recursal/Fanatic-Fandom huggingface dataset:
Disintegrate

A 6th Level Transmutation spell

Casting time: 1 Action

Duration: Instantaneous

Range: 60’

Components: V, S, M (a lodestone and a pinch of dust)

Can be learnt by: Sorcerer, Wizard

A thin green ray springs from your pointing finger to a
target that you can see within range, the target can be a creature, an object,
or a creation of magical force, such as the wall created by Wall of Force. When
you target a creature with this spell, you can choose to make a ranged spell
attack against it, dealing 10d6 force damage on a hit. Alternatively, you can
force the creature to make a Dexterity save, taking 10d6+40 force damage on a
failure. Either way, the target is disintegrated if the damage from this spell
lowers it down to 0HP.

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

This spell automatically disintegrates a Large or smaller
nonmagical object or a creation of magical force. If the target is a Huge or
larger object or creation of force, this spell disintegrates a 10’ cube portion
of it. Magic items are unaffected by this spell.

When this spell is cast using a spell slot of 7th
level or higher, the damage increases by 3d6 for each slot level above 6th.
Delayed Blast Fireball

A 7th Level Evocation spell

Casting time: 1 Action

Duration: Concentration, up to 1 minute

Range: 150’

Components: V, S, M (a tiny ball of bat guano and sulfur)

Can be learnt by: Sorcerer, Wizard

A beam of yellow light flashes from your pointing finger,
then condenses to linger at a chosen point within range as a glowing, orange,
and slightly warm bead the size of a sling stone for the duration. When the
spell ends, either because your concentration is broken or because you decided
to end it (no action required by you), the bead blossoms with a low roar into
an explosion of flame that spreads around corners. Each creature in a 20’
radius sphere centered on the bead must make a Dexterity save, taking fire
damage equal to the total accumulated damage on a failure, or half as much
damage on a success. The spell’s base damage is 12d6, if at the end of your
turn the bead has not yet detonated, the damage increases by 2d6, to a maximum
of 32d6 fire damage if the spell lasts for the maximum duration..

If the glowing bead is touched before the interval has
expired, the creature touching it must make a Dexterity save. On a failed save,
the spell ends immediately, causing the bead to explode. On a successful save,
the creature can throw the bead up to 40’ or launch it from a sling up to the
range of the sling. Alternatively, you can create the bead in your hand and
pass it to another creature, this won’t require the receiving creature to make
the Dexterity save to avoid breaking the bead. When the beak strikes a creature
or a solid object, the spell ends, and the bead explodes. When another creature
picks up the bead, regardless of whether they succeeded or failed the Dexterity
save, you can use a Reaction to cause the bead to explode, the spell then ends.

The fire damages objects in the area and ignites flammable
objects that aren’t being worn or carried.

If this spell is cast using an 8th level spell
slot, the damage dice for the fire damage becomes a d8 for both the base and
accumulated damage. When cast using a 9th level slot, the damage
dice for the fire damage becomes a d10.
Bestow Curse

A 3rd Level
Necromancy spell

Casting time: 1
Action

Duration: Concentration,
up to 1 minute

Range: Touch

Components: V, S

Can be learnt by: Bard, Cleric, Wizard

You touch a
creature, and that creature must succeed on a Wisdom save 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 saves made with that ability score
* While cursed, the target has disadvantage on attack rolls made against you
* While cursed, the target must make a Wisdom save at the start of each of its turns. If it fails, it wastes its Action that turn doing nothing
* While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target

A remove curse spell
ends this effect. At the DM’s discretion, you may choose an alternative curse
effect, but it should be no more powerful than those described above (the DM
has the final say on such a curse’s full effect).

When this spell is
cast using a spell slot of 4th level, the duration is concentration,
up to 10 minutes. When cast using a 5th level slot, the duration is
concentration, up to 1 hour. When cast using a 6th level slot, the
duration is 8 hours. When cast using a 7th level slot, the duration
is 24 hours. When cast using an 8th level slot, the duration is 1
year. When cast using a 9th level slot, the duration is permanent
until dispelled.
Avalanche

A 7th Level Evocation spell

Casting Time: 1 Action

Duration: Instantaneous

Range: 150’

Components: V, S

Can be learnt by: Sorcerer, Wizard

This spell causes an avalanche of sheets of heavy, blinding
snow to manifest in a location you choose within range. The area of the
avalanche consists of ten 10’ cubes, which you can arrange as you wish. Each
cube must have at least one face adjacent to the face of another cube. Each
creature in the area must make a Dexterity save, taking 7d10 cold damage on a
failure, or half as much on a success.

