recursal/Fanatic-Fandom huggingface dataset:
Great Freedom War

After four thousand years of systemic slavery, the tiefling race and the majority of Seilsan was suffering. From ransacked villages to tortured souls, their spirit was at an all time low. The dragonborn in Leushlan had not been treated particularly well either, though not to the point that they were held as slaves. Regardless, they were not oblivious to what had been happening in the south, and the slaves brought back to the cities were growing in number.

A quiet movement began in Dragon Marsh. The dragonborn there had freedom to speak out in waters that elves weren't able to interpret. They brainstormed ways to get a larger, united group together without alerting the elves to their plan. Slowly, word began to spread among the dragonborn on land, then to the enslaved tieflings.

A key component to this uprising was an elf known as the "Free Wren." The true identity of this person was unknown at the time, but it was thought that they were a wealthy property owner themselves and came from a line of slave owners. The Free Wren met with the dragonborn and offered their aid. They were able to help get information through to the enslaved tieflings, and further still to the tieflings in Seilsan.

The war would be long, and bloody. Many people were willing to die to maintain their lifestyle, and many more were willing to die to change it. It began with a group of slaves owned by an important general. The Free Wren was able to slip a plan through to them: The general would soon be hosting a large dinner for many major Elodian military and political leaders. The Free Wren offered a subtle and potent poison - ricin - for the meal, and urged the tieflings to use it, and begin the revolt. Soon after the officials returned to their own estates, they all were overwhelmed with nausea. It didn't take long for the tieflings in other estates to recognize this opportunity. There was a large slaughter, and after their own estates could no longer restrain them, they armed themselves.

By this time, the dragonborn had gathered to assist, and the mass of them turned to help free other tieflings in the area. They killed many prominent slave owners before running for the city limits to ride the water to Seilsan. After this, the war between the Elodian Empire and the communities of Seilsan raged on for hundreds of years. Both sides used grueling tactics and both sides had a high death count.
Reverse Gravity

Level: 7

Casting Time: 1 action

Range: 100 feet

Duration: Concentration, up to 1 minute

 This spell reverses gravity in a 50-foot-radius, 100- foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures fall back down.

**Source:** *PHB*, page 272. Available in the SRD.
Minute Meteors

Level: 3

Casting Time: 1 actoin

Range: Self

Duration: Concentration, up to 10 minutes

You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire 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 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.

**Source:** *XGE*, page 161. Also found in *EEPC*, page 20.
Sickening Radiance

Level: 4

Casting Time: 1 action

Range: 120 feet

Duration: Concentration, up to 10 minutes

Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.

When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

**Source:** *XGE*, page 164
Phantasmal Killer

Level: 4

Casting Time: 1 action

Range: 120 feet

Duration: Concentration, up to 1 minute

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

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

Level: 7

Casting Time: 1 action

Range: 500 miles

Duration: Concentration, up to 1 day

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

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

**Source:** *PHB*, page 270. Available in the SRD.
Wall of Thorns

Level: 6

Casting Time: 1 action

Range: 120 feet

Duration: Concentration, up to 10 minutes

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing 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, both types of damage increase by 1d8 for each slot level above 6th.

**Source:** *PHB*, page 287. Available in the SRD.
Wall of Fire

Level: 4

Casting Time: 1 action

Range: 120 feet

Duration: Concentration, up to 1 minute

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

**Source:** *PHB*, page 285. Available in the SRD.
Plane Shift

Level: 7

Casting Time: 1 action

Range: Touch

Duration: Instantaneous

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

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

Level: 2

Casting Time: 1 action

Range: Sight

Duration: Concentration, up to 1 hour

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

**Source:** *XGE*, page 165. Also found in *EEPC*, page 22.
Mirror Image

Level: 2

Casting Time: 1 action

Range: Self

Duration: 1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

**Source:** *PHB*, page 260. Available in the SRD.
Treaty of Information

Towards the end of the Great Freedom War, everyone was weary. The continent had been warring for more than 300 years, cutting thousands of lives short. Leading up to the treaty, the elves of Elodia had restricted the dragonborn's access to Elodia, leaving them to either stay in a ghetto or submerged in Dragon Marsh. Both sides had had many losses and wins, but at that time the tieflings were coming close to reaching success.

