recursal/Fanatic-Fandom huggingface dataset:
Nightstriders' Dropper

***Origin***: Stormholme

You are among the many thugs and enforcers the Guild owns. You may have been picked up as a sturdy urchin from a gutter somewhere, you might have been indebted or in trouble with the Guild, and this is your only salvation, or you simply liked the thought of being strong enough to be the bully, not the bullied. You can be a bodyguard to the guild merchants, and businessmen, an operative performing shady tasks in the shadows, or even an assassin hired for someone else in some corner of Frostmark. You know how to take care of yourself, and as long as other people wind up dead rather than you, you can continue to earn your pretty coins.

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

***Equipment***: A random trinket from the Trinket Random table, an insignia of your guild and rank, a trophy from a fallen enemy, a set of traveler's clothes, and a belt pouch containing 15 gp.

***Background Trait***: Guild Membership

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

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

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

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

**Antimagic Field** (8th, abj., conc.)

Casting Time: *1 action*        Range/Area: *Self (2 m)*

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

Components: *V* Effect: *Control*

A 2 m radius invisible sphere surrounds you. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.

Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

* ***Targeted Effects***: Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere do not affect that target.
* ***Areas of Magic***: The area of another spell or magical effect, such as Fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a Wall of Fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
* ***Spells***: Any active spell or another magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
* ***Magic Items***: The properties and powers of magic items are suppressed in the sphere. For example, a longsword, +1 in the sphere functions as a nonmagical longsword.

A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exists.

* ***Magical Travel***: Teleportation and Realm travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, as well as an opening to an extradimensional space such as that created by the Teleportation Circle spell, temporarily closes while in the sphere.
* ***Creatures and Objects***: A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
* ***Dispel Magic***: Spells and magical effects such as Dispel Magic do not affect the sphere. Likewise, the spheres created by different Antimagic Field spells do not nullify each other.
Guiding Bolt

**Guiding Bolt** (1st, vis.)

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

Duration: *1 round*            Attack/Save: *Ranged*

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

Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

*At higher levels*: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Frostmark RPG Wiki

Frostmark is a tabletop role-playing game (RPG) system and setting with a strong emphasis on narrative and setting. If this is not your first rodeo in the RPG world then you’ll feel right at home within these pages as Frostmark takes a lot of inspiration from a popular RPG. If this is the first time you are picking up an RPG book and you have no knowledge of the basics of an RPG, before anything else, familiarize yourself with the fundamentals.

Frostmark is primarily for players who want to enjoy a long-running campaign set within the premise of Frostmark’s setting. The intended Frostmark campaign starts with several human kingdoms coming to terms with a change of worldview and adapting to new external sources of power and intentions, to the conclusion of the consequences of this momentous change (see more in the GM’s section). Though, don’t hesitate to mix things up, running another kind of campaign or changing the rules to your wishes. Frostmark seeks to provide you with the tools to tell and enjoy a story between you and your friends.

If you find Frostmark enjoyable, please don’t hesitate to support it further so more content can be created for it. Thanks!
Find Greater Steed

**Find Greater Steed** (4th, conj.)

Casting Time: *10 minutes*        Range/Area: *6 m*

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

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

Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Bestiary for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount. The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re—summons the bonded mount, with all its hit points restored and any conditions removed. You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.
Mounts & Vehicles

A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The table below shows each animal’s speed and base carrying capacity.

An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.

*Barding*

Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

*Saddles*

A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted.

*Saddlebags*

Constructed into two satchels which are connected, to distribute weight evenly on the mount. Together they can hold 0.03 cubic meter or 15 kg of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a saddlebag.

*Vehicle Proficiency*

If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

*Rowed Vessels*

Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 5 km per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 50 kg, in case adventurers carry it overland.

***Equipment for Mounts and Vehicles***

***Waterborne Vehicles***

 Keelboat
 Longship
 Rowboat
 Sailing ship
 Warship
Bounty Hunter

***Origin***: Beornhelm, Eastcreek, Greenfield, Karhtmere, Oldwood, Sirendale, Stormholme

Your trade-in people and items, performing the dirty work your employers find too difficult, too dangerous, or too nasty. No matter your justification and reasons for partaking in this profession, the payment, and the thrill make it worthwhile to you. In some kingdoms, you have to hide your illegal activities, which also increases the thrill and the reward for you.

