recursal/Fanatic-Fandom huggingface dataset:
Rephescal

> "Although my father's past, before he became the legendary devil he was, was tame, when he was the great Devil King, behind Xan, he used his energy to cause my brothers and I to exist, along with those Golem and Armor Set things. We are made from that evil energy, and I am a Menace just like my father was, and I'm going to kill you like that idiot Dhod should've."
>
> Rephescal saying to the player after he told some of Cichbus' backstory in Xan's Tower

***Rephescal*** *(pronounced reh-fess-cul),* is a horned devil, who fights for ***Xan***. He is the ***fourth, of the Bosses of Hellspawn***.

## ***In-Game Stats***

### ***Challenge Rating, AC, HP, Speed, Modifiers and Saving Throws***

* **Challenge:** 11 (7,200 XP)
* **Armor Class:** 18
* **Hit Points:** 102-255 (17d10+85)
* **Speed:** 20ft, fly 60ft

* **STR:** 22 (+6)
* **DEX:** 17 (+3)
* **CON:** 21 (+5)
* **INT:** 12 (+1)
* **WIS:** 16 (+3)
* **CHA:** 17 (+3)

* **Saving Throws:** **STR** +10, **DEX** +7, **WIS** +7, **CHA** +7

### ***Resistances, Immunities, Senses, and Languages***

* **Damage Resistance:** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
* **Damage Immunities:** fire, poison
* **Condition Immunities:** poisoned

* **Senses:** darkvision 120ft, passive Perception 13

* ***Devil's Sight:*** Magical Darkness doesn't impede ***Rephescal's*** darkvision.
* ***Magic Resistance: Rephescal*** has advantage on **Saving Throws** against spells, and other magical effects.

* **Languages:** Infernal, Common, telepathy 120ft

### ***Actions***

* ***Multiattack: Rephescal*** makes three melee attacks: two with it's fork, and one with it's tail. It can use ***Hurl Flame*** in place of any melee attack.
* ***Fork*** *(Melee Weapon Attack):* +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
* ***Tail** (Melee Weapon Attack):* +10 to hit, reach 10 ft., one target. *Hit:* 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
* ***Hurl Flame*** (*Ranged Spell Attack):* +7 to hit, range 150 ft., one target. *Hit:* 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
Features

* 121 Different units (towers)
* 74 Different unit abilities
* 28 Unique classes
* 19 Unique enemies, including enemies with abilities
* 74 Different levels with unique mazing challenges and enhancement tiles
* A campaign map with talents that provide unlocks, unit powerups, and other enhancements
* Challenge modes to push your skills
Soul Blast

***Soul Blast*** is a ***Evocation*** type spell that, when cast, will use some of your health, to deal damage.

## ***Spell Stats***

**Level:** 2nd

**Casting Time:** 1 Action

**Range/Area:** 80ft

**Components:** V, S

**Duration: *Instantaneous***

***School of Magic:*** Evocation

***Attack/Save:*** DEX

***Damage/Effect:*** Force

### ***Description***

Making a triangular, square, or circular shape with your hands, raising them above your head, and screaming "Soul Blast," you send out a beam of energy that expands into a 10 foot cube. The small beam is a general grey color**.**

If a creature is within this blast they must make a Dexterity saving throw. On a failed save, they are dealt 3d6 points of force damage and are knocked prone, while on a successful save they take half damage and are not prone.

When cast, this spell deals half the damage dealt to the target, back to yourself. If you deal 12 damage, you lose 6 hit points because of this. If the total damage exceeds your health, you will do that damage, but will become unconscious, and will die after 4 turns.

At higher levels: You add a d6 to the total amount of damage.
Xan (Phase Two)

*This is the page for **Xan,** in **Phase Two**. This is not the main page for **Xan**. **Xan** is not to be confused with **his tower, Xan's Tower***

***Xan (Phase Two)*** is the third form of ***Xan***, and he will transform to ***Xan's Nabassu Form, Phase Three**,* after being defeated. This is his Glabrezu Form.

## Xan, Phase Two

### Affiliation

Bosses of Hellspawn
Cichbus

### Occupation

God of Evil
Final Boss of the Bosses of Hellspawn

## Physical description

### Species

Celestial
Devil

## ***In-Game Stats***

* **Challenge:** 9 (5,000 XP)
* **Armor Class:** 17 (natural armor)
* **Hit Points:** 90-225 (15d10 + 75)
* **Speed:** 40 ft.

* **STR:** 20 (+5)
* **DEX:** 15 (+2)
* **CON:** 21 (+5)
* **INT:** 19 (+4)
* **WIS:** 17 (+3)
* **CHA:** 16 (+3)

* **Saving Throws: STR** +9, **CON** +9, **WIS** +7, **CHA** +7

### ***Resistances, Immunities, Senses, and Languages***

* **Damage Resistances:** Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
* **Damage** **Immunities:** Poison
* **Condition Immunities:** Poisoned

* **Senses:** truesight 120 ft, Passive Perception 13
* **Languages:** Every language, telepathy 120 ft.

### ***Special Traits***

* ***Innate Spellcasting:*** ***Xan's*** spellcasting ability is Intelligence (spell save DC 16). ***Xan*** can innately cast the following spells, requiring no material components:

* At will: darkness, detect magic, dispel magic
* 1/day each: confusion, fly, power word stun

* ***Magic Resistance:*** ***Xan*** has advantage on saving throws against spells and other magical effects.

### ***Actions***

* ***Multiattack:*** ***Xan*** makes four attacks: two with his pincers and one with his greataxe. Alternatively, it makes two attacks with its pincers and casts one spell.
* ***Pincer** (Melee Weapon Attack):* +9 to hit, reach 10 ft., one target. *Hit:* 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). ***Xan*** has two pincers, each of which can grapple only one target.
* ***Greataxe of Hel*** *(Melee Weapon Attack)*: +5 to hit, reach 5 ft., one target. *Hit*: 15 (2d12 + 3) slashing damage plus 6 (1d12) fire damage.
Truly Final Sacrifice

***Truly Final Sacrifice*** is a ***Evocation*** type spell that, when cast, will kill you, along with anyone who wasn't blessed by you, and or survived a Save Throw, in a fiery spherical explosion.

