recursal/Fanatic-Fandom huggingface dataset:
Break

***Evocation cantrip***

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S
* **Duration:** Instantaneous

*The world is a brittle thing in the hands of a god.*

You snap your fingers, generating a thunderclap of sound that can be heard up to 100 feet away. You inflict 10 thunder damage to an unattended object that you can see within range.

Even if the object remains intact, it flings small shards of shrapnel at creatures within 5 feet of it. Each creature must make a Dexterity saving throw. If they fail, they take 1d4 piercing damage.

This spell’s piercing damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4), and the spell’s thunder damage also increases by 10 at each of these levels.
Chronal Lance

***1st-level transmutation (temporal)***

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a gear spring)
* **Duration:** 1 minute

You send glowing lances of temporal energy streaking toward three separate targets. Each target must make a successful Wisdom saving throw or its speed is halved and it has disadvantage on Dexterity ability checks (but not saving throws). An affected creature repeats the saving throw at the end of its turn, ending the effect on itself on a success.

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

***3rd-level transmutation***

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S
* **Duration:** Instantaneous

You warp the gravity surrounding two objects of your choice within 120 feet of you, each weighing no more than 100 pounds. As an action, you send these two objects flying through the air towards a point within range. All creatures within each objects line of travel must make a Strength saving throw. On a failed save, a creature takes 4d6 bludgeoning damage, and is knocked prone until the end of its next turn. On a successful save, a creature takes half damage. Creatures who cannot move make this saving throw at disadvantage.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each spell slot above 3rd and the maximum weight of each object increases by 100 pounds.
Barkskin

***2nd-level transmutation***

**Casting Time:** 1 action
**Range:** Touch
**Components:** V, S, M (a handful of oak bark)
**Duration:** Concentration, up to 1 hour

You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
Clone

***8th-level necromancy***

**Casting Time:** 1 hour
**Range:** Touch
**Components:** V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud- filled cyst in the ground, or crystal container filled with salt water)
**Duration:** Instantaneous

This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.
At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.
Antimagic Field

***8th-level abjuration***

**Casting Time:** 1 action
**Range:** Self (10-foot-radius sphere)
**Components:** V, S, M (a pinch of powdered iron or iron filings)
**Duration:** Concentration, up to 1 hour

A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells canft be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.
Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

 **Magic Items** | The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.
 **Dispel Magic.** | Spells and magical effects such as *dispel magic* have no effect on the sphere. Likewise, the spheres created by different *antimagic field* spells don't nullify each other.
Crawlerschleim

**Crawlerschleim** stammt von den zu groß gewachsenen Insekten, die man als Carrion Crawler kennt. Carrion Crawler lauern oft in Höhlen, verlassenen Strukturen im Untergrund und ab und zu in Abwasserkanälen, immer auf der Suche nach dem Gestank des Todes und ihrer nächsten Mahlzeit.

* **Beschaffung:** Dieses Gift muss von einem vor kurzem verstorbenen, oder ohnmächtigen Carrion Crawler geerntet werden. Es benötigt keine weitere Preparation.
* **Typ:** Kontakt, Toxin
* **Marktwert:**  2
* **Legalität:** Reguliert
* **Modification DC:** 16
* **Medicine DC:** 12
* **Saving Throw DC:** 13

## Effekt

A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Arcanist's Magic Aura

***2nd-level illusion***

**Casting Time:** 1 action
**Range:** Touch
**Components:** V, S, M (a small square of silk)
**Duration:** 24 hours

You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.
When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.

**False Aura.** You change the way the target appears to spells and magical effects, such as *detect magic*, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

**Mask.** You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a *symbol* spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
Clairvoyance

***3rd-level divination***

**Casting Time:** 10 minutes
**Range:** 1 mile
**Components:** V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
**Duration:** Concentration, up to 10 minutes

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from *see invisibility* or truesight) sees a luminous, intangible orb about the size of your fist.
Adventurer

* a common monster part (such as an orc tusk or kobold claw) engraved with the name of a fellow adventurer
* traveler's clothes

Adventuring is nothing new to you. Due to the circumstances of how you were raised, you have been involved with wandering heroes for most of your life. Maybe you were part of an adventuring band previously, but split with them after a disagreement or tragedy. Or, perhaps you worked around heroes in a lesser role for most of your young life, and you are now ready to graduate to the front lines.