A rumor had been started that there was a spy within the upper ranks of Elodia. Further still, it was said that there would be action soon to assassinate the current emperor of Elodia. This sparked a manic search for the spy. Dragonborn were routinely interrogated regarding their affiliation with the Free Wren, with increasing violence. When nothing else was working, an interrogator went to the leader of the dragonborn community and threatened to slaughter the entirety of the dragonborn ghetto, as well as decimating the majority of Dragon Marsh if they were not given information.

In exchange for the identity of the Free Wren, they would be able to keep their families alive. The Free Wren had been residing inside castle walls, feeding the resistance from the inside. Quickly, they were executed, but not before it was discovered the current emperor of Elodia had been assassinated, leaving their young and inept heir to inherent the throne.

All of the plans that the Free Wren had currently been involved in were thoroughly examined. Many secret plans that might have been successful never came to fruition, and without an insider and the help of the dragonborn of Elodia, the tieflings were facing an uphill battle.

Not long after the death of the Free Wren, the war turned in Elodia's favor. The young ruler was heavily guided by consultants and other political leaders until the years of wartime were over. Soon the resistance was squashed down to manageable levels, and the slave trade resumed again like it had for so many centuries before.
Pulse Wave

Level: 3

Casting Time: 1 action

Range: Self (30-foot cone)

Duration: Instantaneous

You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.

In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.

***At Higher Levels.***

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.

**Source:** *EGW*, page 188
Creation of the Ancestor

There is a lot of debate over which event in the history of our creation we celebrate, because of the many stages in our birth. The Creation of the Ancestor is widely celebrated, but particularly in Leushlan because of their relationship with the god responsible: Elodius.

When the Broken Earth was in its early stages of creation, not many gods had yet added their influence. They would traditionally build a plane together, all at once, but our material plane was created in chaotic bursts over time. Quickly following the Race of Creation, Ordus and Kippet began to argue with each other, both upset for building upon the world before the world had been decided upon. This gave Elodius the opportunity to create one more thing before they would settle into a group effort.

Elodius was eager to add something more. There were already plants, animals, and monsters in the world. They were all relatively static beings, though. Mindless beyond our standards for those creatures today. Elodius granted the gift of life at the same time she created the first humanoid ancestor. There is some debate over what race the first ancestor held, but it is most often believed to be one of three: a tiefling, a dragonborn, or an orc.

Regardless of what race our Ancestor was, it attracted the attention of all the other gods. Suddenly, life was flourishing and growing on its own, all over the planet. The gods took this event as a moment to stop squabbling, stop watching, and add their personal influence to the new material plane.

Morkith quickly suggested that these life forms be required to worship and offer sacrifice to the gods. They were unanimously in agreement that, at least for the time being, this was a good purpose for this suddenly occurring planet.
Maelstrom

Level: 5

Casting Time: 1 action

Range: 12o feet

Duration: Concentration, up to 1 minute

A swirling mass of 5-foot-deep water appears in a 30-foot 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 Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.

**Source:** *XGE*, page 160. Also found in *EEPC*, page 20.
Wind Wall

Level: 3

Casting Time: 1 action

Range: 120 feet

Duration: Concentration, up to 1 minute

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.

**Source:** *PHB*, page 288. Available in the SRD.
Shocking Grasp

Level: Cantrip

Casting Time: 1 action

Range: Touch

Duration: Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

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

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

Level: 1

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot 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.

**Source:** *PHB*, page 239. Available in the SRD.
Mending

Level: Cantrip

Casting Time: 1 minute

Range: Touch

Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

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

Level: 7

Casting Time: 1 action

Range: 300 feet

Duration: Concentration, up to 1 minute

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. 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 bludgeoning 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 Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.