## ***Spell Stats***

**Level:** Level 8 Spell

**Casting Time:** 1 Action

**Range/Area:** 250ft *(sphere with you at center)*

**Components:** V, S

**Duration: *Concentration*** *(2 turns, 3-4 turns warrant extra damage)*

***School of Magic:*** Evocation

***Attack/Save:*** CON

***Damage/Effect:*** Force

### ***Description***

As you understand the futility of your situation, you decide to save everyone by sacrificing yourself.

For two turns, your rounds are charging, then channeling your ***Soul Energy*** into your core. You can charge for a max of two more turns, doing 1.5x times more damage on one more turn, and double damage on two extra turns charging. After charging, your bonus action can be to dash to an opponent, when ready to release.

After you've charged your energy, you say your goodbyes, and scream violently, releasing your energy in a 250 ft sphere, you being in the center. You will be obliterated in the process, but on the two standard charges, you deal double your maximum health as damage.

Whomever you say goodbye to before you release your energy will be spared from the blast, ones who haven't received that blessing have to survive via a Constitution Save Throw, between 15 and 25, depending upon how far the target is from the center (you). If they succeed, they are dealt a quarter of the maximum damage, if they fail, they receive full damage.

After decimating yourself, the only way to return to life (for both you, and dead targets) is via bonus lives, succeeding in ***the Gauntlet***, or casting Resurrection, True Resurrection, Wish or Miracle.
Quête de classe Guerrier

## Quête de classe Arcaniste

Quête pour avoir la classe Druide

## Preview

This quest serves as an introduction to the basics of quests. Enzan, a retired knight, tasks the player with finding his brother, Therck, to obtain a useful item. Once the player finds Therck, he sends them into a nearby cave to retrieve a mushroom before finally offering them the First Steps ring.

## Parti I

» Aller parler a **Ordinn**[331, 75, 2]

**Dialogue:**

* **Ordinn:** Salut à toi. Si tu es ici, ce doit être sûrement pour choisir quelle voie tu vas suivre.
* **Ordinn:** Je suis Ordinn, de la haute chevalerie de Lividus.
* **Ordinn:** Tu souhaites apprendre **la force de l'épée, écraser tes adversaires avec brutalité** ? je peux t'aider
* **Ordinn:** Avec mon apprentissage tu pourras **sauter de plus en plus haut et retomber avec une écrasante brutalité.** Par la suit tu découvriras ta vraie puissance et je t'apprnedrais à écrabouiller tes ennemis avec ta haine.
* **Ordinn:** La voie de l'épée ne s'abandonne pas du jour au lendemain !
* **Ordinn:** Si tu choisis cette voie, tu pourras pas revenir en arrière !

## Tips

* A video guide to the mission can be found Here
* Enzan's Brother, Therck, is straight down the Emerald Trail; just follow the road from the eastern exit of Ragni.
* Upon exiting the Mushroom Cave, you will pass through the entrance for a secret discovery containing a boss fight - you can do it before finishing the quest if you want, but you do not have to.

## Trivia

* This quest has gone through several changes:
	+ In the 1.18 Economy Update, it was changed to teach players more about ingredients and the old reward, a tier I powder, was replaced with a tier II ingredient.
	+ In the 1.20 Gavel Reborn, it was changed again (previous version: Enzan's Brother (1.19)) to reward an accessory instead of an ingredient, and the quest became slightly longer, with the addition of the mushroom cave.
Xan (Phase Three)

*This is the page for **Xan,** in **Phase Three**. This is not the main page for **Xan**. **Xan** is not to be confused with **his tower, Xan's Tower***

***Xan (Phase Three)*** is the fourth form of ***Xan***, and he will transform to ***Xan's Bel Form, Phase Four**,* after being defeated. This is his Nabassu Form.

## ***In-Game Stats***

* **Challenge:** 15 (13,000 XP)
* **Armor Class:** 18 (natural armor)
* **Hit Points:** 120-260 (20d8 + 100)
* **Speed:** 40 ft, fly 60ft.

* **STR:** 22 (+6)
* **DEX:** 14 (+2)
* **CON:** 21 (+5)
* **INT:** 14 (+2)
* **WIS:** 15 (+2)
* **CHA:** 17 (+3)

* **Saving Throws: STR** +11, **DEX** +7
* **Skills:** **Perception** +7

### ***Resistances, Immunities, Senses, and Languages***

* **Damage Resistances:** Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
* **Damage** **Immunities:** Poison
* **Condition Immunities:** Poisoned

* **Senses:** darkvision 60 ft, Passive Perception 17
* **Languages:** Every language, telepathy 120 ft.

### ***Special Traits***

* ***Demonic Shadows: Xan*** darkens the area around its body in a 10-foot radius. Nonmagical light can't illuminate this area of dim light.
* ***Devour Soul: Xan*** can eat the soul of a creature it has killed within the last hour, provided that creature is neither a construct nor an undead. The devouring requires ***Xan*** to be within 5 feet of the corpse for at least 10 minutes, after which he gains a number of Hit Dice (d8s) equal to half the creature's number of Hit Dice. Roll those dice, and increase the ***Xan's*** hit points by the numbers rolled. For every 4 Hit Dice ***Xan*** gains in this way, his attacks deal an extra 3 (1d6) damage on a hit. ***Xan*** retains these benefits for 6 days. A creature devoured by a ***Xan*** can be restored to life only by a wish spell.
* ***Magic Resistance: Xan*** has advantage on saving throws against spells and other magical effects.
* ***Magic Weapons: Xan's*** weapon attacks are magical.