## Adventuring Origin

You have been part of the adverturing life since a very young age. Choose your history, or roll on the table below.

 2
 3
 4
 5
 6

## Feature: Guild Membership

You are an established and respected member of an adventurer's guild, allowing you to rely on certain benefits that membership provides. If you are in a town with a headquarters for your adventurer's guild and you are in good standing with the guild, you will be allowed to look at the job postings and find adventuring work to earn money. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable.
You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers
You must pay dues of 5  per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
Blood Spoor

***4th-level divination (hemomancy)***

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S, M (a drop of the quarry’s blood)
* **Duration:** Concentration, up to 10 minutes

By touching a drop of your quarry’s blood (spilled or drawn within the past hour), you can follow its trail unerringly across any surface or under water, no matter how fast you are moving. If your quarry takes flight, you can follow its trail along the ground or through the air if you have means to fly. If your quarry moves magically (such as through a dimension door or via a teleport spell), you sense its trail as a straight path from where the magical movement started to where it ended. Such a vector may lead through lethal or impassable barriers. This spell even reveals the path of those using pass without trace, but it fails to locate creatures protected by nondetection or by other effects that prevent scrying or cause divination spells to fail.

If your quarry moves to another plane, its trail ends without trace, but blood spoor picks up the trail again if the caster shifts to the same plane as the quarry before the spell expires.
Armor of Agathys

1*st-level abjuration*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S, M (a cup of water)
* **Duration:** 1 hour

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
Animate Percussion

***1st-level transmutation (ritual)***

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a small cymbal or drum)
* **Duration:** Concentration, up to 1 hour

You may touch one percussion instrument that you possess, bringing it to life under your command for the duration. The instrument can only follow basic commands, such as playing a simple beat. As a bonus action, you can mentally command the instrument you made with this spell if it is within 30 feet of you. Once given an order, the instrument continues to follow it until its task is complete. If you do not issue a command, the instrument will idly play a rhythm that it has been used to play prior to becoming animated.
Changeling

Changelings können ihre Gestalt mit einem Gedanken verändern. Viele Changelings nutzen diese Gabe als eine Form des künstlerischen und emotionalen Ausdrucks. Es ist auch ein unschätzbares Werkzeug für Betrüger, Spione und andere, die täuschen wollen. Dies führt dazu, dass viele Völker Changelings mit Misstrauen begegnen.

## Traits

### Biologische Traits

 Körperbau
 Kreaturentyp

### Fertigkeiten

* (a) Choose any +2; choose any other +1
 Size
 Speed
 Languages
 Changeling Instincts
 Shapechanger
You stay in the new form until you use an action to revert to your true form or until you die.
Aster

## Der glorreichste aller Chronisten - Aster!

Hier habt ihr ein Selbstportrait meiner Exzellenz. Ich posiere extra über einem tiefen Abgrund für den zusätzlichen Schuss Atmosphäre. Entschuldigt die Unschärfe, aber da war ein schwarzer Vogel.

## Zusätzliches

### Wohnort

Im Palast von Wittburg, auf dem großen roten Sofa über dem König.

### Loyalität

Was ist das für eine Frage?! Bin ich ein Hund?!

### Gewicht

Stemme ich mal eben so 2 Tonnen. Mindestens. An einem schlechten Tag.

## Kampagnen

### Erster Auftritt

Wie funktioniert diese Zeitrechnung nochmal?

Wie ich sehe, wollt ihr mehr über meine glorreiche Person erfahren! Als Chronist bin ich mir durchaus bewusst, dass ihr mehr über mich erfahren wollt, aber ich bin gerade noch auf Ioflyae und werde von zwanzig... vierundzwanzig Elfen, warte... jetzt sind es schon sechsundzwanzig und zwei heißen Dryaden geschmeichelt. Ladies, lasst bitte die Finger von meinem Notizblock, die Teile sind nicht so billig.