The massive amounts of snow make the surface beneath each
cube slick with rime, causing said surface to become difficult terrain until
the snow melts at the start of the caster’s next turn.

This spell is a Lost Spell.
Alter Self

A 2nd
Level Transmutation spell

Casting time: 1 Action

Duration: Concentration, up to 1 hour

Range: Self

Components: V, S

Can be learnt by: Sorcerer, Wizard

You assume a different form. When you cast this 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, distinguishing characteristics, if any,
and sex. You can make yourself appear as a member of another race, though none
of your statistics change. You also don’t appear as a creature of a different
size than you, and your basic shape stays the same; if you are 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.
Guardian of Faith

A 4th Level
Conjuration spell

Casting time: 1
Action

Duration: 8 hours

Range: 30’

Components: V

Can be learnt by: Cleric

A Large spectral
guardian appears and hovers for the duration in an unoccupied space of your
choice that you can see within range. The guardian occupies that space and is
indistinct except for a gleaming sword and shield emblazoned with the symbol of
your deity. Any creature hostile to you that moves to a space within 10’ of the
guardian for the first time on a turn must succeed on a Dexterity save. The
creature takes 20 radiant damage on a failure, or half as much on a success.
The guardian vanishes when it has dealt a total of 60 damage.
Commune

A 5th Level
Divination spell

This spell can be cast as a Ritual

Casting time: 1
minute

Duration: 1 minute

Range: Self

Components: V, S, M
(incense and a vial of holy or unholy water)

Can be learnt by: Cleric

You contact your
deity or a divine proxy and ask up to three closed ended questions. You must
ask your questions before the spell ends. You receive a correct answer for each
question.

Divine beings aren’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 DM might offer a short phrase as an answer instead (should do DM
choose to do so).

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

A 4th
Level Enchantment spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: 30’

Components: V, S

Can be learnt by: Bard

Creatures of your
choice that you can see within range and that can hear you must make a Wisdom
save. A target automatically succeeds on this save if it can’t be charmed. On a
failure, a target is affected by this spell. Until the spell ends, you can use
a Bonus Action on each of your turns to designate a direction that is
horizontal to you. Each affected target must use as much of its movement as
possible to move in that direction on its next turn. It can take its Action
before it moves. After moving in this way, it can make another Wisdom save to
try to end the effect.

A target cannot be
compelled to move into an obviously deadly hazard, such as a fire pit, but it
will provoke attacks of opportunity to move in the designated direction.
Chameleon

A Chameleon is a human individual who employs skillful intrigue to blend into any crowd. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the Hamad Humans.

## Class Features

Chameleon Features
Level
Level
No attribute scores less than 9
 2nd
No attribute scores less than 12
 3rd
No attribute scores less than 15

### Smooth Talker

You gain advantage when making Persuasion or Deception checks against unfriendly or hostile creatures.

### Sense Motive

Whenever you talk to someone, you can immediately make an Insight check, if your roll is higher than their Charisma score then you can interpret their surface thoughts based on their facial expressions and body language. Within one hour of succeeding on this Insight check, you also instinctive know if that individual is lying to you.

### Aptitude Focus

By meditating for 1 hour, you gain 1 of the following Focuses for the next 8 hours. You can use this feature once between long rests:

* Arcane Focus
	+ You learn three cantrips, two 1st level spells, and one 2nd level spell from the Wizard spell list.
	+ You have three 1st level spell slots and one 2nd level spell slot with which to cast the spells you gained using this feature.
	+ Your spellcasting ability for spells gained using this feature is Intelligence.
	+ You gain proficiency in Arcana. If you are already proficient in Arcana then you add double your proficiency bonus.
* Combat Focus
	+ You become proficient in all weapons, shields, and armors.
	+ You gain a +5 bonus to Hit and damage with all weapon attacks.
* Divine Focus
	+ You learn three cantrips, two 1st level spells, and one 2nd level spell from the Cleric spell list.
	+ You have three 1st level spell slots and one 2nd level spell slot with which to cast the spells you gained using this feature.
	+ Your spellcasting ability for spells gained using this feature is Wisdom.
	+ You gain proficiency in Religion. If you are already proficient in Religion then you add double your proficiency bonus.
* Stealth Focus
	+ You gain the Evasion and Uncanny Dodge abilities (see the Rogue class page for details on these abilities).
	+ You gain proficiency in Stealth and Slight of Hand. If you are already proficient in either of these skills then you add double your proficiency bonus for that skill.
* Wild Focus
	+ You learn three cantrips, two 1st level spells, and one 2nd level spell from the Druid spell list.
	+ You have three 1st level spell slots and one 2nd level spell slot with which to cast the spells you gained using this feature.
	+ Your spellcasting ability for spells gained using this feature is Wisdom.
	+ You gain proficiency in Nature. If you are already proficient in Nature then you add double your proficiency bonus.
Guidance

A Divination cantrip

Casting time: 1 Action

Duration: Concentration, up to 1 minute

Range: Touch

Components: V, S

Can be learnt by: Cleric, Druid

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 of its choice. It can roll the die
before or after making the ability check, but before the result is known. The
spell then ends.
Alienist

An Alienist is a mage who calls upon creatures and forces beyond normal understanding, blurring the boundary between the sane and insane. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the Tiefling.

