recursal/Fanatic-Fandom huggingface dataset:
Josette Saltzman

Wonder Twins, Little Munchkins, Little Squirt (All by Damon to Josie and Lizzie)
Mean Girl (by Hope to Josie and Lizzie)
Saltzman Girls (by Klaus, with Lizzie)

## Family Information

### Parents

Alaric Saltzman (father)
Josette Laughlin-Saltzman (biological mother, deceased)
Caroline Salvatore-Lockwood (surrogate mother, know as mother)
Tyler Lockwood (stepfather)

### Siblings

Elizabeth Saltzman (twin sister)
Elena Gilbert-Salvatore (stepsister)
Jules Parker-Lockwood (maternal first cousin, stepsister)

### Other Family

Ed Saltzman (Paternal Grandfather)
Dianne Saltzman (Paternal Grandmother)
Joshua Parker (Maternal Grandfather, deceased)
Joshua's Twin Brother (Maternal Great-Uncle, deceased)
Malachai Parker (Maternal Uncle)
Joey Parker (maternal uncle, deceased)
1 Unnamed Maternal Uncle (deceased)2 Unnamed Maternal Aunts (deceased)Olivia Parker (Maternal Aunt, deceased)
Lucas Parker (Maternal Uncle,deceased)

## Supernatural Information

### Significant Spells

Siphoning Caroline's VampirismSiphoning Valerie's TalismanSiphoning Bonnie's Sealing Spell on The Armory (with Lizzie)
Siphoning from SybilSiphoning from Seline (twice)
Incendia Spell (with Lizzie)
Prison World Banishment Spell (with Lizzie, instructed by Bonnie)
Fire Manipulation Spell (with Bonnie and Lizzie)
Siphoning Spell (with Lizzie)

## Loyalty Information

### Occupation

Member of Gemini Coven Salvatore School Student

**Josette "Josie" Marie Saltzman** is one of the twin siphoner daughters of Alaric Saltzman and Josette Laughlin that was carried and birthed by Caroline Salvatore-Lockwood. She is the slightly younger twin sister of Elizabeth 'Lizzie' Saltzman.

She is the stepdaughter of Meredith Fell and Tyler Lockwood, through her father and surrogate (accepted) mother. She is the older paternal half-sister of Damien Fell-Saltzman.

Biologically is the maternal niece of: Joey Parker, Olivia Parker, Lucas Parker, another unnamed uncle, and 2 more unnamed aunts, who are all deceased. She is also the niece of Malachai Parker, her biological mother's twin, who is trapped in a prison world.

Her paternal grandparents are Ed Saltzman and Dianne Saltzman, and her maternal grandfather was Joshua Parker. Through her surrogate mother, she is the granddaughter of Elizabeth Forbes and William Forbes II.

**Josie** is a student at the **Salvatore Boarding School for the Young and Gifted**, is one of the four surviving members of the **Gemini Coven** and of the **Parker Family** (the others being her twin sister, imprisoned uncle, and maternal cousin).
Phantasmal Force

Choose a creature that you can see. It must make an Intelligence save. If it fails, you create a phantasmal phenomenon of your choice that is no larger than a 10-foot cube. It's only visible to the target. This spell has no effect on undead or constructs.

The target can use its action to examine the phantasm with an Investigation check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the area of or within 5 feet of the phantasm, provided that the illusion is of something that could logically deal damage.
Anne Benoit

## Biographical Information

### Born

November 30th, 2014 (Age Unknown)
Bayou LaForche, Louisiana, United States

## Family Information

### Parents

Unknown Father
Unknown Mother
Lisina Benoit (possible guardian)

## Supernatural Information

### Species

Evolved Werewolf (triggered or untriggered)

## Loyalty Information

### Occupation

Student at the Salvatore Boarding School for the Young and Gifted (possibly)

### Affliations

Crescent Wolf Pack
Salvatore Boarding School for the Young and Gifted (possibly)

**Anne Benoit** was the twin of Henry Benoit.
Ice Storm

Divine

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centred on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
Darkness

Druid

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Luna Kenner

**Luna Dayann Kenner** is mortal werewolf-vampire hybrid. She is the daughter of Jackson Kenner and Hayley Marshall-Kenner and the younger sister of Oliver Kenner. She is also the maternal younger half-sister of Hope Mikaelson.

She is the granddaughter of Maxwell Kenner, Deborah Kenner, Andrew Labonair, and Victoria Labonair and the great-granddaughter of Richard Xavier and Mary Dumas. She is also the great-niece of Cyrus Labonair.

She is the first cousin once removed of Dianna Mikaelssen and Athina Mikaelson-Labonair and by marriage, is the first cousin once removed of both Elijah and Henrik Mikaelson. She is also the second cousin of Olympia Mikaelson and the adoptive second cousin of Saga Mikaelssen.

**Luna** is a member of the **Kenner Family**, the **Labonair Family**, the **Dumas Family**, and the **Crescent Wolf Pack**. Through multiple different members of her family; she is an adopted member of the **Midwest Wolf Pack**, the **North East Atlantic Pack**, and the **Mikaelson Coven**.

