recursal/Fanatic-Fandom huggingface dataset:
Continual Flame

**Continual Flame** (1st, evo.)

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

Duration: *Until dispelled*        Attack/Save: *None*

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

You touch an object and it sets aflame. The effect looks like a regular flame with the brightness of a torch, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
Arcane Lock

**Arcane Lock** (2nd, abj.)

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

Duration: *Until dispelled*        Attack/Save: *None*

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

You touch a closed door, window, gate, chest, or another entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 1 m of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting Knock on the object suppresses Arcane Lock for 10 minutes.

While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
Hellish Rebuke

**Hellish Rebuke** (1st, evo.)

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

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

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

This spell is cast in response to being damaged by a creature within 12 m of you that you can see. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

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

**Entangle** (1st, conj., conc.)

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

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

Components: *S, V* Effect: *Restrain*

Grasping weeds and vines sprout from the ground in a 4 m square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Brawn saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Brawn check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
Guidance

**Guidance** (0, div., conc.)

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

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

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

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check or a saving throw of its choice. It can roll the die before or after making the ability check. The spell then ends.

This spell's effectiveness increases to 1d6 when you reach 11th level and a d8 on 17th. level.
Conjure Animals

**Conjure Animals** (3rd, conj., conc.)

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

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

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

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

* One beast of challenge rating 2 or lower
* Two beasts of challenge rating 1 or lower
* Four beasts of challenge rating 1/2 or lower
* Eight beasts of challenge rating 1/4 or lower

Each animal is considered also fey, and they disappear when they drop 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 has its 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. Sample creatures can be found 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 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Sample Creatures

 0
Thaumaturgy

**Thaumaturgy** (0, trans.)

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

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

Components: *V* Effect: *Control*

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

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

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

**Madness Effects**

Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.

* A character afflicted with short-term madness is subjected to an effect from the Short-Term Madness table for 1d10 minutes.
* A character afflicted with long-term madness is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours.
* A character afflicted with indefinite madness gains a new character flaw from the Indefinite Madness table that lasts until cured.

**Short-Term Madness**
 21-30
 31-40
 41-50
 51-60
 61-70
 71-75
 76-80
 81-90
 91-100

**Indefinite Madness**

**Curing Madness**

A Calm Emotions spell can suppress the effects of madness, while a Lesser Restoration spell can rid a character of a short-term or long-term madness. A Greater Restoration spell or more powerful magic is required to rid a character of indefinite madness.
Flame Arrows

**Flame Arrows** (3rd, trans., conc.)

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

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

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

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

*At higher levels*: When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
Alter Self

**Alter Self** (2nd, trans., conc.)

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

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

Components: *S, V* Effect: *Shapechanging*

When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

* ***Aquatic Adaptation***: You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a Swimming Speed equal to your walking speed.
* ***Change Appearance***: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
* ***Natural Weapons***: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
Disguise Self

**Disguise Self** (1st, ill.)

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

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

Components: *S, V* Effect: *Shapechanging*

You make yourself - including your clothing, armor, weapons, and other belongings on your person - look different until the spell ends or until you use your action to dismiss it. You can seem 0.2 m shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Investigation (Cun) check against your spell save DC.
Dawn

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

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

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

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

Until the spell ends, you create a 6 m radius, 8 m high cylinder of bright light. This light is sunlight. When the cylinder appears, each creature in it must make a Vitality saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. If you’re within 12 m of the cylinder, you can move it up to 12 m as a bonus action on your turn.
Coptic Word of Death

**Coptic Word of Death** (9th, ench.)

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

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

Components: *V* Effect: *Control*

You speak the Coptic word for death. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.
Modify Memory

**Modify Memory** (5th, ench, conc.)

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

Duration: *1 minute*            Attack/Save: *Int/Cun save*

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

One creature that you can see must make an Int/Cun saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.

While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.

A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner.

A spell that removes curses cast on the target restores the creature's true memory.

*At higher levels*: If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).
Hunter’s Mark

**Hunter’s Mark** (1st, div., conc.)

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

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

Components: *V* Effect: *Bludgeoning*

You choose a creature you can see within range and mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Perception (Int) or Survival (Int/Cun) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

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

***Origin***: Eastcreek

The Flowing River is more than just a fighting style that disciplines you to awaken your Soul Mastery. It is also a way of living and thinking, heavily tied into the traditions of Eastcreek. Respect for nature and its animals, humility, wisdom, and mental strength are some valued traits of the Flowing River. Most practitioners of the Flowing River live as clansmen, traveling with the seasons, making do with what the earth gives them, taking care of their clan, and honing their body and mind in the way of the Flowing River. The Flowing River is only supposed to be used in ceremonial duels and self-defense, but some practitioners use it for selfless means, or so the masters in Flowing River would claim. You are one of these rash children who have decided to set out and use what you have learned.