## Class Features

Alienist Features

Level
Level
No attribute scores less than 9
 2nd
No attribute scores less than 12
 3rd
No attribute scores less than 15

### Alien Familiar

You can spend 10 minutes to summon an Aberration type monster as your familiar, your familiar must have a CR no higher than one quarter of your Character Level. So long as the creature acts as your familiar, it cannot be killed (if its physical form is destroyed you can simply spend another 10 minutes to summon it again from the Outer Realms, where its physical form would have been remade). You and your familiar can communicate to each other telepathically over any distance so long as you are both on the same plane of existence. Your familiar cannot have an alignment that is more than two steps away from yours on the alignment chart (one step is one move either horizontally or vertically, a diagonal is two steps, e.g. a Lawful Good Alienist cannot have a Chaotic Neutral, Neutral Evil, or Chaotic Evil familiar, but a True Neutral Alienist can have a familiar of any alignment).

### Alien Blessing

Your Wisdom score decreases by 2, but you gain a +2 bonus to all your saving throws.

### Unreasonable Reasoning

You are well versed in logical equations to every problem that has ever existed or will ever exist. Those who tries to follow your path of reasoning will likely see it as absolute madness, yet you are able to make sense of it all. You gain advantage on Intelligence and Wisdom saving throws, as well as advantage on all Intelligence-based skill checks.

### Alien Transcendence

You are so attuned with the forces of the Outer Realms that your very being seems to escape the grasp of material understanding, changing your race from Tiefling to Aberration. Time has stopped having an effect on your body and you will not age, nor will you suffer any penalties from the passage of time (it also renders you immune to death by old age alone). You can attempt to move through nonmagical solid materials (including other creatures) by making a Charisma save against the density of the material (determined by the DM).

You gain resistance to bludgeoning, piercing, and slashing damages, magical or otherwise, and you gain resistance to acid, cold, lightning, poison, and thunder damage, although you become vulnerable to force, necrotic, and radiant damage. You suffer disadvantage on Charisma-based checks made to conceal your true nature.

You grow a small, extra appendage such as an eye, tentacle, or glowing lump that is not under your control, which will sometimes move around on your body. You cannot sense what this extra appendage is doing, nor can you feel where it is, although if it is something like an eye or ear then you can see or hear through it.
Defender

*Mundane Tier, primary material: Iron*

**Weapons: greatsword, longsword**

A curious blade meant more for defense than for offense, this weapon is a favorite among guards and watchmen less concerned with defeating their opponents than holding their ground against the assault. A creature wielding this weapon gains a +3 bonus to AC and advantage on saves made to resist being moved or knocked prone against their wish. The wielding creature also gains the following action.

**Defend**: As a reaction, the creature reduces the damage of an attack or effect for either themselves or a creature within 5 feet of them by 2d8 + their Constitution modifier, the creature must be able to see the attack or effect to make this action. If the creature has another reaction that allows them to reduce the damage from an attack or effect against either themselves or an ally (e.g. the Rogue's Uncanny Dodge or Ancestral Guardian Barbarian's Spirit Shield), the creature can use both these effects with the same reaction. The creature can choose to either target the same or different creatures for these actions.
Dissonant Whispers

A 1st Level Enchantment spell

Cast time: 1 Action

Duration: Instantaneous

Range: 60’

Components: V

Can be learnt by: Bard

You whisper a discordant melody that only one creature of
your choice within range can hear, wracking it with terrible pain. The target
must make a Wisdom save. On a failure, it takes 3d6 psychic damage and must
immediately use its Reaction, if available, to move as far as its speed allows
away from you. The creature doesn’t move into obviously dangerous ground, such
as a fire or pit. On a success, the target takes half as much damage and
doesn’t have to move away. A deafened creature automatically succeeds on the
save.

