recursal/Fanatic-Fandom huggingface dataset:
Gender Identity Disorder

The DSM-III edition was the first time gender identity was mentioned with the appearance of the word "transsexualism". This publication in 1980 was in reference to someone being transgender, having been considered a disorder or defect long before it's mention in the third DSM editon. The word transsexualism was deemed too derogatory, so when the DSM-IV was released, the term replacing it was coined gender identity disorder. This still implied that there was pathology associated with being transgender or gender nonbinary, accompanying the word disorder with someone's gender identity. In the 90s, research into "gender identity disorder" became subjective, when researchers began categorizing participants who identified with having gender dysphoria by their level of attractiveness, coming to the conclusion that people born men who identified as female were more attractive than those who were cisgendered. Then there was the a blame game, where researchers linked parents' allowing their children to play with dolls or action figures despite their gender, as the research conducted claimed that many of the participants who were diagnosed with "gender identity disorder" had parents who did not conform to regular gender norms or enforce these norms with their parenting.

It was not until the DSM-5 that the term gender identity disorder was replaced with gender dysphoria. Gender dysphoria is now used to help describe when individuals who are transgender experience discomfort or distress with their gender expression or feel as though they are not in the correct body, identifying as a gender but being born the wrong sex to match it. This places the emphasis that is far less stigmatizing - being transgender is not a disorder, but there is a disorder that may be accompanied with the experiences that go along with it. In some ways, having a diagnosis of gender dysphoria can be more helpful than harmful, as it qualifies individuals (with insurance that covers costs) to receive help and medical care, while also placing them under protection against discriminating work places, school administrations, and more. This takes away the pathological label that individuals who identified as transgender once received. Some argue that there is still more we could do to de-stigmatize gender identity, for example, by completely removing gender dysphoria alltogether, as was done when homosexuality was deemed to no longer signify pathology in a person.

1. ↑ 1.0 1.1 https://www.psychiatry.org/psychiatrists/cultural-competency/education/transgender-and-gender-nonconforming-patients/gender-dysphoria-diagnosis
2. ↑ 2.0 2.1 https://www.scientificamerican.com/article/the-disturbing-history-of-research-into-transgender-identity/
3. ↑ https://www.advocate.com/politics/transgender/2012/07/23/dsm-replaces-gender-identity-disorder-gender-dysphoria
4. ↑ https://www.mentalhealthjournal.org/articles/gender-incongruence-is-no-longer-a-mental-disorder.html
Somatic Marker Hypothesis

The Somatic Marker Hypothesis was theorized by Dr. Antonio Damasio and stated that emotions guide behavior and decision-making. Damasio explained that "somatic markers" are physiological symptoms that are associated with emotions (ex: rapid heartbeat and panic attacks). He goes on to say that when faced with difficult or complex situations or challenges, logic alone may not be sufficient for a person to arrive at a decision, and emotions are considered as a factor in the decision. These somatic symptoms and their associated emotions are then associated with certain outcomes and influence behavior by creating an expectation of certain decision outcomes given the person's current somatic symptoms. Damasio's theory was heavily influenced by the work of William James regarding emotions.

The theory was critically evaluated in 2006 and found to be acceptable until further research comes to light.

1. ↑ Damasio, A. (2008). *Descartes' error: Emotion, reason and the human brain*. Vintage Digital.
2. ↑ Damasio, A.R.; Tranel, D.; Damasio, H.C. (1991). "Ch. 11: Somatic markers and the guidance of behaviour: theory and preliminary testing". In Levin, Harvey S.; Eisenberg, Howard M.; Benton, Arthur Lester (eds.). *Frontal Lobe Function and Dysfunction*. Oxford University Press. pp. 217–229. ISBN 978-0-19-506284-7.
3. ↑ Cannon, W. B. (1987). The James-Lange Theory of Emotions: A Critical Examination and an Alternative Theory. *The American Journal of Psychology*, *100*(3/4), 567–586. https://doi.org/10.2307/1422695
4. ↑ Barnaby D. Dunn, Tim Dalgleish, Andrew D. Lawrence,