**Source:** *XGE*, page 171. Also found in *EEPC*, page 24.
Orcish Morphology and Syntax

N includes all consonants except "H." Note that voiced/unvoiced consonants can be doubled, but nasals, liquids, and velar consonants cannot. The following consonant clusters are illegal: "MM" "NN" "RR" "WW"

\*Note that "R" is a tap, more aptly transcribed as: R'. This is not notated as such below for ease of transcription, but please pronounce it as such. "DRAMA" would be pronounced "TR'A-MA."

\*Note that colon means long vowel (Cheh: would be pronounced cheeeh). Used to denote plurality

Stress is always on the first syllable of a root word.

## Syntax - SOV

 Verb - Auxiliary Verb

### Object - Verb

The sun **touches** the **TREE**

Wo nmoro wo **GE** **vezgo**

### Adjective - Noun

The sun touches a **BIG tree**

Wo nmoro wa **CHGAYV ge** vezgo

### Noun - Postposition

A **TREE** *is* **below** the sun

Wa **GE** **ngoo** wo nmoro *rero*

### Possessor - Possessee

The sun touches **MY tree**

Wo nmoro **NO DGAI ge** vezgo

### Verb - Auxiliary Verb

The sun **has TOUCHED** the tree

Wo nmoro wo ge **VEZG go**

You **TOUCHED** *my* TREE **under** the sun

Che *wo* *dgai* GE **ngoo** wo nmoro **VEZGE**
Overgrowth

Overgrowth marks a yearly event where the flora and fauna of the Broken Earth swell and surge with power. They all burst with life; flowers bloom brighter and bigger, vines rapidly grow out, trees become thick enough to fully clot out the suns. Life mangles together in thick swaths, and previously dense forests become unwalkable. The 17th of Kippom is met with mixed reactions throughout the Broken Earth. In Du-Kah, this wild surge of plant life seems to be almost intoxicating, and it is extremely important to their culture. Throughout the rest of the world, it's held with a bit less reverence, and the reaction is a mixed bag.

Many villagers will find this day to be somewhat frightening, depending on how close to a forest they live. Farmers who have planned for their plants almost steroidal growth will be overjoyed, and spend the entire day working hard in their fields. Farmers who haven't planned for Overgrowth spend the day panicking and trying to keep them from mangling together. An alchemist will be delighted, spending the day foraging.

Regardless of a person's opinion, Overgrowth ends as quickly as it starts, with plants returning to normal as the moonlight fades away the next morning. Many early season plants will be finishing their fruiting season at this time, while the rest continue on.
Psychic Scream

Level: 9

Casting Time: 1 action

Range: 90 feet

Duration: Instantaneous

You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.

Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one.

A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

**Source:** *XGE*, page 163
Ray of Sickness

Level: 1

Casting Time: 1 action

Range: 60 feet

Duration: Instantaneous

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your 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.

**Source:** *PHB*, page 271
Stinking Cloud

Level: 3

Casting Time: 1 action

Range: 90 feet

Duration: Concentration, up to 1 minute

You create a 20-foot-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 Constitution saving throw against poison. On a failed save, the creature spends its action that turn 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 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

**Source:** *PHB*, page 278. Available in the SRD.
Witch Bolt

Level: 1

Casting Time: 1 action

Range: 30 feet

Duration: Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.

***At Higher Levels.***

When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

**Source:** *PHB*, page 289
Soul Cage

Level: 6

Casting Time: 1 reaction, which you take when a humanoid you can see within 60 feet of you dies

Range: 60 feet

Duration: 8 hours

This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can't be revived.

***Steal Life.***

You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.

***Query Soul.***

You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.

***Borrow Experience.***

You can use a bonus action to bolster yourself with the soul's life experience, making your next attack roll, ability check, or saving throw with advantage. If you don't use this benefit before the start of your next turn, it is lost.

***Eyes of the Dead.***

You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you're currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.