***Skill Points***: You gain five skill points, assign them in the Animal Handling, Arts & Crafts (your choice), Athletics, Empathy, Perception, and Survival skills in a manner of your choice.

***Equipment***: A staff, a random trinket from the Random Trinket table, a set of traveler's clothes, and a pouch containing 5 gp.

***Background Trait***: Disciplined Body

You gain the Acrobat feature.
Hold Person

**Hold Person** (2nd, ench., conc.)

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

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

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

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

*At higher levels*: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid or human for each slot level above 2nd. The humanoids must be within 6 m of each other when you target them.
Chieftain

***Origin***: Beornhelm

You may have risen in ranks as a talented warrior and leader or taken the title by force. Either way, you were a Chieftain over a small community in Beornhelm. You commanded respect from your subjects and your warriors, and you may have been more or less loyal towards the Warchieftain. Work with your GM to establish whether you suddenly left your position as Chieftain and why. Or maybe you lost the position to another, and you somehow survived? Or maybe your tribe was wiped out? Nevertheless, you aren't a Chieftain anymore.

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

***Equipment***: A trophy taken from a fallen enemy, a random trinket from the Random Trinket table, a set of traveler's clothes, and 20 gp.

***Background Trait***: Chieftain's Presence

Gain the Menacing feature.

***Bond*** *- optionable*: Holding on to Power

Disregard the questions of how you lost your chieftain status in the overview because you are still a chieftain. Instead, work with your GM to flesh out your chiefdom.

* ***Competition***: Any competitors you might have will constantly search for any sign of weakness to strike and take what you have. Be warned.
* ***Duty***: You are responsible for executing the law, planning the economy, and overseeing the wellbeing of those who live in your chiefdom. The Warchieftain may issue orders to you, and if you do not follow them your territory will be conquered by the Warchieftain.
* ***Income***: If you choose to take this bond, you gain a wealthy lifestyle, and a village of people (thralls, peasants of different kinds, crafters, some warriors, and maybe a shaman) that follows your orders.
Blindness/Deafness

**Blindness/Deafness** (2nd, vis.)

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

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

Components: *V* Effect: *Debuff*

Choose one creature that you can see within range to make a Vitality saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Vitality saving throw. On a success, the spell ends.

*At higher levels*: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Bestow Curse

**Bestow Curse** (3rd, vis., conc.)

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

Duration: *1 minute*            Attack/Save: *Pre/Man save*

Components: *S, V* Effect: *Debuff*

You touch a creature, and that creature must succeed on a Pre/Man saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

* Choose one ability score: While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
* While cursed, the target has disadvantage on attack rolls against you.
* While cursed, the target must make a Pre/Man saving throw at the start of each of its turns. If it fails, it wastes its action that turns doing nothing.
* While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A spell that removes curses ends this effect. At the GM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse's effect.

*At higher levels*: If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
Minor Illusion

**Minor Illusion** (0, ill.)

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

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

Components: *S* Effect: *Control*

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object, such as a chair, muddy footprints, or a small chest, it must be no larger than a 1 m cube. The image can't create a sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Investigation (Cun) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Confusion

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

Casting Time: *1 action*        Range/Area: *18 m (2 m sphere)*

Duration: *1 minute*            Attack/Save: *Int/Cun save*

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

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 2 m radius sphere centered on a point you choose within range must succeed on an Int/Cun saving throw when you cast this spell or be affected by it.

An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

 1
 2-6
 7-8
 9-10

At the end of each of its turns, an affected target can make an Int/Cun saving throw. If it succeeds, this effect ends for that target.

*At higher levels*: When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 1 m for each slot level above 4th.
Lights

**Lights** (0, evo.)

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

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

Components: *V* Effect: *Creation*

You touch one object that is no larger than 2 m in any dimension. Until the spell ends, the object sheds bright light in a 4 m radius and dim light for an additional 4 m. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Tidal Wave

**Tidal Wave** (3rd, conj.)

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

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

Components: *S, V* Effect: *Prone, Bludgeoning*

The area can be up to 6 m long, up to 2 m wide, and up to 2 m tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 force damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 6 m of it, and then it vanishes.
Identify

**Identify** (1st, div., ritual)

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

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

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

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Mass Heal

**Mass Heal** (9th, vis.)

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

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

Components: *S, V* Effect: *Blinded*

You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell does not affect constructs.
Elemental Bane

**Elemental Bane** (4th, trans., conc.)

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

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

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

Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Vitality saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.