In Stormholme, you can walk proudly in daylight. You are far from the worst kind who walk the streets of Stormholme with no persecution. In Eastcreek, the Church can employ you to track down and drag tribal resistance members to justice. In Karthmere and Sirendale, you would have to be sleek and discreet, but there are always rich nobles and merchants who would love to employ you. Greenfield, you can thrive, there are always victims you can sell to either side of the conflict and plenty of people in the middle to take advantage of. In Oldwood, it all depends upon where you are. In some towns, you can declare your profession loudly, and no one would bat an eye, and in other towns, you will be hunted by the town’s guard if they ever found you out. Beornhelm is another story. Bounty hunting is considered a dishonorable trade, and you might be killed on sight if you show your face in front of the bastions of tradition in Beornhelm. But if you hide out in the wild and let your customers come to you in secret, there can even be riches to acquire in that cold land.

***Skill Points***: You gain four skill points, assign them in the Deception, Investigation, and Persuasion skills in a manner of your choice.

***Equipment***: Thieves' Tools, ink bottle, a set of traveler's clothes, ink pen, 5 pages of parchment, 3 trinkets from previous bounties by rolling on the Random Trinket table, and a belt pouch containing 10 gp.

***Background Trait***: Names, Faces, and Places

You possess a remarkable memory surrounding the details of your quarry. You can recall specific details in conversations, remember the written text, and sketch faces and places with impressive accuracy. After some time hunting a bounty, you gain the uncanny gift of being able to think one step ahead of your quarry, just like you were life-long friends.
Lesser Restoration

**Lesser Restoration** (2nd, abj.)

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

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

Components: *S, V* Effect: *Healing*

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Conjure Celestial

**Conjure Celestial** (7th, conj., conc.)

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

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

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

You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.

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

The Bestiary has the celestial's statistics.

*At higher levels*: When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.
Flame Strike

**Flame Strike** (5th, evo.)

Casting Time: *1 action*        Range/Area: *12 m (2 m cylinder)*

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

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

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 2 m radius, 4 m high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant 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 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
Enneade

**The Enneade**, or the "Gods", are beings composed of pure Soul energy. Originally there were seventy, but after the War of Collapse only seven remain. There have been no new Enneade since the seventy emerged, and the remaining ones assume they are unable to have children. While Enneade have only ever been killed by other Enneade, particularly powerful Enna have managed to fight them on more or less even footing.

Each Enneade holds one or more Spheres of influence, giving them unparalleled dominion and expertise over the physical objects and/or metaphysical subjects encompassed by the Sphere. These can range from something as intangible as Honor, held by Riahn, to something physical like Gera's sphere of Animals. Many of the spheres reverted to the World during the War of Collapse, either because the triumphing Enneade didn't want the Sphere or, possibly, because the Sphere did not want the Enneade.
Erupting Earth

**Erupting Earth** (3rd, trans.)

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

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

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

Choose a point you can see on the ground within range. Each creature in a 4 m cube must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 1 m square portions of the area require at least 1 minute to clear by hand.

*At higher levels*: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Journeyman

***Origin***: Sirendale

You have learned a great deal from your Master, or the school of art or craft that you attended, and you have practiced your craft as a Practitioner for some time, but you feel like you want to take the next step in your career and become a master. Or maybe you were more motivated by the idea of traveling around Frostmark, and maybe becoming a Journeyman was your goal all along. A Journeyman takes their craft or art to the road, searching for inspiration, serving in other kingdoms' courts, or learning from other master crafters or artists. Once you feel properly enriched, you can return to Sirendale and take your Master's test in front of a council of other Masters. If you would somehow pass this legendary test, you would be granted the title of Master, given the same status as a low noble, and be counted as the very pinnacle of your art and craft in Frostmark in your time. Most Journeymen fail to impress the judges and return to their travels. Some accept it and return to the position of Practitioner in Sirendale. Some Journeymen do not want to return home, even if their craft or art rivals that of the Masters in Sirendale. Some want to continue traveling, or maybe they have found their new home in another kingdom. Perhaps working for a wealthy noble and earning a comfortable and fulfilling life is enough for you.

***Skill Points***: You gain Arts & Crafts (your choice) rank 2, and two skill points to assign in any skills of your choice.

***Equipment***: A traveling document detailing your profession to enter markets, guilds, and cross borders, a tool or kit of your choice, traveler's clothes, and a belt pouch containing 15 gp.