## Physical Description

*The day Hope was born, I said she looked like Hayley. But I was wrong, because this one here is a spitting image of their mother.*
— **Rebekah Mikaelson** on the resemblance between **Hayley** and **Luna**

Luna is noted to look very much like her mother, Hayley Marshall-Kenner. She inherited her mother dark blackish-brown hair and hazel eyes, though Luna's eyes lean more towards hazel brown rather then hazel green like her mother and brother eyes. Her facial features are super similar to that of her mothers, except for the shape of her eyes and mouth; which she inherited from her father, Jackson Kenner.

Like her mother, half-sister, maternal first cousins once removed, and maternal second cousin; bears the crescent moon-shaped birth mark on her right shoulder.

## Name

* **Luna** is of Latin origin. it means "of the moon". In Roman mythology, Luna is the name of the moon goddess.
* **Dayann** is after her mother's cousin and best friend Dianna Mikaelsson.

* **Kenner** is Gaelic and means "brave chieftain".
Deborah Kenner

**Deborah Kenner** (née **Dumas**) is a evolved werewolf. She is the daughter of Richard Xavier and Mary Dumas. She is the widowed wife of the late Maxwell Kenner and the mother of Jackson Kenner. She is also the mother-in-law of Hayley Marshall, which makes her the grandmother of Oliver and Luna Kenner and the step-grandmother of Hope Mikaelson.

**Deborah** is a member of the **Dumas Family** and the **Kenner Family**. Deborah is by birthright, a member of the **Crescent Wolf Pack**.
Holy Aura

Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.
Wall of Fire

Divine

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Heat Metal

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd.
Exorcism

You force your will against that of the possessing fiend, trying with all the strength of your faith to drive it from the body of the unfortunate creature before you.

After casting this spell, you can spend a use of your turn or rebuke undead ability (as a standard action) in an attempt to drive a possessing fiend from its host.

The host creature or object must be within range of your turn or rebuke attempt.

However, you do not make a turning check when you cast the spell.

The possessing fiend must instead succeed on a Will save or be driven from the host and shunted into the nearest available open space in its incorporeal form.
Spiritual Weapon

You create a floating weapon that lasts for the duration or until you cast this spell again. It can take any form you choose. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes 1d8 force damage + your spellcasting ability modifier.

As a bonus action, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

**At Higher Levels:** The damage increases by 1d8 for every two slot levels above the 2nd.
Banishment

You attempt to send one demon or angel that you can see within range to either Inferus or Superus. The target must succeed on a Charisma saving throw or be banished. If the target is native to a different realm than the one you’re on, the target is banished with a faint popping noise, returning to its home realm. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Divination

Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.
Bane

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

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

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centred on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.

The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.

If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Finn and Dianna

Family (strained)

Finn: 'Who do you think you are?'
Dianna: 'No one. Unless you try to hurt any member of this family or either of Klaus' babies. Then you're going to wish that Werewolf bite was the worst that I could do, because I'll be your worst nightmare.'

— Finn Mikaelson and Dianna Mikaelson's tense relationship
Lightning Bolt

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.
Produce Flame

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
Flame Strike

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
Finger of Death

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Sean O'Connell

### Titles

Uncle Sean (by Olympia, Hope, and Grace)Mr. Sean (by Oliver, Vivienne, and Nikolaus)
Killer Ex-Priest Kid (by Damon)
My Sweet Boy (by Eleanor)
The Kid who Snapped, Cami's Human Twin Little Brother (by Vincent)
Twin Little Brother (by Camille)

## Familial Information

### Parents

Robert O'Connell (father)
Eleanor O'Connell (mother)

### Other Family Members

Declan O'Connell (paternal cousin)
Niklaus Mikaelson (brother-in-law)
Grace O'Connell-Mikaelson (niece)
Hope Mikaelson (step-niece)

## Physical Information

### Height

5'8" (feet)
1.72 (meters)

### Weight

170 lbs (pounds)
77 kg (kilograms)

## Supernatural Information

### Loyalties and Affliations

Mikaelson Family
Supernatural Council

## Appearance Information

### Played by

Matt Kabus

**Sean Kieran O'Connell** is a human. He is the son of Robert and Eleanor O'Connell and the twin brother of Camille O'Connell. He is also the nephew of Kieran O'Connell and the cousin of Declan O'Connell. Sean is the husband of Gianna O'Connell.

He is the uncle of Cami and Klaus' daughter, Grace O'Connell-Mikaelson and the step-uncle of Klaus and Hayley's daughter, Hope Mikaelson. Sean also appears to be two years younger than Cami when he was first resurrected as he died two years before Camille did.