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.
Passwall

A 5th
Level Transmutation spell

Casting time: 1
Action

Duration: 1 hour

Range: 30’

Components: V, S, M
(a pinch of sesame seeds)

Can be learnt by: Wizard

A passage appears at
a point of your choice that you can see on a wooden plaster, or stone surface
(such as a wall, ceiling, or floor) within range, and lasts for the duration.
You choose the opening’s dimensions: up to 5’ wide, 8’ tall, and 20’ deep. The
passage creates no instability in the structure surrounding it. When the
opening disappears, any creatures or objects still in the passage created by
the spell are safely ejected to an unoccupied space nearest to the surface on
which you cast the spell.
Flame Blade

A 2nd Level
Evocation spell

Casting time: 1 Bonus
Action

Duration: 10 minutes

Range: Self

Components: V, M
(leaf of sumac)

Can be learnt by: Druid

You evoke fiery
blades in your hand and can create as many blades as you have free hands. The
blade is similar in size and shape to a scimitar, and it lasts for the duration.
If you let go of the blade, it disappears, but you can evoke the blade again as
a Bonus Action.

You can use your Action
to make a melee spell attack with the fiery blade (or multiple attacks, depending
on how many blades you have, with a limit of one attack per blade). On a hit,
the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10’
radius and dim light for an additional 10’.

When this spell is
cast using a spell slot of 3rd level or higher, the damage increases
by 1d6 for every slot level above 2nd.
Searing Smite

A 1st Level Evocation spell

Casting time: 1 Bonus Action

Duration: Concentration, up to 1 minute

Range: Self

Components: V

Can be learnt by: Paladin

The next time you hit a creature with a melee weapon attack
during the spell’s duration, your weapon flares with white-hot intensity, and
the attack deals an extra 1d6 fire damage to the target and cause the target to
ignite in flames.

At the start of each of its turns until the spell ends, the
target must make a Constitution save. On a failure, it takes 1d6 fire damage.
On a success, the spell ends. If the target or a creature within 5’ of it uses an
action to put out the flames, or if some other effect douses the flames (such
as the target being submerged in water), the spell ends.

When this spell is cast using a spell slot of 2nd
level or higher, the initial damage dealt by the attack increases by 1d6 for
each slot level above 1st.
Confusion

A 4th Level
Enchantment spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: 90’

Components: V, S, M
(three nut shells)

Can be learnt by: Bard, Druid, Sorcerer, Wizard

This spell assaults and
twists creatures’ minds, spawning delusions and provoking uncontrolled actions.
Each creature in a 10’ radius sphere centered on a point you choose within
range must succeed on a Wisdom save 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:

 2-6
 7-9
 10

At the end of its
turns, an affected target can make a Wisdom save, ending the effect for itself
on a success.

When this spell is
cast using a spell slot of 5th level or higher, the radius of the sphere
increases by 5’ for each slot level above 4th.
Detect Magic

A 1st Level Divination spell

This spell can be cast as a Ritual

Casting time: 1 Action

Duration: Concentration, up to 10 minutes

Range: Self

Components: V, S

Can be learnt by: Bard,
Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

For the duration, you sense the presence of magic within 30’
of you. If you sense magic in this way, you can use your action to see a faint
aura around any visible creature or object in the area that bears magic, and
you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1’
of stone, 1” of common metal, a thin sheet of lead, or 3’ of wood or dirt.
Fire Shield

A 4th
Level Evocation spell

Casting time: 1 Action

Duration: 10 minutes

Range: Self

Components: V, S, M
(a bit of phosphorus or a firefly)

Can be learnt by: Wizard

This and wispy
flames wreathe your body for the duration, shedding bright light in a 10’
radius and dim light for an additional 10’, you can end the spell early by
using an Action to dismiss it. The flames provide you with a warm or cool
shield, as you see fit. The warm shield grants you resistance to cold damage,
and the cool shield grants you resistance to fire damage. In addition, whenever
a creature within 5’ of you hits you with a melee attack, the shield erupts
with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold
damage form a cool shield.
Flanking

To simulate a more realistic combat setting, the Extended Realms campaign setting provides a rule regarding situations where a creature may be flanked, or even surrounded, by creatures hostile to it, and what benefits it provides to those engaging in flanking tactics.

## Flanking

When two allied creatures are on opposite sides of a hostile creature, they each benefit from the **Flanking** condition, while the hostile creature suffers the **Flanked** condition.

* Flanking: A creature affected by this condition gains a +2 bonus to attack and damage rolls against creatures within its melee range with the **Flanked** condition..

The following three diagrams showcases what does constitute a flanking scenario:

The following three diagrams showcases what does NOT constitute a flanking scenario:

## Surrounding

When three or more allied creatures covers at least three sides of a hostile creature, they each benefit from the **Surrounding** condition, while the hostile creature suffers the **Surrounded** condition.

* Surrounding: A creature affected by this condition gains advantage and a +3 bonus to attack and damage rolls against creatures within its melee range with the **Surrounded** condition.