Ihr fragt euch vielleicht, wer dieser geheimnisvolle, gut aussehende, extrem intelligente und weltberühmte Mann ist, der ein Buch über eure Wenigkeiten geschrieben hat.

Das bin ich!

Aster!

Der glorreichste aller Chronisten!

"Was ist ein Chronist?" ist die Frage, die du dir gerade stellst.

Ist schon gut, musst du nicht zugeben, dass ich deine Gedanken lesen kann.

Zurück zum Thema. Ihr habt ein Buch geschrieben, welches ich geschrieben habe. Gute Arbeit, nicht wahr? Natürlich musstet ihr das lesen, und ein Paradoxon in meiner Arbeit erstellen. Wisst ihr wie Thediem auf so etwas reagiert? Nicht so nett. Aber es war amüsant das süße Gesicht von Daena zu sehen, als alle erfuhren, dass sie nicht tanzen kann. (Schnecke, wenn du tanzen lernen willst, ich bring dir alles bei. Auch den horizontalen Tanz... schreib mir.)

Außerdem habt ihr einer meiner Notizblöcke. Gut gemacht. Ich glaube das war der Notizblock #273, der mir verloren gegangen ist. Benutzt den von mir aus. Ich habe schon Notizblock #361, Standardausrüstung für einen exzellenten Chronisten wie mich - versteht sich.

Vielleicht sieht man sich irgendwann in Senkant.

War echt schade, dass ihr mich nicht besucht habt, als ich im Bordell war.

mit freundlichen Grüßen,

Aster, euer glorreicher Chronist.

P.S.: Diese Seite ist geheim ;)

P.P.S.: Ich weiß, dass das für euch nur ein Spiel ist, aber versucht bitte nicht zufällig in der Welt von Onos zu landen, okay? Es gab schon einige Fälle, und Thediem ist nie erfreut, wenn Personen aus einer anderen Welt hier landen. Wenn ihr also ein Portal seht, nicht hineingehen! Verstanden?
Bloodshot

***2nd-level conjuration (hemomancy)***

* **Casting Time:** 1 action
* **Range:** 40 feet
* **Components:** V, S
* **Duration:** Instantaneous

You launch a jet of boiling blood from your eyes at a target within 40 feet of you. You take 1d6 necrotic damage and make a ranged spell attack against the target. If the attack hits, the target takes 2d10 fire damage plus 2d8 psychic damage.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d10 for each slot level above 2nd.
Bloodthorn

***4th-level necromancy***

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a thorn)
* **Duration:** Instantaneous

*A leaf on the wind is free, but a thorn on the wind means to flee.*

You imbue a single thorn with a deadly enchantment, hurling it out towards a creature that you can see within range. Make a ranged spell attack roll. If you hit, the target takes 5d10 piercing damage. If you hit, you can choose an additional target for the bloodthorn to seek, repeating the attack against a different target within 60 feet of the previous one and using the thorn’s new position to determine if a target would gain the benefits of cover. You can repeat this process up to three times or until the attack misses. A creature cannot be targeted more than once.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the piercing damage increases by 1d10 per spell slot level above 4th.
Adair Jedemwohl

Der Apfel fällt nicht weit vom Stamm, der Sohn ist nicht anders als sein Vater.

Adair Jedemwohl war ein korrupter Bürgermeister von Regendia, den die Gruppe mit Hilfe von Tarkda, einem Mitglied der Diebesgilde, assassiniert hat, um seinen kriminellen Machenschaften in der Stadt ein Ende zu setzen.

## Geschichte

Adair war ein guter Freund von Devlyn Irrat, dem Wachtmeister von Regendia. Zusammen haben sie eine Vetternwirtschaft etabliert, die ihnen viel Kontrolle über die Stadt und dementsprechend ihre Reichtümer bietete.

Ursprünglich kommt Adair aus Benia und ist der jüngste von drei Brüdern. Seine Familie ist in seinem Heimatland sehr einflussreich.