***Background Trait***: Been There

* ***Familiarity***: You have been a little bit over all of Frostmark in your journey for the title of Master and thus you can roughly navigate your way in most kingdoms. You may know the basic information about the kingdoms and their rulers you have visited and the GM may supply you with random tidbits of information when it pleases them. Work with your GM to establish which kingdoms you have predominantly visited.
* ***Income***: When you find an opportunity to work your craft or art you earn a comfortable lifestyle.
Hallucinatory Terrain

**Hallucinatory Terrain** (4th, ill.)

Casting Time: *10 minutes*        Range/Area: *60 m (30 m square)*

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

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

You make natural terrain in a 30 m cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Investigation check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
Locate Object

**Locate Object** (2nd, div., conc.)

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

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

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

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 300 m of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close -within 6 m- at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Freedom of Movement

**Freedom of Movement** (2th, abj., conc.)

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

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

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

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.

The target can also spend 1 m of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled.
Geas

**Geas** (5th, ench.)

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

Duration: *30 days*            Attack/Save: *Res save*

Components: *V* Effect: *Charmed*

You place a command on a creature that you can see within range. If the creature can understand you, it must succeed on a Resolve saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

You can end the spell early by using an action to dismiss it. Greater Restoration or the Wish spell also ends it.

*At higher levels*: When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
Bless

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

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

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

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

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

*At higher levels*: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Dust Devil

**Dust Devil** (2nd, conj., conc.)

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

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

Components: *S* Effect: *Bludgeoning*

Choose an unoccupied 1 m cube of air that you can see within range. Any creature that ends its turn within 1 m of the dust devil must make a Brawn saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 2 m away. On a successful save, the creature takes half as much damage and isn’t pushed.

As a bonus action, you can move the dust devil up to 6 m in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 2 m radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.

*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.
Mighty Fortress

**Mighty Fortress** (8th, conj.)

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

Duration: *7 days*            Attack/Save: U*tility*

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

A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 40 m on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.

The fortress has four turrets with square bases, each one 6 m on a side and 9 m tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 25 m long, creating an enclosed area. Each wall is 0.25 m thick and is composed of panels that are 3 m wide and 6 m tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.

A small keep stands inside the enclosed area. The keep has a square base that is 15 m on each side, and it has three floors with 3 m high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 3 m on each side. The floors of the keep are connected by stone staircases, its walls are 20 cm thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.

A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.

The walls, turrets, and keep are all made of stone that can be damaged. Every 3 m by a 3 m section of stone has AC 15 and 175 hp for the outer walls and 150 hp for the inner walls. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the GM’s discretion.

After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.

Casting this spell on the same spot once every 7 days for 7 days makes the fortress permanent.
Hermit

***Origin***: Anywhere

Either by choice or force, you have lived far outside of society from an early age or senior year. You learned valuable lessons about survival and solitude. One day, you stumbled upon a great mystery.

***Skill Points***: You gain three skill points, assign them to any skills of your choice. Additionally, you gain Medicine rank 1 and Survival rank 1.

***Equipment***: A scroll case stuffed full of notes or a trinket from your earlier life, a winter blanket, a set of common clothes, and Herbalism Kit, and 5 gp.

***Background Trait***: Mystery

During your time as a hermit, you came across a great secret. The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. This discovery can be a revelation about the World, the Enneade, or something political. It may be a forgotten place or a discarded relic. Work with your GM to determine the details of your discovery and its impact on the campaign.
Fireball

**Fireball** (4th, evo.)

Casting Time: *1 action*        Range/Area: *30 m (4 m sphere)*

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

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

Each creature in a 4 m radius sphere must make a Dexterity saving throw. A target takes 7d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

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

**Enna** (Both singular and plural) are the races and species of beings created by the Enneade, characterized by their ability to expand the power of their soul through experience. Most Enna possess self-awareness and at least some measure of free will, although only humans can choose which Enneade they devote themselves to. As for the rest, their soul is consigned to the Enneade that provided their initial soul fragment, or to the World.

As the Enneade created Enna, they occasionally reused part of their work, and would share these templates with their allies. These templates became known as "Soul aspects", and Enna of a given soul aspect can be identified through magical means. This sharing of templates ended up defining the factions of the War of Collapse.