The following three diagrams showcases what does constitute a surrounding scenario:

The following three diagrams showcases what does NOT constitute a surrounding scenario:
Phantasmal Force

A 2nd
Level Illusion spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: 60’

Components: V, S, M
(a bit of fleece)

Can be learnt by: Bard, Sorcerer, Wizard

You craft an illusion
that takes root in the mind of a creature that you can see within range. The
target must make an Intelligence save. On a failure, you create a phantasmal
object, creature, or other visible phenomenon of your choice that is no larger
than a 10’ cube and that is perceivable only to the target for the duration.
This spell has no effect on undead or constructs.

The phantasm
includes sound, temperature, and other stimuli, also evident only to the
targeted creature. The target can use its Action to examine the phantasm with
an Investigation check against your spell save DC. If the check succeeds, the
target realizes that the phantasm is an illusion, and the spell ends. While a
target is affected by the spell, the target treats the phantasm as if it were
real. The target rationalizes any illogical outcomes from interacting with the
phantasm. For example, a target attempting to walk across a phantasmal bridge
that spans a chasm falls once it steps onto the bridge. If the target survives
the fall, it still believes that the bridge exists and comes up with some other
explanation for its fall: it was pushed, it slipped, or a strong wind might
have knocked it off.

An affected target
is so convinced of the phantasm’s reality that it can even take damage from the
illusion. A phantasm created to appear as a creature can attack the target.
Similarly, a phantasm created to appear as fire, a pool of acid, or lava can
burn the target. Each round on your turn, the phantasm can deal 1d6 psychic
damage to the target if it is in the phantasm’s area or within 5’ of the
phantasm, provided that the illusion is of a creature or hazard that could
logically deal damage, such as by attacking. The target perceives the damage as
a type appropriate to the illusion.
Calm Emotions

A 2nd
Level Enchantment spell

Casting time: 1 Action

Duration: Concentration, up to 1 minute

Range: 60’

Components: V, S

Can be learnt by: Bard, Cleric

You attempt to suppress strong emotions in a group of
people. Each humanoid in a 20’ radius sphere centered on a point you choose
within range must make a Charisma save; a creature can choose to fail this save
if it wishes. If a creature fails the save, choose one of the following two
effects:

You can suppress any effect causing a target to be charmed
or frightened. When this spell ends, any suppressed effect resumes, provided
that is duration has not expired in the meantime.

Alternatively, you can make a target indifferent about
creatures of your choice that it is hostile towards. This indifference ends if
the target is attacked or harmed by a spell or if it witnesses any of its
friends being harmed.

When the spell ends, the creature becomes hostile again,
unless the DM rules otherwise.
Sending

A 3rd Level
Evocation spell

Casting time: 1
Action

Duration: 1 round

Range: Unlimited

Components: V, S, M
(a short piece of fine copper wire)

Can be learnt by: Bard, Cleric, Wizard

You send a short
message of 25 words or less to a creature with whom you are familiar. The
creature hears the message in its mind, recognizes you as the sender if it knows
you, and can answer in a like manner immediately. The spell enables creatures
with an Intelligence score of at least 1 to understand the meaning of your
message.

You can send the
message across any distance and even to other planes of existence, but if the
target is on a different plane than you, there is a 5% chance that the message
doesn’t arrive.
Astral Projection

A 9th Level Necromancy spell

Casting time: 1 hour

Duration: Special

Range: 10’

Components: V, S, M (for each creature you affect with this spell, you must
provide one jacinth worth at least 1,000gp and one ornately carved bar of
silver worth at least 100gp, all of which the spell consumes)

Can be learnt by: Cleric, Warlock, Wizard

You and up to 8 willing creatures within range project your astral bodies
into the Astral Sea (the spell fails and the casting is wasted if you are
already on that plane). The material body you leave behind is unconscious and
in a state of suspended animation; it doesn’t need food or air and doesn’t age.

Your astral body resembles your mortal form in almost every way,
replicating your game statistics and possessions. The principal difference is
the addition of a silvery cord that extends form between your shoulder blades
and trails behind you, fading to invisibility after 1 foot. This cord is your
tether to your material body. So long as the tether remains intact, you can
find your way home. If the cord is cut (something that can happen only when an
effect specifically states that it does) your soul and body are separated,
killing you instantly.

Your astral form can freely travel through the Astral Sea and can pass
through portals there leading to any other plane. If you enter a new plane or
return to the plane you were on when casting this spell, your body and
possessions are transported along the silver cord, allowing you to re-enter
your body as you enter the new plane. Your astral form is a separate
incarnation. Any damage or other effects that are applied to it have no effect
on your physical body, nor do they persist when you return to it. The spell
ends for you and your companions when you use your Action to dismiss it. When
the spell ends, the affected creature returns to its physical body, and it
awakens.