Zusätzlich war er ein Drahtzieher in dem Kult der Roten Münze, und hat für eine Person namens 'GSE' ein Schwert beschafft, welches sich auf dem Weg nach Senkant befand. Seine Bemühungen im Leben blieben jedoch erfolglos, als er versuchte in dem geheimen Keller seiner Villa vor der Gruppe zu fliehen und dort umgebracht wurde, wodurch die Gruppe wichtige Informationen über den Kult erhielt.
Banshee Wail

***6th-level necromancy***

* **Casting Time:** 1 action
* **Range:** Self (30-foot cone)
* **Components:** V, S, M (a swatch from a death shroud)
* **Duration:** Instantaneous

You emit a soul-shattering wail. Every creature within a 30-foot cone who hears the wail must make a Wisdom saving throw. Those that fail lose half their remaining hit points and become frightened of you; a frightened creature repeats the saving throw at the end of its turn, ending the effect on itself with a success. Those that succeed take 3d10 psychic damage and aren’t frightened. This spell has no effect on constructs and undead.
Рапунцель и Великое дерево/Галерея

Галерея изображений, относящихся к эпизоду «Рапунцель и Великое дерево».

## Видео

Rapunzel's Tangled Adventure - The Hurt Incantation SONGОбратное заклинаниеRapunzel's Tangled Adventure - Adira Vs Hector (Clip)Битва Адиры и ГектораRapunzel's Tangled Adventure - Hector's Corruption (Clip)Изменения в ГектореRapunzel's Tangled Adventure - Defeating Hector (Clip)Схватка с ГекторомRapunzel's Tangled Adventure - Should We Trust Adira? (Clip)Уничтожение Великого дереваRapunzel's Tangled Adventure - We Will Continue! (Clip)Продолжение пути
Bloody Smite

***1st-level necromancy (hemomancy)***

* **Casting Time:** 1 bonus action
* **Range:** Self
* **Components:** V
* **Duration:** Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon pulses with a dull, red light and the attack deals an extra 1d6 necrotic damage to the target. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 necrotic damage, it bleeds profusely from the mouth, and it can't speak intelligibly or cast spells with a verbal component. On a successful save, the spell ends.

lf the target or an ally within 5 feet of it uses an action to tend the wound with a successful Wisdom (Medicine) check against your spell save DC or the target receives magical healing, the spell ends.
EGG ORG

EGG ORG is a company that took over the New Yolker during March and April of 2020. Information about the take over was released in the New Yolker's send out of their monthly email which states *"In an aggressive takeover move that would make their own mothers wince, ownership of the New Yolker now falls under the EGG ORG umbrella. With it's global infrastructure, they can offer all eggs a unique opportunity to be part of their conglomerate super-giant family and life changing product lines! Starting with their new map "BioHazard" and our EGGsclusive stamp in the store. Trust them, they know what's best for you."* It is too soon to assume anything about EGG ORG.
Arboret

**Arboret** ist ein neutrales Königreich im südlichen Zentrum von Onos. Arboret ist bekannt für ihre Neutralität, sowie friedliche Existenz im Einklang mit der Natur.

### Klima

Entgegen den Erwartungen und Berechnungen von Geologen ist Arboret keine weitreichende Steppenlandschaft, dessen südlichen Länderreien tropischer Regenwald ist. 99% der Nation besteht aus einem dichten Wald verschiedenster Eigenschaften. Im Norden befindet sich ein gemischter Laubwald, der in gemäßigten Zonen zu finden ist, während die gesamte Südhälfte ein tropischer Regenwald ist.

Es gibt mehrere Theorien über diesen seltsamen Zustand der Natur. Manche Forscher vermuten, dass Arboret ein gewaltiges Wassersystem besitzt, andere Vermuten, dass die Königsfamilie über die Jahre große Magie beherrscht und so das Land transformiert hat.

## Regierung

Arboret ist ein äußerst stabiles Königreich, welches seit Jahrhunderten auf ihre eigenen Länder konzentriert sind. Die Gesamtheit der Nation lebt versteckt in grünen Wäldern, die für Fremde Gefahren verbergen.

Die Randgebiete von Arboret dienen als Import und Exportzonen für die umliegenden Nationen. Viel ist über die geheimnisvolle Königsfamilie nicht bekannt.