### ***Actions***

* ***Multiattack: Xan*** uses his **Soul-Stealing Gaze** and makes three attacks: one with his claws, one with his bite, and one with his greataxe.
* ***Claw*** *(Melee Weapon Attack)*: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
* ***Bite*** *(Melee Weapon Attack)*: +11 to hit, reach 5 ft., one target. Hit: 32 (4d12 + 6) piercing damage.
* ***Soul-Stealing Gaze: Xan*** targets one creature he can see within 30 feet of him. If the target can see ***Xan*** and isn't a construct or an undead, it must succeed on a DC: 16 Charisma saving throw or reduce its hit point maximum by 13 (2d12) damage and give ***Xan*** an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a ghoul under ***Xan's*** control.
* ***Greataxe of Hel*** *(Melee Weapon Attack)*: +5 to hit, reach 5 ft., one target. *Hit*: 15 (2d12 + 3) slashing damage plus 6 (1d12) fire damage.
ᛇ (Eihwaz)

***ᛇ***, known mainly as ***Eihwaz***, is a ***Rune***, created by ***Eol***. This particular ***Rune*** can allow it's user to create and bend nature, and life.

## ***Properties***

### ***How it Works***

Like any other ***Rune***, you simply say it's name whilst holding it. It will then instantly deactivate, leaving the ***ᛇ*** mark glowing dark green in the wielder's hands, causing them to have vines with thorns wrap around them.

It grants the user every type of nature spell possible, including spells relating to animals, not just trees and such. If the user is already a spellcaster, it replenishes their used spell slots.

Any spell used that is between a ***Cantrip*** and ***3rd Level*** in power, is used freely, and can continuously be used every turn. Between ***4th*** and ***6th Level*** spells cause one turn of rest for non-spellcasters, and spellcasters lose a spell slot for it's use. Any spell above ***6th Level*** causes two turns of rest for non-spellcasters, and use two spells slots for spellcasters. If there are no spell slots left for a spellcaster to use, they rest the same amount of turns as non-spellcasters.

### ***Location***

***Eihwaz*** can be found embedded into a pillar, wrapped with vines, in ***the ruins of Tyryras***, in ***the Spring Dominion***.
Quesk

> "Hello [Player Name]. Although I can't say I expected you to become this powerful, from the journey I saw you take through my creations, and whatever labyrinths Xan took you through, I am glad you made it. I am glad a mortal Cosmic Soul wielder has become the strongest Deity, possibly even the seventh Celestial. Who knows, maybe one day you might rival me."
>
> Quesk speaking to the player after meeting them in Celestia.

***Quesk*** (pronounced kehsk) is the God of Space, and created ***the Conjoined Universes***, along with the galaxies, stars, planets, and cosmos within them.

## ***Cende***

According to the ***Celestialism*** mythos, after ***Nisyn*** helped ***Xan*** in creating demons and devils to populate ***Hel***, ***Nisyn*** was frightened of their power. Compared to the creatures she planted in ***Complexica***, demons and devils were incredibly strong. Because of this, she decided to make a child with *****Quesk*****, and with the combination of the Power of Life, and the Power of Space, the powers to ***Ascend*** and ***Transcend*** were created. The child she bore had access to these powers, and his name was ***Cende***. Because of the immense power attributed to him, it would only work on specific ***Souls***, specifically ***Cosmic Souls***. ***Nisyn*** sent ***Cende*** to go and wait in ***Ø*** for one of these ***Cosmic Souls***, with the end goal being that a ***Cosmic Soul*** wielder would be able to slay even ***Xan***.
ᚠ (Fehu)

***ᚠ*** , known mainly as ***Fehu***, is a ***Rune***, created by ***Eol***. This particular ***Rune*** can turn things into gold.

## ***Properties***

### ***How it Works***

Like any other ***Rune***, you simply say it's name whilst holding it, aiming it to where you want it to go. It will then instantly turn the target into gold. This technically kills the target, if it's living, as this cannot be reversed. Once something is turned to gold, it will stay gold, unless the target is powerful enough.

Creatures with a Challenge Rating over 15 will have to roll a high Constitution save throw, above 18. Over 18 has to roll a Constitution save throw above 15, and 20 and above has to roll over 14. Anything under CR 15, or if the living target fails the Save Throw, immediately turns to gold, as intended.

### ***Location***

***Fehu*** can be found in the underground catacombs below ***Swinford***, in ***the Spring Dominion***.
Devil Golem

*Not to be confused with **the Devil King, Cichbus***

***The Devil Golem**,* is a sentient Iron Golem *(containing the mix of **Cichbus'** and **Xan's** energy, which causes it's the **Kribe Metal** to turn Red)*, who fights for ***Xan***. It is the ***fifth, of the Bosses of Hellspawn***.

## ***In-Game Stats***

### ***Challenge Rating, AC, HP, Speed, Modifiers and Saving Throws***

* **Challenge:** 16 (15,000 XP)
* **Armor Class:** 20 (natural armor)
* **Hit Points:** 120-300 (20d10+100)
* **Speed:** 30ft

* **STR:** 24 (+7)
* **DEX:** 9 (-1)
* **CON:** 20 (+5)
* **INT:** 3 (-4)
* **WIS:** 11 (+0)
* **CHA:** 1 (-5)

### ***Resistances, Immunities, Senses, and Languages***

* ***Damage Immunities:*** Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
* ***Condition Immunities:*** Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

* **Senses:** darkvision 120ft, passive Perception 10

* ***Fire Absorption.*** Whenever ***the Devil Golem*** is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
* ***Immutable Form.*** ***The Devil Golem*** is immune to any spell or effect that would alter it's form.
* ***Magic Resistance.*** ***The Devil Golem*** has advantage on saving throws against spells and other magical effects.
* ***Magic Weapons.*** ***The Devil Golem's*** weapon attacks are magical.