The spell might also end early for you or one of your companions. A
successful Dispel Magic spell used against an astral or physical body ends the
spell for that creature. If a creature’s original body or its astral form drops
to 0HP, the spell ends for that creature. If the spell ends and the silver cord
is intact, the cord pulls the creature’s astral form back to its body, ending
its state of suspended animation. If you are returned to your body prematurely,
your companions remain in their astral forms and must find their own way back
to their bodies, usually by dropping to 0HP.
Gust of Wind

A 2nd Level
Evocation spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: Self (60’
line)

Components: V, S, M
(a legume seed)

Can be learnt by: Druid, Sorcerer, Wizard

A line of strong
wind 60’ long and 10’ wide blasts from you in a direction you choose for the
spell’s duration. Each creature that starts its turn in the line must succeed
on a Strength save or be pushed 15’ away from you in a direction following the
line. Any creature in the line must spend 2’ of movement for every 1’ 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% chance to extinguish them (per round).

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.
Thunderous Inscription

A 5th Level Abjuration spell

Casting Time: 1 Bonus Action

Duration: Concentration, up to 10 minutes

Range: Touch

Components: V, S, M (a copper rod worth 10gp)

Can be learnt by: Cleric, Paladin, Sorcerer, Warlock, Wizard

With a string of elemental glyphs, you bind the power of
thunder into the armor/clothes of an ally (or yourself), empowering their attacks
and rebuffing the aggressive advances of the enemy. Choose one creature
(including yourself) to be the primary target of the spell.

Until the spell ends, the primary target gains immunity to
thunder damage, and whenever they hit an enemy with a melee weapon attack, they
deal an extra 2d6 thunder damage to their target and forces the target to make
a Strength save against your Spellcasting DC or be pushed up to 10’ away from
the primary target in a straight line.

Whenever a creature targets the primary target with a melee
attack, it immediately takes 4d6 thunder damage regardless of whether the
attack hit.

When you cast this spell, you can also select up to 5 other
allied creatures (can include yourself) within 30’ of the primary target as
secondary targets of the spell. Whenever a secondary target is hit by a melee
attack, the primary target can, as a Reaction, cause the creature who had
struck the secondary target to immediately take 3d6 unavoidable thunder damage.
The secondary target must be within 30’ of the primary target for the primary
target to make this Reaction.

The spell ends prematurely if the primary target is more
than 30’ from you (if it’s not you), if the primary target dies, if you become
incapacitated, or if you dismiss the spell on your turn as a Bonus Action.

If this spell is
cast using a spell slot of 6th level or higher, the thunder
damage dealt by all effects of the spell increases by 1d6 for each slot level
above 5th. Additionally, when you cast this spell using a spell slot
of 8th or higher, the distance between you and the primary target
and the distance between the primary and secondary targets increases to 50’.

This spell is a Lost Spell.
Teleportation Circle

A 5th
Level Conjuration spell

Casting time: 1
minute

Duration: 1 round

Range: 10’

Components: V, S, M
(rare chalks and inks infused with precious gems worth 50gp, which the spell
consumes)

Can be learnt by: Bard, Sorcerer, Wizard

As you cast the
spell, you draw a 10’ diameter circle on the ground inscribed with sigils that
link your location to a permanent teleportation circle of your choice whose
sigil sequence you know and that is on the same plane of existence as you. A
shimmering portal opens within the circle you drew and remains open until the
end of your next turn. Any creature that enters the portal instantly appears
within 5’ of the destination circle or in the nearest unoccupied space if that
space is occupied.

Many major temples,
guilds, and other important places have permanent teleportation circles inscribed
somewhere within their confines. Each such circle includes a unique sigil
sequence – a string of magical runes arranged in a unique pattern. When you
first gain the ability to cast this spell, you learn the sigil sequences for
two destinations on the Material Plane. Confirm with your DM to make sure that
you have access to these places. You can learn additional sigil sequences
during your adventures. You can commit a new sigil sequence to memory after
studying it for 1 minute.

You can create a
permanent teleportation circle by casting this spell in the same location every
day for one year. You need not use the circle to teleport when you cast the
spell in this way.
Fly

A 3rd
Level Transmutation spell

Casting time: 1
Action

Duration:
Concentration, up to 10 minutes

Range: Touch

Components: V, S, M
(a wing feather from any bird)

Can be learnt by: Sorcerer, Warlock, Wizard

You touch a willing
creature. The target gains a flying speed of 60’ for the duration. When the
spell ends, the target falls if it is still aloft, unless it can stop the fall
(it will take fall damage if it doesn’t stop its fall).

