.

*Effect*

The next time you hit a creature with a weapon attack before the spell ends, electric tendrils of energy envelop your target as you strike. The target takes an additional 4d12 lightning damage, and the creature must make a constitution saving throw. On a failed save, the creature is stunned until the end of it’s next turn. On a sucessful save, the creature must decide whether it gets an action, a bonus action or movement during it’s next turn.

*Spell Lists*

Paladin
Nightmarish Visions

*Summary*

Cause a creature to perceive everyone as shadowy figures, and place some identical shadowy illusions to further confuse the target. Proximity to these illusions casue 3d6 psychic damage.

*Effect*

The signature spell of the Nightmarish. You curse a creature within range you can see with a waking nightmare, haunting it. The creature must make a Wisdom saving throw. On a sucessful save, the creature takes 6d6 psychic damage. On a failed save, the creature is frightened of every creature it sees. All perceived creatures are covered in shadowy twisting illusions, hiding their identity, and distorting their speech, making it impossible to distinguish them from each other based on factors other than size. You can choose four unoccupied spaces within range that are no larger than a 5 foot diamater, 10 foot high cylinder. The creature perceives the same shadowy illusions in those spaces as it does in any space occupied by a creature. As a bonus action on each of your turns afterwards, you can move these spaces up to 30 feet. When the target starts it’s turn within 5 feet of a creature covered in illusions or one of these spaces, it takes 3d6 psychic damage. The target must use its reaction to make opportunity attacks if any of these spaces or creatures covered in illusions leave its melee range. The target can repeat the saving throw at the end of each of it’s turns, ending the spell on a sucessful save. A creature which can see through illusions is immune to this spell.

*Spell Lists*

Sorcerer, Wizard, Warlock
Fargraves Wiki

**Welcome to the Fargraves Wiki!**
An advanced and more realistic rulework for TTRPGs based on D&D 5e, based on the rulings and worldbuilding project Fargraves created and partially illustated by Bandietrich.

This is a Nonprofit Project, anyone is free to use it. Playtesting may lead to changes of included Content.

## Important articles

**Creating A Character**

**Playable Races**

**Classes**

**Equipment**

**Weapons**

**Armor**

**Spells**

**Feats**
Inflict Wounds

*Summary*

Melee spell attack which deals 3d10 necrotic damage and prevents healing for 1 turn.

*Effect*

You magically tear open an unhealable wound in your victim. Make a melee spell attack against a creature you can reach, On a hit, the target takes 3d10 necrotic damage, and it cannot regain hit points until the start your next turn.

*At Higher Levels*

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

*Spell Lists*

Cleric
Geomantic Field

*Summary*

Create a 20 foot radius field, within which you can deal extra 2d4 splash damage to creatures that take damage as a reaction. Mind friendly fire.

*Effect*

You raise rocks and stones from the ground in a 20 foot radius around your position, where they remain for the duration of the spell. Whenever you see a creature take damage within the area, you can use your reaction to launch a rock at them. When you do so, every creature 5 feet of the target and the target itself must make a dexterity saving throw. On a faied save, each creature takes 2d4 bludgeoning damage on a failed save, and half as much on a sucessful one.

*At Higher Levels*

When you cast this spell using a slot of 3rd level or higher, each creature of your choice in the spell’s area when you cast this spell must also make the dexterity saving throw, taking 2d4 bludgeoning damage on a failed save or half as much on a sucessful one. When you cast this spell at 4th level or higher, the initial damage is increased by 1d4 for every slot level above 3rd.

*Spell Lists*

Druid, Sorcerer
Banishing Smite

*Summary*

Increase the damage of your next attack, dealing 5d10 force damage and potentially banishing the creature.

*Effect*

The next time you hit a creature with a melee weapon attack before this spell ends, the attack deals an extra 5d10 force damage to the target. The target must make a charisma saving throw. On a failed save, the creature is banished from this plane. If it’s plane of origin is a different plane, the creature returns there. Creatures native to the plane they’re currently on are banished to a harmless demiplane whrere they are incapacitated. When this spell ends, targets reappear in the unoccupied space closest to the space they left, unless the spell ended due to it’s duration ending and the creature was banished to it’s home plane, in which case it doesn’t return.