* **Languages:** understands the languages that ***Cichbus*** spoke, but can't speak them

### ***Actions***

* ***Multiattack:*** ***The Devil Golem*** makes two melee attacks.
* ***Slam** (Melee Weapon Attack):* +13 to hit, reach 5 ft., one target. *Hit:* 20 (3d8 + 7) bludgeoning damage.
* ***Sword** (Melee Weapon Attack):* +13 to hit, reach 10 ft., one target. *Hit:* 23 (3d10 + 7) slashing damage.
* ***Flame Breath** (Recharge 6):* ***The Devil Golem*** exhales fire in a 15-foot cone. Each creature in that area must make a DC 19 ***Dexterity*** saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.
Conjoined Universes

The ***Conjoined Universes***, also known as the ***Parallel Multiverse***, is the three playable, parallel universes. It contains ***Universe One***, ***Universe Two***, and ***Universe Three***.

Each Universe is parallel, and each action is repeated in all three. For example, if you kill a boss in ***Universe One***, the same boss will die in the other Universes, but of a different cause. Each Universe is the same, but you can only travel to ***Universe Two*** via ***Ascendance***, and you can only travel to ***Universe Three*** via ***Transcendence***.

***Universe One*** is the Universe where the player would start their journey. This Universe is usually called the "Beginner Universe," as it's where the player is without having ***Ascended*** or ***Transcended***.

***Universe Two*** is the Universe where the player goes after ***Ascending***. This Universe is usually called the "Amplified Universe," as it's where the player is after ***Ascending*** themselves, amplifying their powers.

***Universe Three*** is the Universe where the player goes after ***Transcending***. This Universe is usually called the "True Universe," as it's where the player is after peaking their power to the max.
Roven Aspenrith

***Roven Aspenrith*** was the grandson of ***Adpetor Aspenrith***. Quelling his ghost serves as a quest within ***"An Old Man's Requests."***

## ***Childhood, to his Death***

From when he was born to when he died, ***Roven*** liked to be lazy. He was born in ***217***, to ***Iantoris Aspenrith***, and an unknown mother. He grew up alone, until 250, when he married a woman, and his daughter ***Trisralei Aspenrith*** was born soon after. His wife passed away due to childbirth, however.

When on a family outing, he was murdered among many other of his relatives by a demon, ***Cichbus***. His ghost became unruly because of this, and somehow got back to ***Pernrith***.

## ***"Roven, Adpetor's Grandson"***

Inside of the mega quest ***"An Old Man's Requests,"*** lies a overarching quest called ***"Ethereal Peace For The Aspenriths."*** Inside of this quest lies the ***"Roven, Adpetor's Grandson"*** quest, where the player has to quell ***Roven's Ghost***. ***Roven's Ghost*** has been haunting ***Adpetor's home*** in ***Pernrith***. In order to quell ***his Ghost***, you need to inform ***him*** that his lineage lives on within ***Ardryll Aspenrith***.
Ø

***Ø,*** better known as ***the Afterlife***, is where people go when they die. ***The Dimension of Ø*** is home to ***the Playground of Heaven***, ***the Gauntlet of Ø***, and ***the Realm Crosser Receiver***.

In ***Ø,*** dead peoples' ***Souls*** get processed, and they are processed by ***Aetherium, the Goddess of Good Souls***, or ***Erebium, the God of Bad Souls***. If the ***Soul*** was good, or neutral, ***Aetherium*** sends it to ***the Playground of Heaven***, where they'll spend the rest of Eternity. If the ***Soul*** was bad, or evil, ***Erebium*** sends it to ***Hel***, where they'll spend the rest of Eternity.
ᚨ (Ansuz)

***ᚨ***, known mainly as ***Ansuz***, is a ***Rune***, created by ***Eol***. This particular ***Rune*** can allow it's user to become invincible.

## ***Properties***

### ***How it Works***

Like any other ***Rune***, you simply say it's name whilst holding it. It will then instantly deactivate, leaving the ***ᚨ*** mark glowing bright white in the wielder's hands, causing the wielder to be engulfed in a glowing white aura. Their eyes will go pure white, and a glowing white halo with wings will appear over the wielder.

It grants the user invincibility from absolutely every attack. The wielder cannot be damaged, but they can be pushed back. It lasts between 4 - 9 turns (1d6 roll), outside of battle, 2 hours.

### ***Location***

***Ansuz*** can be found embedded into a mountain near ***Froz***, ***Pictois***.
Book of Souls

> "As Nisyn realized what she had done, creating demons and devils, and monsters as such, to populate the evil land of Hel, ones of much power, more than the beings she created elsewhere, she started to cry uncontrollably. She couldn't handle the evil gift she had handed over to Xan. She then realized that a portion of her Life Magic had been stolen by Xan, who proceeded to create Evil beings in D, and recreate some of the Souls of the Bad into undead monsters of violence and sadness, who roamed the land of Skël."
>
> The first few verses of the Cosmic Soul Prophecy, taken from the Book of Souls

## Creation information

### Place of Creation

Algastaoin, Pictois

***The Book of Souls*** is a book created by ***Celestialism*** ***Priest, Gudmund Orrinsson***, and is a detailed account of all the types of ***Souls***, ***a bit of the Creation of the Universes, at the hands of the Celestials***, along with ***the Cosmic Soul Prophecy***, ***the Creation of Cende***, and ***the ability to obtain Awakening***. It is a major book in the ***Celestialism*** religion, and most denominations of it. Most ***Celestialism*** churches, or cathedrals, have a copy of this book, but the original copy is located inside of ***Orrinsson Cathedral***, in ***Algastaoin***, ***Pictois***.
Complexica Wiki

**Welcome to the Complexica Wiki!**
A Community based on a made up world, using the Dungeons and Dragons system of play to direct it. ***Complexica*** is the made-up world containing many places, people, ***dimensions***, and many other things.

## Important articles

PlaceholderComplexicaPlaceholderAscendancePlaceholderSoulsPlaceholderAdpetor AspenrithPlaceholderXanPlaceholderTranscendence

*Need help building out this community?*

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

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

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

***Soul Field*** is an ***Abjuration*** type spell that, when cast, causes the caster to push a barrier 30-180ft out, causing targets to be launched away.