The Enna are not limited to simply the humanoid races; the category also includes "monstrous" creatures. This includes such things as dragons or the great sageback whales, but also such things as giant spiders and even oozes.
Chill Touch

**Chill Touch** (0, vis.)

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

Duration: *1* round            Attack/Save: *Ranged*

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

Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

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

**Levitate** (2nd, trans., conc.)

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

Duration: *10 minutes*            Attack/Save: *Vit save*

Components: *S, V* Effect: *Movement*

One creature or lose the object of your choice that you can see within range rises vertically, up to 4 meters, and remains suspended there for the duration. The Spell can Levitate a target that weighs up to 250 kg. An unwilling creature that succeeds on a Vitality Saving Throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 4 meters in either direction on your Turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your Action to move the target, which must remain within the Spell's range.

When the Spell ends, the target floats gently to the ground if it is still aloft.
Force Blast

**Force Blast** (0, evo.)

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

Duration: *Instant* Attack/Save: *Ranged*

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

Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Ceremony

**Ceremony** (1st, abj., ritual)

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

Duration: *Instant*            Attack/Save: *None (Can be partial Soul Drain)*        Components: *S, V* Effect: *Buff*

When you pick this spell as one of your spells known, choose an Enneade or the World. You can only cast this spell for their benefit. The Ceremony spell can be combined with Partial Soul Drain, you gain the benefits of both the spell and the ritual when you finish the casting of this spell.

When you cast the spell, choose one of the following rites, the target of which must be within 24 m of you throughout the casting. If this spell is successfully cast on a human their Soul’s devotion is changed to whomever the caster is dedicated to. This spell immediately fails when this spell targets an Enna that is not naturally devoted to the same Enneade as the caster is.

* ***Dedication***: You touch one humanoid who wishes to be dedicated to your Enneade’s or the World’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save.
* ***Naming***: You touch two parents to a small child. For the next 7 days, each target gains +1 AC and +5 HP times their proficiency bonus as temporary HP while they are within 6 m of the child. A creature can benefit from this rite again only with a new child.
* ***Farewell***: You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a Wish spell. If you cast this Ceremony with a Partial Soul Drain ritual, you drain the closest family member of the deceased.
* ***Rising***: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
* ***Union***: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 6 m of each other. A creature can benefit from this rite again only if widowed.
Mass Healing Word

**Mass Healing Word** (3rd, vis.)

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

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

Components: *V* Effect: *Healing*

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4+ your spellcasting ability modifier. This spell does not affect constructs.

*At higher levels*: When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
Control Winds

**Control Winds** (5th, trans., conc.)

Casting Time: *1 action*        Range/Area: *60 m (20 m cube)*

Duration: *Conc., up to 1-hour*        Attack/Save: *Br save*

Components: *S* Effect: *Prone*

Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.

* ***Gusts***: A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 m of movement for each m moved.
* ***Downdraft***: You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Brawn saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.
* ***Updraft***: You cause a sustained updraft within the cube, rising upward from the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 2 m higher than normal.
Gentle Repose

**Gentle Repose** (1st, vis., ritual)

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

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

Components: *S, V* Effect: *Warding*

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead.
Elemental Blade

**Elemental Blade** (0, evo.)

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

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

Components: *S, V* Effect: *Multiple*

Spend a bonus action and an action to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise, the spell fails.

On a hit, the target suffers the attack's normal effects in addition to an extra 1d4 acid, cold, fire, lightning, poison, or thunder damage to the melee weapon attack’s damage.

The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Commune with Nature

**Commune with Nature** (5th, div., ritual)

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

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

Components: *S, V* Effect: *Environment*

In the outdoors, the spell gives you knowledge of the land within 5 km of you. In caves and other natural underground settings, the radius is limited to 100 m. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

* Terrain and bodies of water
* Prevalent plants, minerals, animals, or people
* Powerful celestials, fey, fiends, elementals, or undead
* Influence from other Realms
* Buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
Death Ward

**Death Ward** (4th, abj.)

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

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

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

You touch a creature and the first time that creature would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.
Comprehend Languages

**Comprehend Languages** (1st, div., ritual)

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

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

Components: *S* Effect: *Social*

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Necrotic Wave

**Necrotic Wave** (5th, vis.)

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

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

Components: *V* Effect: *Necrotic*

Unless the target is undead, it must make a Vitality 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 Bestiary. 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.
Conjure Woodland Beings

**Conjure Woodland Beings** (4th, conj., conc.)

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

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

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

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

* One fey creature of challenge rating 4 or lower
* Two fey creatures of challenge rating 3 or lower
* Four fey creatures of challenge rating 2 or lower
* Eight fey creatures of challenge rating 1 or lower

A summoned creature disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise, take no actions.