When this spell is
cast using a spell slot of 4th level or higher, you can target one
additional creature for each slot level above 3rd.
Mist Seeker

A Mist Seeker is an explorer of forgotten locations, who are masters of covering vast distances and finding that which would seem impossible to locate. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the Dwelf.

## Class Features

Mist Seeker Features
Level
Level
No attribute scores less than 9
 2nd
No attribute scores less than 12
 3rd
No attribute scores less than 15

### Fleet of Foot

Your base walking speed increases by 25’, and if you use the Dash action you can ignore movement penalties imposed by difficult terrain, magical or otherwise. You also travel at thrice your normal movement speeds when outside of combat situations.

### Surefooted

While Dashing, you are immune to non-magical environmental damages, and you have advantage on saves made to avoid non-magical environmental obstacles.

### Arcane Sight

As an action, you can make your eyes glow a bright shade of purple, emitting dim light out to a distance of 5’, granting you Truesight to a distance of 40’, for up to 10 minutes. This effect lasts until you are incapacitated, or you choose to end it as a bonus action. While this feature is active, you can “see” the magical auras of magical items or effects within 100’ of you, as if you had cast the *Detect Magic* spell. If you are Blinded then this ability ends immediately, and you can’t activate this ability if you are already Blinded. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1) per long rest.

### Pathfinder

You can never become lost within natural environments, regardless of whether magic is affecting the area, as your supernatural senses are always pointing you towards whatever it is that you are seeking. Your allies who are within 10’ of you who either can see or hear you cannot be affected by mind-altering effects that would otherwise cause them to become lost.
Color Spray

A 1st Level Illusion spell

Casting time: 1 Action

Duration: 1 round

Range: Self (15’ cone)

Components: V, S, M (some finely crushed gemstones)

Can be learnt by: Sorcerer,
Wizard

A dazzling array of flashing, colored lights springs from
your hand. Roll 6d10, the total is how many HP of creatures this spell can
affect. Creatures in a 15’ cone originating from you are affected in ascending
order of their current HP (ignore unconscious creatures and creatures that
can’t see).

Starting with the creature that has the lowest current HP,
each creature affected by this spell is blinded until the spell ends. Subtract
each creature’s HP from the total before moving on to the creature with the
next lowest HP. A creature’s HP must be equal to or less than the remaining
total for the creature to be affected.

When you cast this spell using a spell slot of 2nd
level or higher, roll an additional 2d10 for each slot level above 1st.
Stinking Cloud

A 3rd
Level Conjuration spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: 90’

Components: V, S, M
(a rotten egg or several skunk cabbage leaves)

Can be learnt by: Bard, Sorcerer, Wizard

You create a 20’
radius sphere of yellow, nauseating gas centered on a point within range. The
cloud spreads around corners, and its area is heavily obscured. The cloud
lingers in the air for the duration. Each creature that is completely within
the cloud at the start of its turn must make a Constitution save against
poison. On a failure, the creature spends its Action that turn retching and
reeling. Creatures that don’t need to breathe or are immune to poison
automatically succeed on this save.

A moderate wind (at
least 10mph) disperses the cloud after 4 rounds. A strong wind (at least 20mph)
disperses it after 1 round.
Protection from Energy

A 3rd Level
Abjuration spell

Casting time: 1
Action

Duration:
Concentration, up to 1 hour

Range: Touch

Components: V, S

Can be learnt by: Cleric, Druid, Ranger, Sorcerer, Wizard

For the duration,
the willing creature you touch has resistance to one damage type of your
choice: acid, cold, fire, lightning, or thunder.
Mage Hand

A Conjuration
cantrip

Casting time: 1
Action

Duration: 1 minute

Range: 30’

Components: V, S

Can be learnt by: Bard,
Sorcerer, Warlock, Wizard

A spectral, floating
hand appears at a point you choose within range. The hand lasts for the
duration or until you dismiss it as an action. The hand vanishes if it is ever
more than 30’ away from you or if you cast this spell again. You can use your
action to control the hand. You can use the hand to manipulate an object, open
an unlocked door or container, stow or retrieve an item from an open container,
or pour the contents out of a vial. You can move the hand up to 30’ each time
you use it. The hand can’t attack, activate magical items, or carry more than
10 pounds.
Melf's Acid Arrow

A 2nd
Level Evocation spell

Casting time: 1
Action

Duration:
Instantaneous

Range: 90’

Components: V, S, M
(powdered rhubarb leaf and an adder’s stomach)

Can be learnt by: Wizard

A shimmering green
arrow streaks toward a target within range and burst in a spray of acid. Make a
ranged spell attack against the target. On a hit, the target takes 4d4 acid
damage immediately and 2d4 acid damage at the end of its next turn. On a miss,
the arrow splashes the target with acid for half as much of the initial damage
and no damage at the end of its next turn.