### Beziehungen

Arboret hat gute Beziehungen zu den Einwohnern von Eskram, welche einen großen Teil ihrer Nahrung aus Arboret importieren. Zu Logard hatte Arboret stets eine gute Beziehung, da ihre Bevölkerung sich am Grenzgebiet mischt. In den letzten Jahrzehnten der Neuen Ära steigern sich jedoch die Spannungen, da Flüchtlinge von Logard sich an die Grenzen begeben und dort unbefugt die Natur schädigen, um den Armeen von Dastan und Westrana aus dem Weg zu gehen.

Dastan wird von Arboret verabscheut. Die Waldnation hat eine aggressive Stellung gegenüber dem Imperium welche auf wiederholten Integrationsversuchen zurückzuführen sind.
Battle Beetle

***6th-level conjuration***

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S
* **Duration:** Concentration, up to 24 hours

You a summon fey spirit, which takes the form of a huge beetle that appears in unoccupied space that you can see within range. The beast is considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creature is friendly to you and your companions. Roll initiative for the summoned creature, which has its own turns. It obeys any verbal commands that you issue to them (no action required by you). If you don't issue any commands, it will defend itself from hostile creatures, but otherwise take no actions. The DM has the creatures' game statistics (stats as a Mammoth but gains 30 ft. fly speed). Up to 5 creatures of medium size or smaller can mount the beetle at a time, but it only responds to commands given by you.
Bone Strike

***1st-level transmutation***

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S
* **Duration:** 1 minute

Your bones grow thick and sharp, protruding through your skin at the knuckles, elbows, shoulders, spine, and knees. For the duration, you can use your spellcasting ability instead of Strength for unarmed attacks, and your unarmed attacks damage die becomes a d8, and they become magical. The spell ends if you cast it again or you end it.
Aegis

***5th-level abjuration***

* **Casting Time:** 1 action
* **Range:** Self (30-foot-radius)
* **Components**: V, S
* **Duration:** 1 minute

You create a protective tether to your allies, strengthing your durability as you endure their pain for 1 minute. Select up to 6 willing creatures within range. For each creature you select, you gain damage resistance to a damage type of your choice. You can choose acid, bludgeoning, cold, fire, lightning, piercing, poison, slashing, or thunder. For the duration, any damage to one of creatures selected when casting the spell is transferred to you instead. The spell ends early if you die.
Animal Friendship

***1st-level enchantment***

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (a morsel of food)
* **Duration:** 24 hours

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spells ends.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast t level above 1st.
Blade Barrier

***6th-level evocation***

**Casting Time:** 1 action
**Range:** 90 feet
**Components:** V, S
**Duration:** Concentration, up to 10 minutes

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.
When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.
Eggsploder

The **Eggsploder** is a playable class. Its primary weapon is the **RPEGG**. The Eggsploder has one shot before it has to reload with a total of 4 shots when full. The Eggsploder has a poor accuracy while moving but while standing still a high accuracy. The Eggsploder is unable to fire at a close range, if fired at a close range the rocket will just poof into smoke and do very little damage. When the rocket is fired correctly, when it lands, it will do similar damage to how a **grenade** would, with the eggs closest to the explosion taking the most damage and those furthest taking the least damage. The Eggsploder is also unable to launch an exploding bullet in close range, shown by the cross hairs turning red. If accurate, it has the ability to one-shot an enemy egg.
Commune with Nature

***5th-level divination (ritual)***

**Casting Time:** 1 minute
**Range:** Self
**Components:** V, S
**Duration:** Instantaneous

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

* terrain and bodies of water
* prevalent plants, minerals, animals, or peoples
* powerful celestials, fey, fiends, elementals, or undead
* influence from other planes of existence
* buildings

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

***8th-level conjuration (ritual)***

* **Casting Time:** 1 hour
* **Range:** 1 mile
* **Components:** V, S, M (a silver acorn worth 500 gp, which is consumed in the casting)
* **Duration:** 1 year

You plant a silver acorn in solid ground and spend an hour chanting a litany of praises to the natural world, after which the land within 1 mile of the acorn becomes extremely fertile, regardless of its previous state. Any seeds planted in the area of effect grow at twice the natural rate. Food harvested regrows within a week. After one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature.