*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.
Commune

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

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

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

Components: *S, V* Effect: *Precognition*

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

Enneade isn’t necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the GM might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret.
Harm

**Harm** (6th, vis.)

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

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

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

The target must make a Vitality saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.
Contact Other Realms

**Contact Other Realms** (5th, div., ritual)

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

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

Components: *V* Effect: *Communication*

You contact an extremely powerful Enna or some other mysterious entity from another Realm. Contacting this entity can strain or even break your mind. When you cast this spell, make a DC 15 Int/Cun saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A Greater Restoration spell cast on you ends this effect.

On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer.
Guild Merchant

***Origin***: Karthmere

You might belong to a guild of traders, caravan masters, or shopkeepers. You don’t craft items yourself but earn a living by buying and selling others' works (or the raw materials artisans need to practice their craft). Your guild might be a large merchant consortium (or family) with interests across Karthmere and beyond. Perhaps you transported goods from one place to another, by ship, wagon, or caravan, or bought them from traveling traders and sold them in your little shop.

***Skill Points***: You gain four skill points, assign them in the Academics (your choice) Animal Handling, Deception, Empathy, and Persuasion skills in a manner of your choice.

***Equipment***: A set of fine clothes, a letter of introduction from your guild, a mule and cart, and a purse containing 15 gp.

***Background Traits***: 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 comfortable lifestyle.
* ***Jurisdiction***: Guilds in Karthmere wields a modicum of political power. If you are accused of a crime, your guild might support you if it is worth their time and/or your innocence is easily proven. 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.

***Bond***: Monthly Fee

You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.
Magic Weapon

**Magic Weapon** (2nd, trans., conc.)

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

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

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

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

   *At higher levels:* When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
Teranis

*The God of Change and Duality*

***Spheres***: Change, Chaos, Storms, Destruction, Restoration, and Healing

***Appear As***: Masculine

***Symbol***: A silver and blue bolt of lightning with a black handle of a dagger at the bottom

***Favorite Damage Types***: Lightning and Necrotic

***Rival***: Teranis despises Riahn for his stagnation of the World.

***Domains***: Animation, Deceit, Ruin, Storm

Teranis has often stood alone, either misunderstood or feared as the messenger of change. One of Teranis’ core beliefs is that everything needs to be constantly tested and contested. If it were destroyed, let it decay and be redefined into something else, something stronger. Teranis is almost impossible to predict, his plans and actions always adapting to new circumstances and ideas. But once the final objective of his desires stands before him, he unleashes all his might and fury to obtain it.

***Realm of Tuat***

Tuat is a chaotic world where the energies of destruction and creation are locked into an eternal battle. Mysterious nodes of the two powers pop up regularly to change the landscape in their image. Any type of civilization is constantly tested against the two different energies, and thus the landscape is dotted with ruins and abandoned homesteads. Teranis welcomed the marooned Enna races of either celestial or fiendish natures to Tuat. He allows them to continue the conflict of the War of Collapse, to discover which side is truly superior. Teranis promises his active support and attention to whichever side prevails.

***Playable Enna***: Dwarf (usually mountain dwarf), elf, genasi, gnome, halfling, half-elf, half-orc, malakhim, tiefling

***Other Enna***: Tuat is a world of stark contrasts, with extremely community-oriented and generally kind Enna, to extremely ruthless and destructive Enna. Outside of curious monsters and beasts, there are a plethora of celestial and fiendish Enna.

*Tenets*

* Your mistakes and flaws can be your greatest strengths and victories.
* Complacency is the first step towards stagnation and disaster.
* When you truly understand your enemy, you love them.
Charlatan

***Origin***: Anywhere, but most often than not, from Karthmere or Stormholme

You have always had a certain way with people, intrinsically knowing their motivations and emotions. Due to the circumstances of your economic situation or your delight, you decided to use your gift for your gain. You can be a fortune teller, operating where the church can’t see you or does not care. A merchant overselling their goods, or even paddles false ones. Or you can be interested in even greater heists, spinning elaborate nets of lies around you.

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

***Equipment***: Disguise Kit, Forgery Kit, a set of fine clothes, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 gp.

***Background Trait***: Second Life

* ***Official***: You possess a certain knack for falsifying documentation.