## ***Spell Stats***

**Level:** 1st

**Casting Time:** 1 Action

**Range/Area:** Self, 30-180ft

**Components:** V, S

**Duration: *Concentration*** *(1 round)*

***School of Magic:*** Abjuration

***Attack/Save:*** n/a

***Damage/Effect:*** Damage

### ***Description***

After being ganged up on by tons of enemies, you want to push all of them away. Soul Field is a type of spell, that after being concentrated on, takes some of your health, and in return, uses it to cast a barrier pushing everything around you, away.

#### ***Benefits***

Below are Soul Field's Benefits;

* ***Outward Pose:*** When Concentrating, the caster huddles into a ball holding their head. When properly cast, the caster gets up and pushes both of their arms outward, causing the explosion.
* ***Launching Everything:*** After Concentrating, anything within a foot of the caster, whether friend, or foe, is launched away, from 30ft, up to a possible 110ft away (110ft at 9th Spell Level).
* ***Colorless Explosion:*** The field's color is gray.
* ***Explosion of Energy:*** Anything within 1ft, to 5ft of the caster, when launched via this attack, is dealt an additional 1d6, to 1d20 radiant damage.
* ***From Great Heights:*** If a target is launched more than 10ft in the air because of this launch, they get dealt 1d4 fall damage. If they are launched 180ft in the air, they are dealt a maximum of 3d20 fall damage.

#### ***Detriments***

Below are Soul Field's Detriments;

* ***Concentration:*** For the round that the caster Concentrates on the spell, they need to succeed a Concentration (Intelligence Save Throw) roll above 10. If done correctly, the next round the Soul Field will be activated. If failed, the Soul Field acts prematurely, dealing all of the fall, and radiant damage to the caster, as well as launching them 30ft from where it was cast.
* ***Soul Energy:*** Whilst Concentrating, 1d6 damage is dealt to the caster, and the higher the damage, the farther the targets go. 1 equals 30ft, and 6 equals 80ft.

***At Higher Levels:*** Every spell level above 1 causes the feet launched to increase by 10.
Ascendance

*This refers to the process of **Ascending,*** *not to be confused with the similar process of **Transcendence**, or the form of **Ascendance Plus**.*

**Ascending** is a process that involves a player's ***Soul*** leaving their current body in ***Universe One***, and advancing to their body in ***Universe Two***, with bonuses to their stats. This process is only done when all the requirements are met, and after they arrive at a ***Realm Crosser***.

## ***Requirements***

* Meet the minimum required Level (8-11, based on 1d4 roll)
* Collect 40-80 ***Magical Charms*** (based on 1d6 roll)
* Collect 1-3 ***Boss Souls*** (based on 1d20 roll)
* Collect ***Cosmic Silk***

## ***Going to Cende***

After they player has collected these things, they will need to put them in their respective containers, and strap themselves into the ***Realm Crosser Machine***, which causes their ***Ascendance.***

After dying, and going to ***Ø***, ***Aetherium, the God of Good Souls*** will guide their ***Soul*** to ***the Realm Crosser Receiver***, the home of ***Cende, the God of Ascendance, and Transcendence***. There, he will cause the player's ***Soul*** to advance into it's body in ***Universe Two***, with bonuses to their stats. After they've ***Ascended***, depending upon the minimum level requirement to ***Ascend***, the player's ***post-Ascended*** character will restart with a new level.

## ***Minimum Level to Post-Ascended Level Chart***

* Minimum Rolled Level is 8, ***post-Ascended*** level is 1
* Minimum Rolled Level is 9, ***post-Ascended*** level is 2
* Minimum Rolled Level is 10, ***post-Ascended*** level is 3
* Minimum Rolled Level is 11, ***post-Ascended*** level is 4

## ***Ascendance's Bonuses***

### ***Bonuses***

***Ascendance*** grants these bonuses;

* +5 ***Constitution Points***
* 2-5 Random ***Points*** to distribute (based on 1d6 roll)
* ***Ascending Action*** *(5 per day)*

### ***Ascending Action***

***Ascending Actions*** are increases of the player's strongest level modifier, used as a bonus action. Each assisting modifier does different things. They can be used 5 times a day, and last 3 turns, or around 10 minutes (outside of battle). They are;

* (Highest Level is **STR**) Double damage for 3 turns, used once per battle, doubles **STR Check** rolls (roll 2d20 instead of 1)
* (Highest Level is **DEX**) Double speed for 3 turns, used once per battle, doubles **DEX Check** rolls (roll 2d20 instead of 1)
* (Highest Level is **CON**) Double hit points for 3 turns, used once per battle, doubles **CON Check** rolls (roll 2d20 instead of 1)
* (Highest Level is **INT**) Double spell slots for 3 turns, used once per battle, doubles **INT Check** rolls (roll 2d20 instead of 1)
* (Highest Level is **WIS**) Double perception for 3 turns, used once per battle, doubles **WIS Check** rolls (roll 2d20 instead of 1)
* (Highest Level is **CHA**) Double intimidation for 3 turns, used once per battle, doubles **INT Check** rolls (roll 2d20 instead of 1)
Morgan Fray

**Morgan Fray** is the champion of the 2029 RollerDrome World Series.

Morgan Fray is a highly talented competitor in the series, setting the highest score on each mission. Various writings and announcements in the narrative sections give details of her past career.

In the locker room of the **Matterhorn Arena**, the bulletin board has a poster of Morgan holding the trophy for the 2029 Series. Her popularity in the series led to her receiving a toy line of action figures with "Swivel Arms and Battle Grip" . Her locker door has a yellow Junior Series sticker while **Kara Hassan** has an orange Junior Series sticker on her locker door.bosh

Morgan has made political comments on the state of the Rollerdrome Series, particularly regarding the buyout by **Matterhorn**.