Choose one of the following effects, which appears and grows immediately:

* A field planted with vegetables of your choice, ready for harvest.
* A thick forest of stout trees and ample undergrowth.
* A grassland with wildflowers and extensive fodder for grazing.
* An orchard of fruit trees of your choice, growing in orderly rows and ready for harvest.

Living creatures that take a short rest within the area of a bloom receive the maximum hit points for hit dice expended. Bloom counters the effects of a desolation spell.

**Ritual Focus**. If you expend your ritual focus, the duration becomes permanent.
Afflict Lineage

***9th-level necromancy (ritual)***

* **Casting Time:** 1 hour
* **Range:** 1 mile
* **Components:** V, S, M (a statuette carved in the likeness of the victim worth 1,250 gp)
* **Duration:** Permanent; one generation

You invoke the darkest curses upon your victim and his or her descendants. This spell does not require that you have a clear path to your target, only that your target is within range. Your target must make a successful Wisdom saving throw or be cursed until the magic is dispelled. The victim has disadvantage on ability checks and saving throws made with the ability score that you choose when you cast the spell. In addition, the target’s firstborn offspring is also targeted by the curse. The firstborn is allowed a saving throw of their own if they currently live, or they make one upon their birth if they’re not yet born when the spell is cast. If the target’s firstborn has already died, the curse passes to their next oldest offspring.

**Ritual Focus.** If you expend your ritual focus, the curse becomes hereditary, passing from firstborn to firstborn for the entire length of the family’s lineage until one of them successfully saves against the curse and throws off your dark magic.
Costly Victory

***8th-level evocation***

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S
* **Duration:** 1 hour

You target ten enemies you can see that are within range. Each targeted enemy must make a Wisdom saving throw. If it fails, that creature is cursed to burst into flames if it reduces one of your allies to 0 hit points while this spell is in effect. The affected creature takes 6d8 fire damage and 6d8 radiant damage immediately when it bursts into flame. If the affected creature is wearing (or is made of) flammable material, it also catches on fire and continues burning; it takes fire damage equal to your spellcasting ability modifier at the end of each of its turns until the burning creature or one of its allies within 5 feet of it uses an action to extinguish the fire
Animate Objects

***5th-level transmutation***

**Casting Time:** 1 action
**Range:** 120 feet
**Components:** V, S
**Duration:** Concentration, up to 1 minute

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.
If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.

**At Higher Levels.** If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.
Conjure Woodland Beings

***4th-level conjuration***

**Casting Time:** 1 action
**Range:** 60 feet
**Components:** V, S, M (one holly berry per creature summoned)
**Duration:** Concentration, up to 1 hour

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

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

A summoned creature disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The GM has the creatures' statistics.

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

***1st-level evocation***

**Casting Time:** 1 action
**Range:** Self (15-foot cone)
**Components:** V, S
**Duration:** Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.

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

***1st-level evocation (ritual)***

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (25 gp worth of powdered silver)
* **Duration:** Instantaneous (see below)

You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.

***Atonement.*** You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a success, you restore the target to its original alignment.

***Bless Water.*** You touch one vial of water and cause it to become holy water.

***Coming of Age.*** You touch one humanoid old enough to be a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this ceremony just once.

***Dedication.*** You touch one humanoid who would willingly convert to your religion or who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this ceremony just once.

***Funeral Rite.*** You bless one corpse within 5 feet of you. For the next 24 hours, the target can’t become undead by any means short of a Wish spell.

***Investiture.*** You touch one willing humanoid. Choose one 1st-level spell you have prepared and expend a spell slot and any material components as if you were casting that spell. The spell has no effect. Instead, the target can cast this spell once without having to expend a spell slot or use material components. If the target doesn’t cast the spell within 1 hour, the invested spell is lost.