* ***Second Identity***: You have created a second identity for yourself, including all the backstory, disguise, and paperwork you need to make it near immaculate.
Art & Gemstones

***Art Objects***

*250 gp Art Objects*

* Gold ring with 100 gp gem, bone or ivory statuette, gold bracelet, silver necklace, bronze crown, silver-plated sword, silk robe

*1,500 gp Art Objects*

* Gold ring with 1,000 gp gem, gold or silver statuette, gold bracelet with 500 gp gems, gold necklace with 100 gp gems, silver tiara or crown with 100 gp gems, ivory comb with 500 gp gems, cloth of gold vestments

*2,500 gp Art Objects*

* Gold or platinum ring with 1,000 gp gems, gold or silver statuette with 500 gp gems, gold necklace with 500 gp gems, gold crown with 500 gp gems, gold chalice with 100 gp gems, ceremonial gold breastplate

*7,500 gp Art Objects*

* Platinum ring with 5,000 gp gem, gold statuette with 1,000 gp gems, mithral necklace with 1,000 gp gems, adamantine crown with 1,000 gp gems, adamantine box containing elemental flame, black tunic woven of pure shadow

*15,000 gp Art Objects*

* Mithral ring with an astral diamond, gold statuette with 5,000 gp gems, gold necklace with 5,000 gp gems, mithral tiara with 5,000 gp gems, cup of celestial gold that glows with a soft inner light, silvery cloak of astral thread, enormous emerald or sapphire

***Gemstones***

*100 gp Gems*

* Amber, amethyst, garnet, moonstone, jade, pearl, peridot, turquoise

*500 gp Gems*

* Alexandrite, aquamarine, black pearl, topaz

*1,000 gp Gems*

* Emerald, fire opal, sapphire

*5,000 gp Gems*

* Diamond, jacinth, ruby
Mold Earth

**Mold Earth** (0, trans.)

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

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

Components: *S* Effect: *Control*

You choose a portion of dirt or stone that you can see within range and that fits within a 1 m cube. You manipulate it in one of the following ways:

* If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 1 m away. This movement doesn’t have enough force to cause damage.

* You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.

* If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Frostbite

**Frostbite** (0, evo.)

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

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

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

The target must make a Vitality saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

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

**Irresistible Dance** (6th, ench., conc.)

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

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

Components: *V* Effect: *Control*

Choose one creature that you can see within range. The target begins to dance in place for the duration. Creatures that can't be charmed are immune to this spell.

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Composure saving throw to regain control of itself. On a successful save, the spell ends.
Riahn

*The Law Giving God of the Sun*

***Spheres***: Honor, Unity, Order, the Sun and Warfare

***Appear As***: Masculine

***Symbol***: A golden stylized sun

***Favorite Damage Types***: Radiant and Fire

***Rival***: Riahn despises Borias for his uncivilized behavior, seeing him as nothing more than a misguided brute.

***Domains***: Battle, Community, Law, Radiance

Riahn has always been in the middle of politics between Enneade and the leader of powerful coalitions. Confident and radiant, Riahn is charismatic, honorable, but also arrogant. Riahn originally held the Spheres of “Honor,” “Order,” and “Unity” and has always been the protector of trade, law, and relationships. Due to the actions of Geanor, Riahn is currently the most powerful Enneade in existence.

***Realm of Eternal Suns***

Eternal Suns is a desert world with one major source of fresh water welling up into a massive lake that spawns several rivers. The largest city in the World surrounds this wellspring of life, The Eye. In the city, several races live together in a strict society with a complicated bureaucracy. Your family can be doomed to serve as slaves for several generations or be blessed with an empire, owning several palaces with armies of servants, advisors, and bodyguards. Outside the city’s confines, beasts roam the desert, angels inhabit flying cities, and underground caverns hide discrete monsters. The three suns of the Realm, one yellow, one blue, and one red, not only make it, so there is no night on Eternal Suns but also infuses the land with life. The blue sun blesses water to sprawl plant life forth, the yellow sun lifts the inhabitants’ spirits to strive upwards, but the red sun curses the sand-sea with undeath to keep the inhabitants of Eternal Sus strong and prepared.

***Playable Enna***: Dragonborn (most common fire dragon ancestry), dwarf (usually hill dwarf), genasi, gnome (usually rock gnome), halfling, half-elf, garden elf, malakhim

***Other Enna***: Desert living creatures such as insects, worms, and snakes. Undead creatures also roam the sand-sea. There are water-living creatures in the lakes and rivers, such as crocodiles, fish, and frogs. The deepest caverns underneath the deserts are filled with freshwater caves that can sport more outlandish monsters. Angels and angelic creatures roam the skies with birds and the occasional dragon. And if you’re lucky, or unlucky, you might spot the occasional sphinx, genie, or hydra.