## References

1. ↑ 2029 Championship poster inspection text
Xan (Base)

*This is the page for **Xan,** in his **Base Form**. This is not the main page for **Xan**. **Xan** is not to be confused with **his tower, Xan's Tower***

## Xan, Base Form

### Affiliation

Bosses of Hellspawn
Cichbus

### Occupation

God of Evil
Final Boss of the Bosses of Hellspawn

## Physical description

### Species

Celestial
Devil

### Eye color

Base Phase: Red

***Xan (Base)*** is the standard human form of ***Xan***, and he will transform to ***Xan's Babau Form***, ***Phase One***, after being defeated.

## ***In-Game Stats***

* **Challenge:** 2 (450 XP)
* **Armor Class:** 13 (hide armor)
* **Hit Points:** 35-99 (9d8 + 27)
* **Speed:** 30 ft.

* **STR:** 16 (+3)
* **DEX:** 12 (+1)
* **CON:** 17 (+3)
* **INT:** 9 (-1)
* **WIS:** 11 (+0)
* **CHA:** 9 (-1)

### ***Resistances, Immunities, Senses, and Languages***

* **Senses** passive Perception 10
* **Languages:** Every language

### ***Special Traits***

* **Reckless:** At the start of ***Xan's*** turn, he can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of its next turn.

### ***Actions***

* ***Greataxe of Hel*** *(Melee Weapon Attack)*: +5 to hit, reach 5 ft., one target. *Hit*: 15 (2d12 + 3) slashing damage plus 6 (1d12) fire damage.
Realm Crosser

***The Realm Crosser*** is a random building, that only appears five times in the world of ***Complexica***, one in every continent, but always in a random place. It could be near a capital, or in the middle of the woods, it depends upon how it's rolled. The purpose of this building is to be a hub to allow the player to ***Ascend*** and ***Transcend***. It contains ***the Realm Crosser Machine*** *(explained below)*, and ***Cosmic Spiders***.

## ***Realm Crosser***

### ***External***

Externally, it can be one of four styles:

* A bunker
* Vault inside a cave/mountain
* Rainbow Pillar
* Rainbow Door inside of tree/trees

### ***Internal***

Internally, regardless of how it is entered, ***the Realm Crosser*** is always a small corridor, filled with stone masonry, torches on the walls, and several things ahead;

* ***The Realm Crosser Machine*** *(always at the north)*
* ***Pods*** *(more than one player in the campaign, there are pods the bodies float into behind **the Realm Crosser Machine**)*
* ***Corridor of Cosmic Spiders*** *(corridor to the east or west)*

## ***Realm Crosser Machine***

### ***Components***

***The Realm Crosser Machine*** looks like an old high chair with an arch above it, with bits sticking out of the "desk" area, and engravings in the arch.

* On the desk, there are 3-6 empty holes, which when a ***Boss Soul*** is put into it, glass rises and covers it.
* Across the desk, there are 60-100 hexagonal spots where ***Magical Charms*** go
* In the arch, there is an engraved line that goes from one end, to the other, facing the front. This is where the ***Cosmic Silk*** goes
* At the top of the arch, there is a hole, facing north, containing 15 slots. This is where the ***Ascendant Residue*** goes
* On both arms there are buttons. When pressed they kill the player, and cause ***Ascendance*** or ***Transcendence***
Afterimage

***Afterimage*** is an ***Illusion*** type spell that, when cast, causes the caster to make a mad dash, and leaves behind a shadow clone.

## ***Spell Stats***

**Level:** 1st

**Casting Time:** 1 Action

**Range/Area:** Self

**Components:** S

**Duration: *Instantaneous***

***School of Magic:*** Illusion

***Attack/Save:*** n/a

***Damage/Effect:*** Buff

### ***Description***

You decide to make a mad dash. After Image is a type of move that creates a small clone of you, in a mad dash.

#### ***Benefits***

Below are After Image's Benefits;

* ***Mad Dash:*** After Image causes your speed to be quadrupled in a single dash.
* ***Soul Clone:*** After the caster's uses After Image, a Soul Clone (that takes 1d4 of the caster's health) stays where the caster was. It will turn to vapor when touched.

#### ***Detriments***

Below are After Image's Detriments;

* ***Weak When Caught:*** If the caster is somewhere near an enemy after using After Image, the enemy's attack to the caster deals double damage.
* ***Waste of After Image:*** If the caster ends up within 10ft of the Soul Clone, they'll be spotted, and targeted.
* ***One Shot:*** This move can only be done once a battle. If it is tried again after already being used in the same battle, the caster will trip, and will basically be flown 30ft, taking 1d12 fall damage.
Xan (Phase Five)

*This is the page for **Xan,** in **Phase Five**. This is not the main page for **Xan**. **Xan** is not to be confused with **his tower, Xan's Tower***

## Xan, Phase Five

### Affiliation

Bosses of Hellspawn
Cichbus

### Occupation

God of Evil
Final Boss of the Bosses of Hellspawn

## Physical description

### Species

Celestial
Devil

### Eye color

Phase Five: None

***Xan (Phase Five)*** is the sixth, and final form of ***Xan***, and he will vaporize after being defeated. This is his Spirit Form. This form of ***Xan*** deals no damage, nor receives any. The only way to defeat him is through the will of a player's ***Cosmic Soul***, after ***Ascendance***.

## ***In-Game Stats***

* **Challenge:** 30 (grants 310,000 XP, as he is god of evil)
* **Armor Class:** 20 (natural armor)
* **Hit Points:** 720-1,100 (20d20 + 700)
* **Speed:** fly 60ft.