The somatic marker hypothesis: A critical evaluation,

Neuroscience & Biobehavioral Reviews,

Volume 30, Issue 2,

2006,

Pages 239-271,

ISSN 0149-7634,

https://doi.org/10.1016/j.neubiorev.2005.07.001.
Episodic vs Semantic Memory

Endel Tulving declared the distinctiveness between the two forms of long term memories in 1972. Tulving believed that semantic memory was long-term collection of generalized knowledge, while episodic was the knowledge we have stored long-term from major things that have taken place in our lives. When telling a story, semantic memory would be the process of remembering the words involved in the event - the language. For example, let's say yesterday I went sky diving. When I tell you "hey yesterday I jumped from a plane", my remembering of the word plane is semantic memory in the works. Recalling the event of sky diving as a whole, as an experience, is episodic memory. There has been evidence that people with brain injuries also suffer from memory loss, but this can differ depending on what part of their brain is effected, some people never recover their ability to remember any events that occur to them after the accident. Tulver's theory implies that "Similarly, episodic memories facilitate the retrieval of information from semantic memory, and semantic memories are the basic material from which complex and detailed episodic memories are constructed".

Another distinction between the two forms of memory is their application - episodic is how we relate information that involves *us*, while semantic memory may include the facts we memorized for our history test three years ago that we still happen to remember. Semantic memory is heavily involving recalling a fact, while episodic can be brought about by an emotional experience as well. The emotions are what set episodic apart from semantic, as semantic information is often not related to our experiences in an emotional way but are general knowledge facts that we should know depending on the culture or society we grew up in. Recalling a traumatic event is an example of episodic memory retention and recall.

1. ↑ https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2952732/
2. ↑ 2.0 2.1 https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2952732/
3. ↑ https://www.memorylosstest.com/episodic-semantic-memory-examples/
Bem Sex Role Inventory

The Bem Sex Role Inventory (BSRI) was created by Sandra Bem in 1974 as a way to oppose the polarizing views of femininity and masculinity and their relation to one another. At this time, the idea of feminity and masculinity were that they existed separate from one another and that a person identified as either feminine or masculine. Bem disagreed, instead positing the idea that each individual had both feminine and masculine traits which could exist at the same time. Bem's goal for creating the BSRI was to propose that it was not only normal for a person to host both feminine and masculine qualities, but it was psychologically healthier to have both. Bem created the description of "androgynous," used to define a person who embraces both masculine and feminine traits.

A strength of the BSRI and Bem's work is that it generated awareness and popularity surrounding the term "androgynous". Literature surrounding feminist theories have debated Bem's work and some argue that creating the term "androgyny" and continuing to use terms other than "masculine" and "feminine" will still perpetuate gendered labeling.

The BSRI is currently being used educationally, and discussion continues to focus on the need to label gender in dichotomous terms. Bem created conversation about why individuals choose to describe themselves with these traits, and the BSRI has sparked conversation around whether the terms "masculine" and "feminine" need to be redefined.

### Limitations

Bem wrote in her autobiography that she was not ready to properly develop the BSRI for official use and was surprised by its popularity . The BSRI should not be used scientifically, as it is not currently supported by research. Critics of Bem's theory include suggestions that further research is needed to explore the terms "feminine," "masculine" and "androgynous."

Further Readings

Sex typing and androgyny: further explorations of the expressive domain

Desirability of the Bem Sex-Role Inventory Items for Women and Men: A Comparison Between African Americans and European Americans

Sex role adaptability: One consequence of psychological androgyny.

1. ↑ https://openpsychometrics.org/tests/OSRI/
2. ↑ https://www.verywellmind.com/sandra-bem-biography-2795500
3. ↑ 3.0 3.1 3.2 Hoffman, R. M., & Borders, L. D. (2001). Twenty-five years after the Bem Sex-Role Inventory: A reassessment and new issues regarding classification variability. Measurement and Evaluation in Counseling and Development, 34, 39-55.
Psychological Testing and Assessment

The pursuit toward understanding and quantifying a person's cognitive ability and intelligence has been a drive of the field of psychology since well before the discipline was founded, reaching as far back as 3,000 years ago in ancient China. However, it wasn't until the 1890s that James McKeen Cattel coined the term "mental testing", and then in 1905, Alfred Binet, Victor Henri, and Théodore Simon published the Binet-Simon test, the first standardized intelligence test created to evaluate school children's cognitive ability in an effort to help target children with special needs.