**Sean** is a member of the **O'Connell Family**. He is also a member of the **Supernatural Council**. He has connections to the **Mikaelson Family** through his sister and niece.
Hayley Marshall-Kenner

*...It's complicated. And having all 206 bones in your body cracking sucks, it really does. But, when you're running through the woods under a full moon with no thought of pain or trouble, just freedom... There is no greater feeling in the world.*
— **Hayley** to **Hope** about being a **werewolf**
**Hayley Jane Elizabeth Marshall-Kenner** (born **Andrea Elizabeth Labonair**) is an enhanced vampire-werewolf hybrid. She is the daughter of Andrew and Victoria Labonair.

She is the wife of Jackson Kenner and the mother of Oliver and Luna Kenner. She is also the mother of Hope Mikaelson, her daughter she had with Niklaus Mikaelson.

She is the niece of Cyrus Labonair and the cousin of Dianna Mikaelssen and Athina Mikaelson-Labonair. She is the cousin-in-law of both Elijah and Henrik Mikaelson. Through her cousin Dianna; she is the first cousin once removed of Olympia Mikaelson and the adoptive first cousin once removed of Saga Mikaelssen.

She is the daughter-in-law of the late Maxwell and Deborah Kenner and the granddaughter-in-law of the late Richard Xavier and Mary Dumas.

**Hayley** is a member of the **Labonair Family** and the **Kenner Family** and one of the alpha's of the **Midwest** and **Crescent Wolf Packs**. Through her daughter Hope; she also has ties to the **Mikaelson Family**, the **Mikaelson Coven**, and the **North East Atlantic Pack**.

## Physical Description

Hayley's youngest daughter, Luna; is known to look very much like Hayley herself.

Hayley has dark blackish-brown hair that she has worn at various lengths and in multiple styles over the past years. Between 2014 and 2019, she had gotten her highlighted to give it a lighter color and she wore it at a longer length. An by 2030, she returns to her natural hair colour and favors a shorter hair cut. Hayley has almond-shaped hazel green eyes and a light skin tone.

Like Hope, Luna, Oliver, Dianna, Athina, and Olympia; she has a Crescent moon-shaped birthmark on her right shoulder.
Meteor Swarm

Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centred on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

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

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.
Guiding Bold

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

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

You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points.

This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs.

The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.
Spirit Guardians

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
True Polymorph

Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.

This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.

Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.

The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature’s statistics and resolves all of its actions and movement.

If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.

Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.
Antimagic Field

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’t be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centred on you.

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

Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.

Areas of Magic. The area of another spell or magical effect, such as fireball, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.

Spells. Any active spell or other magical effects on a creature or an object in the sphere is suppressed while the creature or object is in it.

Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.

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

Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.

Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don’t nullify each other.
Fireball

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centred on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

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

This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move.

If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.
Detect Good and Evil

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.
Gentle Repose

Divine

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

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.
Freedom of Movement

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

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.
Mirror Image

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

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

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

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

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

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance.

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

**Greysson Gilbert-Bennett** is a Witch. He is the son of Jeremy Gilbert and Bonnie Bennett. He is the brother of Enzo Bennett-Gilbert.

He is the grandson of Grayson Gilbert, Miranda Sommers-Gilbert, Rudy Hopkins, and Abby Bennett Wilson.

Through his father, he is the adoptive first cousin and biological second cousin of Stefani Salvatore.

He is a member of the **Gilbert Family**, the **Bennett Family**, and the **Bennett Coven**. He is a student at the **Salvatore Boarding School for the Young and Gifted**.
Commune with Nature

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.
Animal Friendship

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 for each slot level above 1st.
Burning Hands

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.
Geas

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.

**At Higher Levels:** When you cast this spell using a spell slot of 7th or 8th level, the Duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the Spells mentioned above.
Erupting Earth

Choose a point on the ground that you can see. A 20-foot cube centred on that point becomes difficult terrain, and each 5-foot portion requires a minute to clear by hand. Each creature in the cube's area must make a Dexterity save. It takes 3d12 bludgeoning damage on a failure, or half damage on a success.

**At Higher Levels:** The damage increases by 1d12 for each slot level above 3rd.
Mass Healing Word

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the Healing increases by 1d4 for each slot level above 3rd.
Animate Objects

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. Animated Object Statistics Size HP AC Attack Str Dex Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18 Small 25 16 +6 to hit, 1d8 + 2 damage 6 14 Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12 Large 50 10 +6 to hit, 2d10 + 2 damage 14 10 Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6 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.
Insect Plague

Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.

**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Location Templates

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Eldritch Blast

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

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

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

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

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.
Counterspell

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Dominate Beast

Witch

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

**At Higher Levels:** When you cast this spell with a 5th-level spell slot, the Duration is Concentration, up to 10 minutes. When you use a 6th-level spell slot, the Duration is Concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the Duration is Concentration, up to 8 hours.
Levitate

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.

When the spell ends, the target floats gently to the ground if it is still aloft.
Flesh to Stone

You attempt to turn one creature that you can see within range into stone. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.
Speak with Plants

You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.

Plants might be able to perform other tasks on your behalf, at the GM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.

This spell can cause the plants created by the entangle spell to release a restrained creature.