A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.

**Source:** *XGE*, page 165
Spiritual Weapon

Level: 2

Casting Time: 1 bonus action

Range: 60 feet

Duration: 1 minute

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

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

Level: 2

Casting Time: 1 action

Range: 150 feet

Duration: Concentration, up to 10 minutes

The ground in a 20-foot radius centered on a point 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.

The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

**Source:** *PHB*, page 277. Available in the SRD.
Thaumaturgy

Level: Cantrip

Casting Time: 1 action

Range: 30 feet

Duration: Up to 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

* Your voice booms up to three times as loud as normal for 1 minute.
* You cause flames to flicker, brighten, dim, or change color for 1 minute.
* You cause harmless tremors in the ground for 1 minute.
* You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
* You instantaneously cause an unlocked door or window to fly open or slam shut.
* You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

**Source:** *PHB*, page 282. Available in the SRD.
The Mass Enslavement

It takes quite some time being contained in a cramped, dingy living environment for a creature to goblinize. When the imprisoned soft orcs had been kept in this type of space long enough, they turned into the first goblins of the Broken Earth. This lead to a dark moment in our history.

It seemed a fitting punishment for the orcs to enslave this new race for their aspirations of safety and survival. This concept spread throughout Du-Kah quickly, and remains a large part of their culture now. This goblin slavery eventually crossed the river to Leushlan, where the orcs and elves set up a trade that remains in place today.

Elves took this a step further, and decided that they would get further if they held more slaves, ones that were capable of more than a goblin. They chose to enslave the tieflings of Seilsan, a race that more closely resembled an animal than their ancestors. There was much bloodshed during the tieflings' resistance. In the end, the elves were able to operate a successful teifling slave trade that continued on and off for centuries. The goblin trade stalled in Leushlan while tiefling slavery flourished.
Rope Trick

Level: 2

Casting Time: 1 action

Range: Touch

Duration: 1 hour

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5- foot window centered on the rope.

Anything inside the extradimensional space drops out when the spell ends.

**Source:** *PHB*, page 272. Available in the SRD.
Sequester

Level: 7

Casting Time: 1 action

Range: Touch

Duration: Until dispelled

By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells.

If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older.

You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage.

**Source:** *PHB*, page 274. Available in the SRD.
Disintegrate

Level: 6

Casting Time: 1 action

Range: 60 feet

Duration: Instantaneous

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by *wall of force*.

A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a *true resurrection* or a *wish* spell.

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot- cube portion of it. A magic item is unaffected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

**Source:** *PHB*, page 233. Available in the SRD.
Vampiric Touch

Level: 3

Casting Time: 1 action

Range: Self

Duration: Concentration, up to 1 minute

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

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.

**Source:** *PHB*, page 285. Available in the SRD.
Primal Savagery

Level: Cantrip

Casting Time: 1 actoin

Range: Self

Duration: Instantaneous

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.

The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

**Source:** *XGE*, page 163
Tiny Hut

Level: 3

Casting Time: 1 minute

Range: Self (10-foot-radius hemisphere)

Duration: 8 hours

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 it freely. 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 comfortable and dry, regardless of the weather outside.

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.

**Source:** *PHB*, page 255. Available in the SRD (as "Tiny Hut").
Mind Blank

Level: 8

Casting Time: 1 action

Range: Touch

Duration: 24 hours

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.

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

Level: 1

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

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

**Source:** *PHB*, page 276. Available in the SRD.
Poison Spray

Level: Cantrip

Casting Time: 1 action

Range: 10 feet

Duration: Instantaneous

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.