The field has come a long way since then, and the following (nonexhaustive) list includes a number of assessments that psychologists have available to use for diagnostic and clinical purposes:

* Boston Naming Test (BNT)
* Delis-Kaplan Executive Function System (D-KEFS)
* Minnesota Multiphasic Personality Inventory (MMPI)
* Montreal Cognitive Assessment (MoCA)
* NEPSY-II
* Rey-Osterrieth Complex Figure Test (RCFT or "The Rey")
* Wechsler Adult Intelligence Scale, 4th edition (WAIS-IV)
* Wechsler Individual Assessment Test, 4th edition (WIAT-4)
* Wechsler Intelligence Scale for Children, 5th edition (WISC-V)
* Wechsler Memory Scale (WMS)

#### Bias and Equity in Assessment

It is important that psychologists, clinicians, therapists, and other mental health professionals keep in mind that the field's current use of the above, existing standardized cognition tests carries the risk of perpetuating bias and inequity among various cultures and experiences of examinees. To that end, caution and awareness should be applied where necessary and relevant in order to prevent examinees from not receiving accurate scores and results from these assessments. Pearson, one of the industries leading assessment publishers, is helping to facilitate conversations around assessment bias and equity through a webinar series called Equity in Psychological Testing.

1. ↑ Oakland, Thomas , Poortinga, Ype H. , Schlegel, Justin and Hambleton, Ronald K.(2001) 'International Test Commission: Its History, Current Status, and Future Directions', International Journal of Testing, 1: 1, 3 — 32
2. ↑ Britannica, T. Editors of Encyclopaedia (2021, May 21). *James McKeen Cattell*. *Encyclopedia Britannica*. https://www.britannica.com/biography/James-McKeen-Cattell
3. ↑ Binet, A., & Simon, T. (1916). The development of intelligence in children (the binet-simon scale). https://doi.org/10.1037/11069-000
4. ↑ https://www.pearsonassessments.com/professional-assessments/blog-webinars/webinars/2021/01/equity-in-psychological-testing--a-historical-perspective.html
Loxodon

*The humanoid elephants that live in Torchal are called loxodons. They hum or chant in sonorous tones and move slowly or sit in perfect stillness. If provoked to action, loxodons are true terrors- bellowing with rage, trumpeting and flapping their ears. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to their guilds.*

## Loxodon Features

* **Ability Score Increase.** Your Constitution score increases by 2, and your Wisdom score increases by 1.
* **Age.** Loxodons physically mature at the same rate as humans, but they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60.
* **Alignment.** Most loxodons are lawful, believing in the value of a peaceful, ordered life. They also tend toward good.
* **Size.** Loxodons stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium.
* **Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* **Speed.** Your base walking speed is 30 feet.
* **Loxodon Serenity.** You have advantage on saving throws against being charmed or frightened.
* **Natural Armor.** You have thick, leathery skin. When you aren't wearing armor, your AC is 12 +your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
* **Trunk.** You can grasp things with your trunk, and you can use it as a snorkel. lt has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options.

Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

* **Keen Smell.** Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.
* **Languages.** You can speak, read, and write Common and Loxodon.
Self-Injurious Behavior Inhibiting System

The Self-Injurious Behavior Inhibiting System (SIBIS) was invented in 1984 by Dr. Robert E. Fischell, Glen H. Fountain, and Charles M. Blackburn. The device utilizes aversive electric shock, intended to prevent the wearer of the apparatus from engaging in self injurious behavior to the head. The Food and Drug Administration of the US banned the device in 2020 as part of a larger ban of aversive shock delivering devices, though the ban was first proposed in 2014 and again in 2016 due to findings that it was not adequately effective at its intended purpose and posed serious dangers of lasting physical and psychological damage.

It was used at the Judge Rotenberg Center from 1988 to 1990 before being replaced by a more powerful device, the Graduated Electronic Decelerator, invented by the founder of the center Matthew Israel. Mathew Israel once reported utilizing the device to shock at 12-year-old student in the program over 5,000 times in a single day.

1. ↑ https://patents.google.com/patent/US4440160A/en
2. ↑ https://www.fda.gov/news-events/press-announcements/fda-proposes-ban-electrical-stimulation-devices-intended-treat-self-injurious-or-aggressive-behavior
3. ↑ https://www.motherjones.com/politics/2007/08/school-shock/
Thaumaturgy

Source: Player's Handbook

*Transmutation cantrip*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** V

**Duration:** Up to 1 minute

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

* Your voice booms up to three times as loud as normal for 1 minute.

* You cause flames to flicker, brighten, dim, or change color for 1 minute.

* You cause harmless tremors in the ground for 1 minute.

* You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.

* You instantaneously cause an unlocked door or window to fly open or slam shut.

* You alter the appearance of your eyes for 1 minute.