When this spell is
cast using a spell slot of 3rd level or higher, the damage (both
initial and later) increases by 1d4 for each slot level above 2nd.
Hold Person

A 2nd Level
Enchantment spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: 60’

Components: V, S, M
(a small, straight piece of iron)

Can be learnt by: Bard, Cleric, Druid, Sorcerer, Warlock,
Wizard

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

When this spell is
cast using a spell slot of 3rd level or higher, you can target one additional
humanoid for each slot level above 2nd. The humanoids must be within
30’ of each other when you target them.
Mirror Image

A 2nd
Level Illusion spell

Casting time: 1
Action

Duration: 1 minute

Range: Self

Components: V, S

Can be learnt by: Sorcerer, Warlock, Wizard

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

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

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

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

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

*Exotic tier, primary material: Blood Iron*

**Weapon: battleaxe, greatsword, longsword, warhammer**

This massive and not exactly sharpened blade is designed to wreak havoc upon armored foes, and despite its crude design, this weapon excels in this vicious task. Whenever this weapon is used to make an attack against a creature wearing heavy armor, the attack is always made with advantage.
Invisibility

A 2nd
Level Illusion spell

Casting time: 1
Action

Duration: Concentration,
up to 1 hour

Range: Touch

Components: V, S, M
(an eyelash encased in gum Arabic)

Can be learnt by: Bard, Sorcerer, Warlock, Wizard

A creature you touch
becomes invisible until the spell ends. Anything the target is wearing or
carrying is invisible as long is it is on the target’s person. The spell ends
for a target that attacks or casts a spell.

When this spell is
cast using a spell slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd.
Wall of Fire

A 4th Level
Evocation spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: 120’

Components: V, S, M
(a small piece of phosphorus)

Can be learnt by: Druid, Sorcerer, Wizard

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

When the wall
appears, each creature within its area must make a Dexterity save. On a
failure, a creature takes 5d8 fire damage, or half as much on a success. One
side of the wall, selected by you when you cast this spell, deals 5d8 fire damage
to each creature that ends its turn within 10’ of that side or inside the wall.
A creature takes the same damage when it enters the wall for the first time on
a turn or ends its turn there. The other side of the wall deals no damage.

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

A 1st Level Evocation spell

Casting Time: 1 Action

Duration: Instantaneous

Range: Self

Components: V, S, M (a set of bone dice or a full deck of player cards)

Can be learnt by: Cleric, Sorcerer, Wizard

You surrender yourself to the workings of the Weave,
allowing a random 1st level spell to be cast with you as the caster, you become
aware of what spell is cast though you have no way to stop it. If the spell
requires a target or location, you choose them after becoming aware of what
spell it is.

This can potentially let you cast spells that are normally
unavailable for your class.

If this spell is
cast using a spell slot of 2nd level or higher, the random
spell that is cast is of the level equal to the level of the spell slot at
which you cast this spell at.

This spell is a Lost Spell.
Thought Shield

A 2nd
Level Abjuration spell

Casting time: 1 Action

Duration: 8 hours

Range: Touch

Components: V, S

Can be learnt by: Bard, Sorcerer, Warlock, Wizard

You weave a clouding veil over the mind of one creature you
touch. For the duration of this spell, the target’s mind can’t be read or
detected, creatures can’t telepathically communicate with the target unless the
target allows it, and the target has advantage on saves against any effect that
would determine whether it is telling the truth.
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Vile Hemorrhage

A 4th Level Necromancy spell

Casting Time: 1 Action

Duration: Instantaneous

Range: 60’

Components: S, M (teeth of a vampire bat or a dried leech)

Can be learnt by: Cleric, Warlock, Wizard

When you cast this spell, you select a living creature (that is not
a construct, elemental, or undead) within range and roll 8d10, if the sum of
the roll is higher than the current HP of the selected creature then it dies
instantly as all of its blood bursts forth from its body through every pore in
a fantastically macabre fashion. If the sum of the roll is lower than the
current HP of the selected creature then it suffers no ill consequences.

At the start of your next turn after casting this spell, you
take unavoidable necrotic damage equal to half of the rolled sum, regardless of
whether your chosen target was affected.

If this spell is
cast using a spell slot of 5th level or higher, you roll an
additional 2d10 for each slot level above 4th.

This spell is a Lost Spell.