*Spell Lists*

Paladin
Reforge

*Summary*

Temporarily enchant equipment.

*Effect*

The signature spell of the forged. You touch a nonmagical weapons, set of armor or shield. Until the spell ends, the object becomes magical, and cannot be damaged or destroyed by effects that deal less than 50 points of damage, and cannot rust or be otherwise deteriorated through effects or hazards. Attacks made with an affected weapon are considered magical, and gain a +1 bonus to either attack or damage rolls made with the weapon, which you choose when you cast this spell. Any damage the wielder of an affected armor takes is reduced by 1, and the wielder of an affected shield gains a +1 bonus to dexterity and strength saving throws.

*At Higher Levels*

When you cast this spell using a slot of 4th level or higher, the damage reduction bonus, attack roll or damage roll bonus and saving throw bonus is increased by 1 for every slot two levels above 2nd. When you cast this spell using a slot of 9th level, the material cost is increased to 1000gp worth of silver, and the duration of the spell is instantaneous, permanently enchanting the affected object.

*Spell Lists*

Paladin, Wizard
Stance of Justice

*Summary*

Turn damage taken into healing for 1 round.

*Effect*

The signature spell of the just. You take a stance of resistance, facing your foes without fear. When you cast this spell as an action, until the end of your next turn, whenever you take damage from an attack, a spell or a harmful effect produced intentionally by a creature, you take no damage. Instead, you regain hit points equal to the damage the effect would have caused. You can regain no more than half your maximum hit points this way. Whenever you are healed by this spell while concentrating on a different spell, you must make a concentration saving throw as if the healing had been damage dealt to you. After healing from this spell, you can be healed by this spell for no more than 1/10th of your maximum hit points until you finish a long rest.

*Spell Lists*

Cleric, Paladin
Ramming Strike

*Summary*

Reduce the damage you take until you make an attack which deals extra 2d6 bludgeoning damage, and can stun the target.

*Effect*

You channel the will and defensive potency of a ram. Any bludgeoning, piercing and slashing damage you take is reduced by 4 until the spell ends. Once before the end of the spell you can give yourself advantage on an attack roll. On a hit, the attack deals an extra 2d6 blugeoning damage, and the target must make a Constitution saving throw. On a failed save, the target is incapacitated until the end of it’s next turn. If it failed the save by 5 or more, it is stunned while incapacitated this way. The creature suffers a -2 penalty on it’s saving throw if a creature hostile to it other than you is within 5 feet of it.

*Spell Lists*

Ranger
Touch of Mercy

*Summary*

Knock out a weak creature for the duration, putting it to sleep, forcing it to make a long rest.

*Effect*

The signature spell of the merciful. You attempt to touch one creature within range, imbueing it with pacifying magic. Make a melee spell attack against a target within reach. You have advantage on the attack if the creature is surprised On a miss, you can use your action on subsequent turns to repeat the attack. On a hit, if the creature has less than 50 hit points, it is poisoned until the spell ends. While poisoned this way, the creature falls into a harmless slumber, dropping prone and becoming incapacitated. The creature doesn’t awake naturally until the spell ends. If another creature touches the creature, deals damage to it or applies it with a harmful effect, the spell ends, and the creature is reawoken. The creature is also reawoken if harmful effects are placed within it’s vicinity or if it is moved in any way., ending the spell early. If the spell ends early, the creature can exit prone as a free action, and isn’t surprised. If the spell doesn’t end early, the creature succesfully completes a long rest.

*At Higher Levels*

When you cast this spell using a slot of 4th level or higher, the maximum hit point threshhold is increased by 10 for every level above 3rd.

*Spell Lists*

Cleric
Delayed Blast Fireball

*Summary*

Create a highly explosive charge which detonates when the spell ends and becomes more powerful as time passes.

*Effect*

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 10d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The bead has an AC equal to your Spell save DC, and when it takes damage other than psychic or poison damage, it also detonates. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.

*At Higher Levels*

When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

*Spell Lists*

Sorcerer, Wizard
Writhing Tentacles

*Summary*

Create a 20 foot square of damaging and restraining tentacles.

*Effect*

Squirming tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

*Spell Lists*

Warlock, Wizard