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

***Spell Lists.*** Cleric
Stress and Relapse

Mental health and substance use, and abuse are closely intertwined. It is common to use substances as a coping mechanism for many psychological and environmental stressors. For example, "problem drinking" is a leading cause of death among college students. Research has shown that exposure to stress and negative events, along with alcohol cues, can increase relapse in alcohol-dependent individuals. In fact, research has increasingly focused on brain stress and reward systems, as they are altered with chronic alcohol abuse. This may account for the psychological and physiological sensations of "craving."

Along with stress, impulsivity may be connected to acquisition and escalation of substance abuse. Long-term traumatic stress and the trait of impulsivity interact to increase the likelihood of hazardous or dangerous drinking. These qualities may be used to assess the at-risk individuals in a community, which will in turn help to create a more effective intervention. Often, people may recount a night of heavy drinking or substance abuse after a long, stressful day. It is important to keep this in mind, as mental health and substance use may reciprocally affect each other.

1. ↑ Rice, K. G., & Van Arsdale, A. C. (2010). Perfectionism, perceived stress, drinking to cope, and alcohol-related problems among college students. *Journal of Counseling Psychology*, *57*(4), 439–450. https://doi-org.williamjames.idm.oclc.org/10.1037/a0020221
2. ↑ 2.0 2.1 Fox, H. C., Bergquist, K. L., Hong, K.-I., & Sinha, R. (2007). Stress-induced and alcohol cue-induced craving in recently abstinent alcohol-dependent individuals. *Alcoholism: Clinical and Experimental Research*, *31*(3), 395–403. https://doi.org/10.1111/j.1530-  0277.2006.00320.x
3. ↑ 3.0 3.1 3.2 Fox, H. C., Bergquist, K. L., Gu, P., & Sinha, R. (2010). Interactive effects of cumulative stress and impulsivity on alcohol consumption. *Alcoholism: Clinical and Experimental Research*, *34*(8), 1376–1385.
**Further Reading**

1. Sinha R. (2008). Chronic stress, drug use, and vulnerability to addiction. *Annals of the New York Academy of Sciences*, *1141*, 105–130
2. Sinha R. (2012). How does stress lead to risk of alcohol relapse?. *Alcohol research : current reviews*, *34*(4), 432–440.
3. Sparaco, M., Miele, G., Lavorgna, L., Abbadessa, G., & Bonavita, S. (2022). Association between relapses, stress, and depression in people with multiple sclerosis during the COVID-19 pandemic. *Neurological Sciences*, *43*(5), 2935–2942.
The Psychology of Consciousness

The Psychology of Consciousness is a 1972 book from a series written by Robert E. Ornstein. The series, entitled "Evolution Trilogy" includes the first book, The Psychology of Consciousness, The Evolution of Consciousness and God 4.0: On the Nature of Higher Consciousness and the Experience Called "God." The books juxtapose ancient religious traditions with current research on brain science and psychology. [1]

The Psychology of Consciousness specifically addresses what is currently known about consciousness and why it is so important in understanding humankind. The book explores the brain and how it has adaptationally evolved and explains how "unconscious inferences" have developed to allow people to operate in the world and stay alive. Ornstein then continues to describe the right and left hemispheres of the brain, and how they work separately and together. Ornstein then argues that brain science should be taught through the lens of human nature, and all education levels should learn how their brains operate in the world. [2]

The series was well-received and Ornstein's research about brain hemispheres was later published in Time Magazine in 1974. [3]

### Robert Ornstein

Ornstein was a brain researcher who has authored more than 20 books on the brain. His books have sold over 6 million copies and been translated into dozens of languages. [4]
Mirror Neurons

Mirror neurons were discovered in 1992 by Giacomo Rizzolatti, who set to study the brain functions of monkeys. What Rizzolatti expected to find was brain activity causing firing in neurons when monkeys did something, whether that be grabbing an object, interacting with another monkey, or eating. What was found was that not only did these neurons fire when the monkey completed an action, but also when the monkey observed another living organism completing an action. The action in question was eating - the monkey's neurons fired when the monkey brought food to its own mouth and when watching a human (researcher in this case) bring food to his own mouth. This is why the neurons were called mirror neurons, as the brain was mirroring firing when watching another being act out a similar task to one that we ourselves are capable of.