* **STR:** 30 (+9)
* **DEX:** 30 (+9)
* **CON:** 30 (+9)
* **INT:** 30 (+9)
* **WIS:** 30 (+9)
* **CHA:** 30 (+9)

### ***Resistances, Immunities, Senses, and Languages***

* **Senses:** truesight 120 ft
* **Languages:** Every language, telepathy 120 ft

### ***Actions***

* ***Movie of Time:*** Being pushed into his final form, ***Xan*** uses the power he has to show the player what has occurred before the battle took place. This actions takes up a single turn, as ***Xan*** shows the player of everything from the beginning of time, to the time in which the battle took place. From the first people, the first children, the first families, to the last of them all, and what's called ***the End Horizon***. This entire time, the player will be falling, although static.
* ***Mental Horrors: Xan*** uses his power to psychologically damage the player's head, showing them of how their loved ones will all be killed after this battle is finished, and showing them images of the massacre ***Xan*** plans. Every time this is done, the player slowly loses their will to survive. After 10 successful mental attacks, the player will die, due to overwhelming the ***Soul*** with emotion.
* ***Spirit Rush:*** ***Xan*** rushes at a target at any distance. The target needs to roll a DC 19 **Dexterity Save Throw**, or they will be dealt 30 (3d20) damage.
* ***I Am Your Nightmare*** *(6/day): **Xan*** unleashes his power to every target around him. Every target needs to roll a DC 19 **Dexterity Save Throw**, or they will be dealt 100 (10d20) damage. If they succeed the **Save Throw**, they will be dealt only 10% of the total damage, only 10 (1d20) damage.
System Requirements

This is a list of **system requirements** for *Rollerdrome*. Note that the required operating system to play this game is Microsoft Windows.

## Minimum requirements

Requires a 64-bit processor and operating system

* **OS:** Windows 10 64-bit
* **Processor:** Intel Core i5-2125 or AMD A12-9800
* **Memory:** 4 GB RAM
* **Graphics:** GeForce GT 630 (2 GB), Radeon HD 6770 (1 GB) or Intel Iris Pro 580

## Recommended requirements

Requires a 64-bit processor and operating system

* **OS:** Windows 10 64-bit
* **Processor:** Intel Core i3-610 or AMD FX-6300
* **Memory:** 4 GB RAM
* **Graphics:** GeForce GTX 560 Ti (2 GB), Radeon HD R9 270X (4 GB) or AMD Radeon Vega 8
Viren Aspenrith

***Viren Aspenrith*** (pronounced *vee-ren aspen-rith)* was the younger brother of ***Adpetor Aspenrith***, and two other siblings. Quelling his ghost serves as a quest within ***"An Old Man's Requests."***

## ***Childhood***

From when he was born to when he died, ***Viren*** liked to explore in the woods near what would later be established as ***Pernrith***. He was born on ***Eigols 19th, 5***, to his unknown parents. He grew up with his older siblings, ***Virwarin***, ***Caigella***, and ***Adpetor***, until ***Kribe 16th, 7***, when he wandered out into the woods as usual, only to be mauled to death by a bear. His parents tried to save him and kill the bear, but they were mauled to death as well. ***Virwarin*** eventually killed the bear, but it was too late.

## ***"Viren, the Explorer"***

Inside of the mega quest ***"An Old Man's Requests,"*** lies a overarching quest called ***"Ethereal Peace For The Aspenriths."*** Inside of this quest lies the ***"Viren, the Explorer"*** quest, where the player has to quell ***Viren's Ghost***. ***Viren's Ghost*** has been at the hill his family cabin used to be for over 900 years. In order to quell ***his Ghost***, you need to just simply kill a bear, and return it's pelt to the hill, and hang it on a stick.
Roy Latham

**Roy Latham** is a Welsh professional footballer who plays as an attacking midfielder for Bundesliga club RB Leipzig and the Wales National Football Team. Renowned for his passing, dribbling and finishing, he is regarded as one of the best players in the world. He won the Player of the Season award in the 2022-23 Champions League, as he helped RB Leipzig to their first ever Champions League win.
Koggadul

> "Fear my power, you weak [Player's race]! I'm gonna crush you, then cremate you!"
>
> Koggadul after meeting the player in Ghozlabuh's Underground Palace

## Koggadul

### Relatives

Xan (grandfather)
Ghozlabuh (father)
Dolvag (brother)
Bedasuthom (brother)
 Rorzoruth (brother)
 Ragdromach (brother)

### Affiliation

Goats
Demons

## Biographical information

### Orgin

Created from Ghozlabuh's hair on his tail

## Physical description

### Eye color

Black

***Koggadul** (pronounced cog-ah-dull)* is a goat demon, who is the fifth, and final child of ***the Demon Lord, Ghozlabuh***. He resides in ***his father's Underground Palace***, with his father. ***Koggadul*** is the weakest out of ***Ghozlabuh's children***.

## ***Creation***

5 years ago, the less powerful ***Koggadul, the goat demon***, was created from ***Ghozlabuh's*** hair on his tail.

## ***In-Game Stats***

### ***Challenge Rating, AC, HP, Speed, Modifiers and Saving Throws***

* **Challenge:** 4 (1,100 XP)
* **Armor Class:** 14 (natural armor)
* **Hit Points:** 28-77 (7d8+21)
* **Speed:** 40 ft.

* **STR:** 15 (+2)
* **DEX:** 14 (+2)
* **CON:** 17 (+3)
* **INT:** 8 (-1)
* **WIS:** 9 (-1)
* **CHA:** 6 (-2)

### ***Resistances, Immunities, Senses, and Languages***

* **Damage Resistances:** cold, fire, lightning
* **Damage Immunities:** poison
* **Condition Immunities:** charmed, frightened, poison

* **Senses:** darkvision 120 ft, passive perception 9

* **Languages:** Abyssal, Common, Telepathy 60 ft.

### ***Traits***

* ***Rotting Presence:*** When any creature that isn't a demon starts its turn within 30 feet of ***Koggadul***, that creature must succeed on a DC13 Constitution saving throw or take 1d6 necrotic damage plus 1 necrotic damage.
* ***Standing Leap: Koggadul's*** long jump is up to 20 feet and his high jump is up to 10 feet, with or without a running start.
* ***Sure-Footed: Koggadul*** has advantage on Strength and Dexterity saving throws made against effects that would knock him prone.