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

**Source:** *PHB*, page 266. Available in the SRD.
Transmutation Spells By Level

## Transmutation Cantrip

Druidcraft

Gust

Magic Stone

Mending

Message

Mold Earth

Prestidigitation

Primal Savagery

Shape Water

Shillelagh

Thaumaturgy

Thorn Whip

## Transmutation Lvl 1

Catapult

Create or Destroy Water

Expeditious Retreat

Feather Fall

Goodberry

Jump

Longstrider

Magnify Gravity

Purify Food and Drink

Zephyr Strike

## Transmutation Lvl 2

Alter Self

Barkskin

Cordon of Arrows

Darkvision

Dragon's Breath

Earthbind

Earthen Grasp

Enhance Ability

Enlarge/Reduce

Heat Metal

Immovable Object

Knock

Levitate

Magic Weapon

Pyrotechnics

Rope Trick

Skywrite

Spider Climb

Spike Growth

## Transmutation Lvl 3

Blink

Elemental Weapon

Erupting Earth

Flame Arrows

Fly

Gaseous Form

Haste

Lightning Arrow

Meld into Stone

Plant Growth

Slow

Speak with Plants

Tiny Servant

Water Breathing

Water Walk

## Transmutation Lvl 4

Control Water

Elemental Bane

Fabricate

Giant Insect

Guardian of Nature

Polymorph

Stone Shape

## Transmutation Lvl 5

Animate Objects

Awaken

Control Winds

Passwall

Reincarnate

Skill Empowerment

Swift Quiver

Telekinesis

Temporal Shunt

Transmute Rock

## Transmutation Lvl 6

Bones of the Earth

Create Homunculus

Disintegrate

Flesh to Stone

Glibness

Investiture of Flame

Investiture of Ice

Investiture of Stone

Investiture of Wind

Move Earth

Transformation

Wind Walk

## Transmutation Lvl 7

Create Magen

Etherealness

Regenerate

Reverse Gravity

Sequester

## Transmutation Lvl 8

Animal Shapes

Control Weather

## Transmutation Lvl 9

Mass Polymorph

Shapechange

Time Stop

True Polymorph
Reincarnate

Level: 5

Casting Time: 1 hour

Range: Touch

Duration: Instantaneous

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.

The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The GM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form.

The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

**Source:** *PHB*, page 271. Available in the SRD.
Storm Sphere

Level: 4

Casting Time: 1 action

Range: 150 feet

Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of whirling air springs into existence, centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain.

Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.

Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.

***At Higher Levels.***

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

**Source:** *XGE*, page 166. Also found in *EEPC*, page 22.
Mind Spike

Level: 2

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 hour

You reach into the mind of one creature you can see within range. The target must make a Wisdom 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 on the same plane of existence. 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.

**Source:** *XGE*, page 162
Synaptic Static

Level: 5

Casting Time: 1 action

Range: 120 feet

Duration: Instantaneous

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

**Source:** *XGE*, page 167
The Race of Creation

After the piercing call of Ordus, the rest of the gods made their way to the new material plane. They all stared, dumbfounded and angry that this had been done without their knowledge. Many arguments started to break out as the gods expressed their rage with Chaos for acting without thinking. It was not long before the attention was turned to the plane at hand. They all watched as Ordus patched unstable pieces of the earth, created laws to govern it and make sense of the disaster Chaos had added to the universe.

Kippet was the first to speak up. He told Ordus to stop so they could all work together on the world, but he refused. Ordus was too intently focused on the earth beneath him, and ensuring that there were reasons and rules for everything there. Kippet quickly realized that reason was not the way to get what he wanted.

Instead, Kippet switched his focus to creating. There were already laws in place that he would have to abide by, but Kippet know that if he constructed something before Ordus could govern it, then he would have full control over how it turned out. He quickly flushed the world with flora and fauna. He encouraged Elodius to help, and together they drafted different animals and creatures to occupy the land.

Finally, Ordus raised his attention from his focus on laws. He was enraged to see that the world had been further built upon before the laws of the land had been fully established. He turned his anger on Kippet, and the two of them quarreled to give time to Elodius for the Creation of the Ancestor.
Negative Energy Flood

Level: 5

Casting Time: 1 action

Range: 60 feet

Duration: Instantaneous

You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.

If you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.

**Source:** *XGE*, page 163