Some reviewers find mirror neurons to be "the most hyped" finding in psychology, with no specific preference whether that is truly for worse of for better. What is found to be beneficial of this study is that it connects the behaviors of others to that of our own - which must give some considerations to behaviors such as modeling. What is the difference between a neuron they'd discovered already as opposed to a mirror neuron? Well, some neurons fire only when completing an action, others fire only when observing an action of another organism. A mirror neuron fires for both; the same neuron will fire in a monkey's head when they grab a banana and the same neuron will fire again when they watch another monkey counterpart do the same. Mirror neurons have been found throughout different areas of our brain, most recently being found in the part of the brain that controls motor functioning.

What has the discovery of mirror neurons done for future research? One study found that the earliest recorded development of a mirror neuron in a human was around a year old, leading to implications surrounding an human's development to begin mirroring behavior at a young age. The mirror neurons help humans process what is happening and then begin to ask why it is happening, as we learn to assimilate those actions into our lives.

**Further reading**

Mirror Neurons: How We Reflect on Behavior

The Role of the Human Mirror Neuron System in Supporting Communication in a Digital World

The mind's mirror

1. ↑ 1.0 1.1 https://sitn.hms.harvard.edu/flash/2016/mirror-neurons-quarter-century-new-light-new-cracks/
2. ↑ 2.0 2.1 https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3898692/
3. ↑ https://www.news-medical.net/health/What-are-Mirror-Neurons.aspx
Purify Food and Drink

Source: Player's Handbook

*1st-level transmutation (ritual)*

**Casting Time:** 1 action

**Range:** 10 feet

**Components:** V, S

**Duration:** Instantaneous

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

***Spell Lists.*** Artificer, Cleric, Druid, Paladin
Mind Sliver

Source: Tasha's Cauldron of Everything

*Enchantment cantrip*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V

**Duration:** 1 round

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

***At Higher Levels.*** This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

***Spell Lists.*** Sorcerer, Warlock, Wizard
Create Bonfire

Source: Xanathar's Guide to Everything

*Conjuration cantrip*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S

**Duration:** Concentration, up to 1 minute

You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.

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

***Spell Lists.*** Druid, Sorcerer, Warlock, Wizard
Deluge

Packaged in single-dose vials, ingesting this ethereal blue liquid gives subjects temporary access to spell-like abilities of varying degrees; usually cantrips and 1st Level spells, but sometimes more powerful spells depending on the purity of the substance. However, the temporary magic abilities come with a price: each time an individual ingests Deluge they take Constitution damage: 1d4 for average doses, 1d6 and above for purer doses. This is because the magical energy that Deluge is providing is actually taken from their own souls and continued use will cause them to gradually wither away. It’s named Deluge because it feels like a flood of energy and power washes over you.
Resistance

Source: Player's Handbook

*Abjuration cantrip*

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S, M (a miniature cloak)

**Duration:** Concentration, up to 1 minute

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

***Spell Lists.*** Artificer, Cleric, Druid
Sin

## Background

**Sin** is one of the largest continents in Araxar, and is by far the most populated. This population is divided by many races and government organizations that have split the lands into opposing states.

### States

* Kingcardine
* Dewhurst
* Festniogh
* Arkmunster
* Breddin
* Anghor Thom
* Sorrow Island
* Lesburgo
* Skystead
* Thorn Island
Word of Radiance

Source: Xanathar's Guide to Everything

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** 5 feet

**Components:** V, M (a holy symbol)

**Duration:** Instantaneous

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.

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

***Spell Lists.*** Cleric
Distort Value

Source: Acquisitions Inc.

*1st-level Illusion*

Casting Time: 1 minute

Range: Touch

Components: V

Duration: 8 hours

You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC.

*At Higher Levels.* When you cast this spell using a higher spell slot, you increase the size of the object by 1 foot per spell slot over 1st.

*Spell Lists.* Bard, Sorcerer, Warlock, Wizard
Grease

Source: Player's Handbook

*1st-level conjuration*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S, M (a bit of pork rind or butter)

**Duration:** 1 minute

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

***Spell Lists.*** Artificer, Sorcerer, Wizard
Green-Flame Blade

Source: Tasha's Cauldron of Everything/Sword Coast Adventurer's Guide

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** Self (5-foot radius)

**Components:** S, M (a melee weapon worth at least 1 sp)

**Duration:** Instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

***At Higher Levels.*** At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

***Spell Lists.*** Artificer, Sorcerer, Warlock, Wizard
Shape Water

Source: Xanathar's Guide to Everything

*Transmutation cantrip*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** S

**Duration:** Instantaneous or 1 hour

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

* You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.

* You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.

* You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.

* You freeze the water, provided that there are no creatures in it. The water unfreezes in 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.