***Marriage.*** You touch adult humanoids willing to be bonded together in marriage. For the next 24 hours, each target gains a +2 bonus to AC and saving throws while they are within 30 feet of each other. A creature can benefit from this ceremony just once.
Artificer

* **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per artificer level after 1st

### Proficiencies

* Intelligence
* Arcana
* History
* Investigation
* Medicine
* Nature
* Perception
* Sleight of Hand
* Magazinpistole
* Revolver
* Muskete
* Flinte
* Schützengewehr
* Light
* Medium
* Tinker's Tools
* ein Artisan's Tools deiner Wahl

### Equipment

* (a) zwei beliebige Simple Melee Waffen oder (b) eine Steinschlosspistole und 20 Patronen
* (a) eine Armbrust und 20 Bolzen oder (b) eine Arkebuse und 20 Patronen
* (a) Schuppenhemd oder (b) Beschlagenes Leder
* Tinker's Tools und ein Dungeoneer's Pack

Alternativ kannst du die Ausrüstung deiner Klasse und das Geld deines Hintergrund ignorieren und mit 10d6 x 10  starten.
Corrupted Ground

***1st-level necromancy***

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S
* **Duration:** 1 minute

*Slow and insidious, yet deadly nevertheless.*

Your inflict a withering curse upon a 5-foot square of ground at a location you can see within range, withering plants and darkening the earth with fell power. At the start of each of your turns for the duration, the corruptive curse grows 5 feet in every direction. Whenever a creature starts its turn in a space afflicted by the curse, it must make a Charisma saving throw. If it fails, it takes 1d6 necrotic damage.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d6 per spell slot level above 1st.
Assassinenblut

**Assassinenblut** ist ein gängiges Werkzeug eines Assassinen, der beabsichtigt, ein Ziel subtil zu eliminieren, indem eine Dosis des Giftes unter eine Mahlzeit gemischt wird.

* **Beschaffung:** Dieses Gift kann von einem Baum gezapft werden, der als Blutbaum bekannt ist. Dieser hat ein dickflüssiges, rotes Harz, welches von Natur aus giftig ist. Es benötigt keine weiteren Preperationen.
* **Typ:** Eingenommen
* **Marktwert:**  1  50
* **Legalität:** Illegal
* **Modification DC:** 13
* **Medicine DC:** 19
* **Saving Throw DC:** 10

## Effekt

A creature subjected to this poison must make a Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.
Cause Fear

***1st-levle Necromancy***

* **Casting time:** 1 Action
* **Range:** 60 feet
* **Components:** V
* **Duration:** Concentration, up to 1 minute

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

**At higher level.**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. The creatures must be within 30 feet of each other when you target them.
Ancient Clear Heaven Scroll

A thousand years ago, Tian Chanzi and Yin Mo both discovered this ancient secret scroll. The two battled day and night to claim it as their own. In the end, they were both heavily wounded, their bodies lost, and their consciousness were absorbed by the Ancient Clear Heaven Scroll.

The two then continued their battle in secret, and from beginning to end were unable to rid themselves of the other. Moreover, they both tried to investigate the secret of the ancient scroll but both were without results.

Ancient Clear Heaven Scroll was originally an unsolvable mystery, completely different from the legends that said it was a ferocious technique.

After experiencing a thousand years, seeing the blue sea turn into mulberry fields, the movement of the earth, the Ancient Clear Heaven Scroll was buried within the ground where it became fused with a piece of rock. This piece of stone was then used in the construction of the school’s laboratory, so the two that were trapped within the Ancient Clear Heaven Scroll could only move about within the basement.

They wished to find someone suitable to overtake their body, but their requirements for the host body was harsh since if the body was weak then it would be unable to withstand their consciousness and ultimately perish.

A few years ago, a female student who possessed a mysterious Yin body, entered the grounds. Which gave Yin Mo hope, and in his anxiousness to enter her brain to overtake her body, he ultimately failed, causing her to be drained of all her body essence.

But even though Yin Mo did not successfully overtake the woman’s body, he managed to suck away the female student’s mysterious Yin energy, causing his power to greatly increase, allowing him to gradually suppress Tian Chanzi.