*Tenets*

* Strength in unity
* To lead others with grace and justice, you must first lead yourself to grace and honor.
* Without honor and justice, a victory is nothing but hollow and meaningless.
Gust of Wind

**Gust of Wind** (2nd, evo., conc.)

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

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

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

Each creature that starts its turn in a 12 m long and 2 m wide line that originates from you must succeed on a Brawn saving throw or be pushed 3 m away from you in a direction following the line.

Any creature in the line must spend 2 m of movement for every 1 m it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Shaman

***Origin***: Beornhelm

Originally, the shamans were a part of the Wayfarers, the caretakers and guides of the Oldberry Woods, the pine forest that stretches from the peaks of Beornhelm down to northern Eastcreek. The Wayfarers have sworn to not engage in political agendas, but many of them broke their oaths to fight the war against Geanor in Beornhelm. These oath breakers became the shamans, a new organization that was more active in their respective communities. Some mysteries of the Wayfarers became lost to the shamans, but they created plenty of their own too. They also picked up several utility functions, acting as advisors and doctors. After the purge of magic in Frostmark, most of the shamans today are naturalists of different kinds. Serving as tutors, healers, and advisors to their communities and their Chieftains. They stand both in high regard and stand outside the general law of Beornhelm. Only another shaman can accuse and judge another shaman. Though, in the far-reaching tundra, high mountains, and deep forests of Beornhelm, there might be a few shamans who are still able to practice the ancient ways. ***Skill Points***: You gain seven skill points, assign them in the Academics (nature), Academics (religion), Animal Handling, Arts & Crafts (your choice), Empathy, Medicine, Occult, Persuasion, and Survival skills in a manner of your choice.

***Equipment***: A staff, a Herbalism Kit, a Tattoo Kit, a set of bone dice, a set of traveler's clothes, and a pouch containing 15 gp.

***Background Trait***: A Shaman's Role

* ***Income***: The shamans have evolved to not have a common goal anymore, some simply worship the land and make right by it, others aiding the freedom of Beornhelm and its people, and some devoting themselves to a lost god. As long as you serve your community you may earn a modest lifestyle.
* ***Jurisdiction***: You can't be judged by the law of man in Beornhelm, thus you have almost free reign to roam and to practice your craft. It is only when you directly oppose a chieftain or is judged by another shaman that you must answer for your actions.

***Bond***: Servant of the Community

The shamans enjoy a lot of freedom and respect because of their invaluable service to the community they serve. They act as spiritual guides, advisors, and doctors. If the community of a shaman believes that they have broken this contract, the community can appeal to neighboring shamans. If those shamans believe those concerns to be true, they will first issue a warning. If that is not heeded the shaman in question will either be exiled or executed for their crimes. An exiled shaman finds no home in any Beornish community and loses all benefits of the background trait above.
Realmwalker

**Realmwalker** (6th, conj.)

Casting Time: *10 minutes*        Range/Area: *12 m*

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

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

You ask a powerful entity for aid. The being must be known to you: an Enneade, an ancient elemental, a demon lord, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (GM's choice).

When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.

However, creatures rarely accept tasks that seem suicidal.

After the creature completes the task, or when the duration of service expires, the creature returns to its home Realm after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a task, the creature immediately returns to its home Realm.
Simulacrum

**Simulacrum** (7th, ill.)

Casting Time: *12 hours*        Range/Area: *Touch*

Duration: *Until dispelled*        Attack/Save: *None*

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

You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.

The Simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting per your wishes and acting on your turn in combat. The simulacrum cannot learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.

If the Simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.

If you cast this spell again, any duplicate you created with this spell is instantly destroyed.
Resistance

**Resistance** (0, abj., conc)

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

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

Components: *S* Effect: *None*

You touch one willing creature. Once before the spell ends, the target can roll a saving throw of their choice with advantage. It can roll one more die as advantage before or after making the saving throw. The spell then ends.
Planar Binding

**Planar Binding** (5th, abj.)

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

Duration: *24 hours*            Attack/Save: *Pre/Man*

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

You attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted Protection from Soul Aspects spell in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Pre/Man saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.

A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are within the same Realm. If you are within a different Realm, it returns to the place where you bound it and remains there until the spell ends

*At higher levels*: When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th- level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.