***Spell Lists.*** Druid, Sorcerer, Wizard
Jackal

Unlike the Martaigan's, Forged and Apefolk, the Jackal are an ancient race from old Aldrei. Jackal's share the land of Tonatiu with the Tlakah , though Jackal's are much more focused on the individual, and goals they themselves can achieve. Jackal's are known to serve various gods dependant on their social status and beliefs. Many Jackal's decide to serve as city guard for Tonatiu, but many are known to wander off and follow their own path as their destiny reveals itself to them.

*Created by Gaz*

### **Jackal**

* **Ability Score Increase.** Your Dexterity, Constitution and Wisdom scores all increase by 1.
* **Age.** Jackal’s mature at the same rate as humans and can live up to 150 years old.
* **Alignment.** Jackal’s tend to lean towards Lawful and Neutral alignments but the other alignments are not unheard of.
* **Size.** Usually measuring only a little taller than humans and weighing about the same. Your size is Medium.
* **Speed.** Your base walking speed is 30 feet.
* **Darkvision.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
* **Light Travellers.** You are proficient with light armor.
* **Natural Instincts.** You are proficient in both Survival (Wisdom) and Perception (Wisdom) skills. Additionally you may take one of either Intimidation (Charisma), Athletics (Strength) or Acrobatics (Dexterity).
* **Desert Wanderer.** You are extremely acclimated to the harsh conditions of Tonatiu. You have advantage on any Survival (Wisdom) checks or Constitution Saves that are attributed to hot climates.
* **Dreadful Glare.** As an ***action***, you can target one creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw or become ***frightened*** of you until the end of your next turn. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency bonus. After you use your glare, you can't use it again until you complete a short or long rest.
Sparkleaf

Sparkleaf is a short plant that grows deep beneath the ground. Originally discovered by Underdark inhabitants, due to the aggresive nature and shocking touch of this odd plant, many believed this flora to be impractical in day-to-day usage. Later harvested by the Dwarves of Dewhurst to of course add to alchohol in a certain sense, they developed the Morning Brew. In the present day people also use Sparkleaf to make Sparkpower; a very flamable and explosive powder that is great for component casting and alchemy.
Binuur

Located on the North side of the Gulf of Mashiro, and bordering the eerie Silent Dread lies Binuur. Binuur is a small city that takes a large interest in trade. Whether it is locally fashioned or imported goods, Binuur can supply it! Don't be afraid to bargain as well, locals take this as a friendly gesture. Most of the structures in Binuur are tailored to fit the tourist image being simple to navigate. With a promise of splendid deals, rare collectors only items, daily auctions, Binuur will surely have you emptying your pockets. Families usually live in their shops, with the living quaters located on the second floor of the house/shop. Most of Binuur's population is made up of Tabaxi which are known to be great explorers of the barren landscape that lies just outside of their walls. Many other races can be seen taking residence in Binuur and its melting pot society. Finding a niche good or service to offer is key to your success in Binuur.
DSM-5

The Diagnostic and Statistical Manual of Mental Disorders (DSM) is the authoritative reference guide published by the American Psychiatric Association (APA) on diagnoses for healthcare professionals in the United States. The DSM includes descriptions and symptoms for diagnosing mental disorders. It provides healthcare professionals with a standard language and guide to diagnose and describe disorders. Each diagnosis is linked to an ICD code and therefore able to be used for insurance billing. DSM-5 is the newest version of the book.

### History and development

In the 19th century, there was an attempt to formally classify psychopathology for the purpose of regulating treatment for people in institutionalized settings.  At that time, health and mental disorders were mainly seen as individual issues rather than general, widespread problems.  In 1918, the American Medico-Psychological Association (now the APA) first created a standard language for psychological conditions and titled it *The* *Statistical Manual for the Use of Institutions for the Insane.* This catalogue is now considered to be the precursor to the DSM.  As psychodynamic theory became more popular in the 1950s, the APA Committee on Nomenclature and Statistics began to work on a way to conceptualize and classify mental illness. The first edition of the DSM was then released in 1952, with 102 diagnostic categories. Since this time, the DSM has been revised four additional times, and is on its current 5th edition, which was released in 2013. The fifth edition was revised with 200 top clinicians and researchers from around the world to consult in review groups.