### ***Actions***

* ***Barbed Tail*** *(Melee Weapon Attack):* +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) piercing damage. If the target is a creature, it must succeed on a DC: 13 Constitution saving throw against disease or become poisoned until the disease ends. While poisoned in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target's hit point maximum is reduced by 4 (1d8). The target dies if its hit point maximum is reduced to 0.
Tyryras

Where Tyryras is located on the map.

***Tyryras** (pronounced tie-rhee-rus)* is a small collection of Ruins where you can mainly find it's gateway portal to ***Skël***. It is the second northern town of the Light Woods District, and is one of the only examples of a ruins across ***Complexica***.

## ***History***

### ***Cause of the Ruins***

Many historians speculate that around 4,470 years ago, ***Tyryras'*** prosperity as the hub of attention in ***the Spring Dominion***, was quickly destroyed, almost overnight. The cause may have been one of two things;

#### ***The Meteor Theory***

A small minority of historians believe that a meteor struck down near the city, and leveled the population and the marble buildings, then buried itself underground. There is a belief that meteor could've struck down, and caused some damage to the city / ruins, but most believe ***the Meteor Theory*** applies to after the ruins existed. Since there currently exists no technology to date the meteor's time of impact, most believe in ***the Extinction Theory***, as it mentions the city during it's prime vanishing. ***The Meteor Theory*** is proven to be half right, as a meteor was found near ***Tyryras***, but the found meteor is a small one, enough to cause a small crater, but not enough to theoretically destroy, or kill anything. Historians believe the meteor likely exploded in midair, the rest of the pieces fell in the ocean, and a small one landed near the ruins.

#### ***The Extinction Theory***

When a powerful man named ***Joachim*** left ***his cave***, 4,470 years ago, there is a record saying he'd been to ***Tyryras*** when he came back and stopped into an inn. Around the time he came back, all life there was gone, thousands were murdered, blood was everywhere, but no bodies remained. Houses made of marble and stone, were almost fully destroyed, leaving the ruins the way they are now. Historians researched documents from around the area, and found this, along with ***Joachim's own notes*** saying he had become stronger after his trip, without them eluding that he had caused this. ***The Book of Joachim: 4th Edition***, compiled his own notes from this time, as well as an inn's receipt from that time. Most believe after reading the book, he went crazy over the powers of ***Souls***, and killed thousands, and tore down most of ***Tyryras*** to get stronger.

## ***Contains***

### ***Unique Buildings:***

* A Ruined City made of marble pillars
* A Gateway portal to ***Skël***
* A Marble Pillar containing ***ᛇ (Eihwaz)***, embedded into it
Trisralei Aspenrith

***Trisralei Aspenrith*** was the great-granddaughter of ***Adpetor Aspenrith***. Quelling her ghost serves as a quest within ***"An Old Man's Requests."***

## ***Childhood, to her Death***

From when she was born to when she died, ***Trisralei*** liked to be lazy, like her dad. She was born in ***250***, to ***Roven Aspenrith***, and an unknown, deceased mother. She grew up alone, until 315, when she had a one night stand with an elf, and bore ***Ardryll Aspenrith*** soon after.

When on a family outing, she was murdered among many other of her relatives by a demon, ***Cichbus***. Her ghost became unruly because of this, and somehow got back to ***Pernrith***.

## ***"Trisralei, Adpetor's Great-Granddaughter"***

Inside of the mega quest ***"An Old Man's Requests,"*** lies a overarching quest called ***"Ethereal Peace For The Aspenriths."*** Inside of this quest lies the ***"Trisralei, Adpetor's Great-Granddaughter"*** quest, where the player has to quell ***Trisralei's Ghost***. ***Trisralei's Ghost*** has been haunting ***Adpetor's home*** in ***Pernrith***. In order to quell ***her Ghost***, you need to inform ***him*** that ***Ardryll Aspenrith*** is alive, safe, and far away from ***Pernrith***.
2022-23 in football

The **2022–23 season** was the 91st season of professional association football, taking place over the years 2022 and 2023.

## Individual Awards

* Fabrício won the Ballon D'Or in December 2022.

## Transfers

### Top 5 Most Expensive Transfers of the 2022-23 Season

1. **Godard Noel** from Barcelona to AS Monaco (£72 million)
2. **Mark Koch** from Borussia Dortmund to Barcelona (£70 million)
3. **Gérard Savatier** from PSG to Real Madrid (£61 million)
4. **Karsten Aakre** from Lazio to PSV (£60 million)
5. **Théo Girard** from Valencia to Inter Milan (£55 million)
Characters

This is a list of **characters** in *Rollerdrome*:

## Rollerdrome Competitors

A list of the 2030 Rollerdrome Competitors, sorted by their initial starting groups.

**Group 1**

* Juan Flores Garcia
* Samira Hatoum
* Morgan Fray
* Liam Beaumont
* Amber Wilson
* Yelana Turgenev

**Group 2**

* Casper Ickx
* Selma Östman
* Oh Sun-Mi
* Holly Spanton
* Abe Livni
* Nine Litt

**Group 3**

* Gruffydd Hughes
* Daniel Murphy
* Lola Igwe
* Fyodor Ostrovsky
* Isaura Barros
* Patricio Lobo

**Group 4**

* Krzysztof Bednawrski
* Lisa Regas
* Kōbō Tanaka
* Selma Jacobsdóttir
* Gao Yan
* Kara Hassan

## House Players

A list of the enemies you face during the matches, in order of appearance.

* Grunt
* Sniper
* Riot Guard
* Polybeam
* Mecha Brut
* Spider Tank / Spider Tank V2
* Stomper

## Additional Characters

* Matterhorn Global - antagonizing corporation
* Clarence Hauser - President of IRF
* House player 55