Having experienced countless years of battle, Tian Chanzi was on the verge of having his consciousness collapse and scatter. At this time, Tang Zheng appeared which caused a chain of events.
Chains of Cataclysm

***3rd-level conjuration***

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S, M (a small link of chain)
* **Duration:** Concentration, up to 1 minute

Glowing mighty chains emerge quickly from the ground in a 30-foot square starting from a point within range. Each creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the chains until the spell ends. A creature restrained by the chains can use its action to make a Strength check against your spell save DC. On a success, it frees itself. On a failed save, a creature takes 2d10 radiant damage

You can also choose from one of the following creature types when you first cast this spell: celestials, constructs, fey, fiends, or undead. Creatures of the chosen type make their Strength saving throws at disadvantage

When the spell ends, the chains slink back into the ground.
Annalen der Existenz

*"Die Annalen der Existenz ist ein Katalog von allem was je war und je passieren wird."*
 – Beschreibung

## Effekte

### Historie einer Existenz

Der Träger dieses Buches kann dessen Seiten aufschlagen und einen Begriff suchen, sei es eine Person, ein Gegenstand, eine Stadt oder ein Gott. Solange es Teil dieses Planeten ist, ist es in den Annalen der Existenz zu finden. Sollte der Träger dies tun, muss er einen d100 rollen. Bei einer 81 oder höher, erfährt er sofort alles, was über diesen Begriff zu Wissen ist - selbst verlorenes oder unbekanntes Wissen.

Durch die Menge an Informationen, die in den Träger hineinströmen, kann es zu Schäden kommen. Bei einer 80 oder darunter, verliert der Träger 1d12 Intelligenz - sollte er auf 0 oder darunter fallen, stirbt er sofort.

### Rausstreichen

Der Träger kann versuchen einen Begriff aus den Annalen der Existenz zu löschen, indem er sich 24 Stunden darauf konzentriert. Da die Annalen der Existenz alles aus Vergangenheit, Präsens und Zukunft beinhalten, ist dieses Ritual äußerst gefährlich.

Rolle einen d100:

* **1:** Der Träger radiert seine eigene Existenz
* **2-4:** Der Träger radiert die Existenz eines Freundes
* **5-10:** Der Träger radiert die Existenz einer bekannten Person
* **11-99:** Eine zufällige Existenz wird ausradiert.
* **100:** Das Ziel des Trägers wird ausradiert.
Branding Smite

***2nd-level evocation***

* **Casting Time:** 1 bonus action
* **Range:** Self
* **Components:** V
* **Duration:** Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Astral Cannon

***4th-level evocation***

* **Casting Time:** 1 action
* **Range:** Self (90-foot line)
* **Components:** V, S, M (a small figure of a star, moon, or sun, made of iron)
* **Duration:** Instantaneous

You extend your arm outward with a clenched fist as small glowing rings and stars begin to surround your arm. A beam of celestial star energy blasts out from you forming a line of 90 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 5d8 force damage and 5d8 radiant damage on a failed save, or half as much damage on a successful one. A creature who fails their saving throw is also pushed back 10 feet and is blinded until the beginning of their next turn.

**At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each damage type for every two spell slots used above 4th.
Assassin's Promise

***4th-level enchantment***

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V
* **Duration:** 24 hours

*The price has been paid. The contract is made. The night falls, and so rises the blade.*

You whisper a dark oath to a humanoid creature within range, promising their death. Whenever you inflict damage to the target, you can choose to place a layer of a shadowy curse upon them. If the target dies before the end of the duration, you recover hit points equal to the number of layers you’ve applied to the target, and you gain a number of gold pieces equal to the sum of the target’s ability score modifiers.

If the creature still lives at the end of the duration, and the curse has not been removed using a remove curse spell or similar magic, the target takes 1d6 psychic damage for each layer applied. If you are dead, the target takes twice as much psychic damage and gains a level of exhaustion. The target is aware of the curse’s effect.
Courage

***Enchantment cantrip***

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S
* **Duration:** Instantaneous

You touch a willing creature and strengthen its resolve. Until the end of the creature's next turn, it cannot be frightened. If the target is currently frightened, it can immediately reroll its saving throw if one was required to avoid the condition.
Comprehend Languages

***1st-level divination (ritual)***

**Casting Time:** 1 action
**Range:** Self
**Components:** V, S, M (a pinch of soot and salt)
**Duration:** 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.