### DSM-5 revisions

The DSM-5's biggest changes since the 4th edition included updates to the Prevalence, Risk and Prognostic Factors, Culture-Related Diagnostic Issues, Sex- and Gender-Related Diagnostic Issues, Association with Suicidal Thoughts or Behavior, and Comorbidity sections

### Limitations

The DSM-5 has been criticized for having inconsistent interrater reliability among disorders, although others point out that the DSM-5 disorders contain a wide range of severity and would therefore be difficult to be generally reliable. Some feel the DSM relies too heavily on a medical model and overly stresses pharmacological treatment  The APA has further been criticized for not including culturally-competent formulations. While the DSM-5 has expanded on cultural considerations in Section III, the DSM is still critiqued for not including personal strengths/weaknesses or protective/risk factors in diagnostic criteria, as these can be culturally-driven

1. ↑ 1.0 1.1 1.2 https://www.psychiatry.org/psychiatrists/practice/dsm/feedback-and-questions/frequently-asked-questions
2. ↑ 2.0 2.1 https://web.archive.org/web/20190305083234id\_/http://pdfs.semanticscholar.org/cffa/a1c2198954646deeca25646720b24a435cd6.pdf
3. ↑ 3.0 3.1 https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3282636/
4. ↑ https://www.psychdb.com/teaching/1-history-of-dsm
5. ↑ https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4112449/
6. ↑ https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4219073/
Festniogh

## Overview

Festniogh stands as a realm steeped in ancient history, governed by the venerable High Elves of Fahalea. Nestled around a vast, dense forest, it contrasts with the Wood Elves' habitats in Penura, characterized by expansive, grand cities. This ancient country boasts two magnificent cities within its borders, flanked by numerous fortresses that safeguard the path between Kaas and Fahalea, where the World Tree stands. Festniogh holds the distinction of being the oldest country in all of Araxar.

## Historical Epics

### *Elves vs. Orcs*

Centuries past, the High Elves of Fahalea and the Orcs of Arkmunster stood as the primary powers in Sin. Engaged in a relentless struggle for dominance, they waged enduring wars vying for control over the land. Despite their martial prowess, the Orcs of Arkmunster held numerical superiority, threatening to subjugate Sin entirely. Festniogh, perched on the brink, faced imminent conquest by the Arkmunster Empire, poised to extend its dominion.

### *The Turning Tide*

Amidst this tumult, an unexpected ally emerged—the Briarwood Kingdom. During the Great War for Commonwealth, the Elves and Humans forged an alliance, aiming to dismantle the Arkmunster Empire's grip on Shakar. The fierce conflict spanned a grueling decade, ultimately leading to the fall of the Arkmunster Empire, which retreated to its stronghold. The Briarwood Kingdom's intervention saved Festniogh and secured the safety of Fahalea—an outcome of immense significance to the High Elves.

## Post-War Era

### *The Eternally Grateful Elves*

The victory in the Great War marked a turning point for Festniogh. The High Elves found themselves indebted to the Briarwood Kingdom for their pivotal role in safeguarding their land and the sacred Fahalea. The stability restored by the alliance safeguarded Festniogh, allowing its ancient heritage and civilization to endure.

## Legacy and Influence

### *Preserving the Legacy*

The gratitude of the High Elves towards the Briarwood Kingdom remains ingrained in Festniogh's societal memory. The alliance forged in the crucible of war has left an indelible mark, influencing diplomatic relations, cultural exchanges, and the understanding of shared histories among these nations.

### *Fahalea's Sanctuary*

The safety of Fahalea, the revered heart of Elven culture and spirituality, continues to be a cornerstone of Festniogh's purpose. The country's role in preserving this sacred site for the High Elves reverberates through the ages, guiding their principles and shaping their commitment to protecting their ancient traditions.

## Present-Day Status

Festniogh thrives as a beacon of High Elven civilization, with its cities serving as testaments to architectural splendor and cultural vibrancy. The fortresses that dot the path between Kaas and Fahalea stand as guardians of tradition and symbols of resilience against external threats, maintaining the sanctity of their revered homeland. The legacy of unity forged in adversity remains a cornerstone of Festniogh's identity, shaping its path in the ever-evolving landscape of Araxar.
Longstrider

Source: Player's Handbook

*1st-level transmutation*

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S, M (a pinch of dirt)

**Duration:** 1 hour

You touch a creature. The target’s speed increases by 10 feet until the spell ends.

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

***Spell Lists.*** Artificer, Bard, Druid, Ranger, Wizard
Mage Hand

Source: Player's Handbook

*Conjuration cantrip*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** V, S

**Duration:** 1 minute

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 feet 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 feet each time you use it.