The Bestiary has the creatures' statistics. You can see some sample creatures below.

*At higher levels*: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
Ice Storm

**Ice Storm** (4th, evo.)

Casting Time: *1 action*        Range/Area: *60 m (4 m cylinder)*

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

Components: *S, V* Effect: *Cold, force*

Each creature in a 4 m radius, 8 m high cylinder centered on a point within range, must make a Dexterity saving throw. A creature takes 2d8 force damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

*At higher levels*: When you cast this spell using a spell slot of 5th level or higher, the force damage increases by 1d8 for each slot level above 4th.
Charm Monster

**Charm Monster** (4th, ench.)

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

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

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

You attempt to charm a creature you can see within range. It must make a Composure saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.

*At higher levels*: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 6 m of each other when you target them.
Dimension Door

**Dimension Door** (4th, conj.)

Casting Time: *1 action*        Range/Area: *100 m*

Duration: *Intant*            Attack/Save: *None*

Components: *V* Effect: *Teleportation*

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "40 m straight downward" or "upward to the northwest at a 45- degree angle, 60 m."

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 1 m of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
Burning Hands

**Burning Hands** (1st, evo.)

Casting Time: *1 action*        Range/Area: *Self (3 m cone)*

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

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

Each creature in a 3 m cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren't being worn or carried.

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

*The God of the North Wind*

***Spheres***: Preservation, Vigilance and Strength, Winter and Mountains

***Appear As***: Masculine

***Symbol***: A dark grey mountain peak with stark white snow at the tip

***Favorite Damage Types***: Cold and Bludgeoning

***Rival***: Borias despises Lapuana for her innocent and unserious ways.

***Domains***: Athanasia, Battle, Might, Preservation

Borias cares little for anyone else than himself, as he believes that each person can only create their fate. What is, in his mind, respect, others usually see as indifference. Borias believes a person needs to go through struggles to become stronger, like iron forging into steel. The strongest one to emerge from their furnace has the right to utilize their strength over themselves and others. Borias is, however, quite brash and hotheaded; the finer arts hold little meaning to him. Borias also inspires to be alert, stalwart, and ready, as the most important Soul in the world is yourself, and you should fight to your dying breath to protect it, or risk becoming fuel for another Soul.

***Realm of Kess’Aai***

Kess’Aai is fair but dangerous, livable but still a struggle. This is exactly what Borias wants; To create strong and stalwart people who fight for their continued existence and prosperity and enjoy every day of their existence. Kess’Aai is a large archipelago, with islands of different sizes with temperate to arctic climates. Creatures of destructive power roam the lands. Food is attainable but scarce, and therefore often a commodity, along with every other basic resource. In Kess’Aai, many different civilizations, tribes, alliances, or coalitions can be found. All who try to vie for power in their way, but hundreds more just like them have already fallen.

***Playable Enna***: Dragonborn, dwarf, elf (wood elves), genasi, gnome, goliath, half-elf, half-orc, tiefling

***Other Enna***: In Kess’Aai, you find creatures of land, sea, and sky that make their home in northern latitudes. Dragons, giants, sea monsters, dusk elves, hags, undead, vampires are only examples of this Realm’s variety.

*Tenets*

* You shape your destiny and your world.
* Don’t live your life for others, and don’t let others live their life for you.
* Fight to preserve your life.
Hunger of An’her

**Hunger of An’her** (3rd, conj., conc.)

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

Duration: *Conc, up to 1 min*        Attack/Save: *Dex save*

Components: *S, V* Effect: *Cold*

This spell can be heard up to 6 m away and the area is difficult terrain. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage.
Arms of An’her

**Arms of An’her** (1st, conj.)

Casting Time: *1 action*        Range/Area: *Self (2 m radius)*

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

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

Each creature in a 2 m area must make a Brawn saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

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

**Druidcraft** (0, trans.)

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

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

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

You create one of the following effects within range:

* You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
* You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
* You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 1 m cube.
* You instantly light or snuff out a candle, a torch, or a small campfire.
Dispel Magic

**Dispel Magic** (3rd, abj.)

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

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

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

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

*At higher levels*: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.