The hand can’t attack, activate magical items, or carry more than 10 pounds.

***Spell Lists.*** Artificer, Bard, Sorcerer, Warlock, Wizard
Snare

Source: Xanathar's Guide to Everything

*1st-level abjuration*

**Casting Time:** 1 minute

**Range:** Touch

**Components:** V, S, M (30 feet of cord or rope, which is consumed by the spell)

**Duration:** Until dispelled or triggered

While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting, the cord or rope disappears to become a magical trap.

The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

The trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained.

The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect also ends.

***Spell Lists.*** Artificer, Druid, Ranger, Wizard
Gust

Source: Xanathar's Guide to Everything

*Transmutation cantrip*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** V, S

**Duration:** Instantaneous

You seize the air and compel it to create one of the following effects at a point you can see within range:

* One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.

* You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.

* You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

***Spell Lists.*** Druid, Sorcerer, Wizard
Wasteland Stalker

*Created by Gaz*

### Languages

Can understand Infernal. Will also mimic sounds it has heard before to lure individuals to it's pack.

### Brutal Pack Tactics

When 10ft in range of another stalker, this stalker may attack again. Max of 3 more Attacks made (Must be Slash).

### Ruthless

Stalkers will try to finish off their prey.

### Multiattack

The Wasteland Stalker may make one Slash and one Bite attack per turn.

## Actions

#### Slash

*Melee Weapon Attack +5*

Hit: 8 (1d10 + 3) Slashing Damage

### Bite

*Melee Weapon Attack +5*

Hit: 11 (1d12 + 5) Piercing Damage
The World of Araxar by Gaz Wiki

## **Welcome to Araxar!**

Araxar is a Dungeons & Dragons 5th Edition world created by Gaz.

This wiki has been created for the use of sharing information and history of the world of Araxar to players. This wiki will span campaigns and their respective characters, non-playable characters, religions, dieties, landscapes, homebrew and much more.

## Important articles

Teanral WildintZeizad Balod"Mal" MalenbrancheThe UndesirablesMap:AraxarKingcardineHugh "Bessy" Janus†RacesClassesCommander
Detect Evil and Good

Source: Player's Handbook

*1st-level divination*

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 10 minutes

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

*Spell Lists.* Cleric, Paladin
Druidcraft

Source: Player's Handbook

*Transmutation cantrip*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** V, S

**Duration:** Instantaneous

Whispering to the spirits of nature, you create one of the following effects within range:

* You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

* You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

* You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.

* You instantly light or snuff out a candle, a torch, or a small campfire.

***Spell Lists.*** Druid
Infernal Cliffs

## Overview

The Infernal Cliffs, located in the heart of Penura, stand as a distinct country characterized by its rugged mesa-like landscape. This region, dominated by bounding cliffs, protruding buttes, plateaus, and volcanic activity, serves as the enigmatic home to a predominantly Tiefling civilization.

### Geography and Biome

The Infernal Cliffs' unique geography manifests in its fiery and treacherous landscape. Marked by active and inactive volcanoes, the region exudes an infernal beauty amidst its fire elementals and otherworldly manifestations, defining the biome's harsh and imposing nature.

### Population and Clan Dynamics

The society within the Infernal Cliffs operates on a structured low-population class system. It heavily emphasizes influential leaders and pivotal figures within various clans, with the Asmodeus Majority Party wielding significant control. This faction harbors animosity toward clans in Sin and maintains a contentious rivalry within the region.

### Landmarks and Government

Notable landmarks within the country include the Fields of Khuuramch, Obsidian Mines, the Ash Wood Forest, and the capital Khudal Khot. The government, led by Adonis and supported by The Thirteen, operates through a council structure with Asmodeus exerting substantial influence.

### Clans, Relations, and Guilds

Powerful and influential clans, such as Baalzebul, Asmodeus, Dispater, Glasya, Mammon, Zariel, and Fierna, dominate various sections of the Infernal Cliffs. Relations among these clans are rife with tension and conflicting loyalties. The city hosts guilds representing diverse interests, such as Thieves’ Guild, Mercenary Guild, Merchants' Exports Guild, Library, Church, Smithy, and the crypts known as "the Heart."

## Conclusion

The Infernal Cliffs, a domain characterized by its rugged beauty and fiery temperament, is a hotbed of political intrigue, clan rivalries, and clandestine manipulations. Beneath the façade of opulence and order lies a complex tapestry of power struggles, conflicting loyalties, and a city poised on the brink of both glory and chaos.