recursal/Fanatic-Fandom huggingface dataset:
Stomach pH

1: Stumpp M, Hu MY, Tseng YC, Guh YJ, Chen YC, Yu JK, Su YH, Hwang PP. Evolution

of extreme stomach pH in bilateria inferred from gastric alkalization mechanisms

in basal deuterostomes. Sci Rep. 2015 Jun 8;5:10421. doi: 10.1038/srep10421.

PubMed PMID: 26051042; PubMed Central PMCID: PMC4458843.

2: Mitra A, Kesisoglou F. Impaired drug absorption due to high stomach pH: a

review of strategies for mitigation of such effect to enable pharmaceutical

product development. Mol Pharm. 2013 Nov 4;10(11):3970-9. doi: 10.1021/mp400256h.

Epub 2013 Jul 22. Review. PubMed PMID: 23844623.

3: Jia L, Shigwedha N, Mwandemele OD. Use of D(acid)-, D(bile)-, z(acid)-, and

z(bile)-values in evaluating Bifidobacteria with regard to stomach pH and bile

salt sensitivity. J Food Sci. 2010 Jan-Feb;75(1):M14-8. doi:

10.1111/j.1750-3841.2009.01398.x. PubMed PMID: 20492180.

4: Kim T, Mullaney EJ, Porres JM, Roneker KR, Crowe S, Rice S, Ko T, Ullah AH,

Daly CB, Welch R, Lei XG. Shifting the pH profile of Aspergillus niger PhyA

phytase to match the stomach pH enhances its effectiveness as an animal feed

additive. Appl Environ Microbiol. 2006 Jun;72(6):4397-403. PubMed PMID: 16751556;

PubMed Central PMCID: PMC1489644.

5: Hong W, Jiao W, Hu J, Zhang J, Liu C, Fu X, Shen D, Xia B, Chang Z.

Periplasmic protein HdeA exhibits chaperone-like activity exclusively within

stomach pH range by transforming into disordered conformation. J Biol Chem. 2005

Jul 22;280(29):27029-34. Epub 2005 May 23. PubMed PMID: 15911614.

6: Ange KD, Eisemann JH, Argenzio RA, Almond GW, Blikslager AT. Effects of feed

physical form and buffering solutes on water disappearance and proximal stomach

pH in swine. J Anim Sci. 2000 Sep;78(9):2344-52. PubMed PMID: 10985409.

7: Kuster M, Naji P, Gabi K, Kreienbühl G. [Intraoperative, direct and continuous

measurement of stomach pH following pretreatment with ranitidine or sodium

citrate]. Anaesthesist. 1989 Feb;38(2):59-64. German. PubMed PMID: 2929966.

8: Stewart R. Psychology of spaceflight: II. Suggested bases of space motion

sickness: perceptual disorientation and elevated stomach pH. Percept Mot Skills.

1985 Feb;60(1):189-90. PubMed PMID: 3982930.

9: Kügler S. [Continuous wireless determination of stomach pH in experimental

animals]. Langenbecks Arch Chir. 1970 Dec;327(1):308-10. German. PubMed PMID:
Neural pH

1: Kawashima S, Yamada Y, Honda K, Tabata T, Naito M, Fujiwara H. Kinetic

behavior and interaction of bacampicillin in alginic acid solution at neural pH

region. Chem Pharm Bull (Tokyo). 1989 Sep;37(9):2485-90. PubMed PMID: 2605697.

2: Gukovskaia AS, Lanin VN, Sukhorukov BI. [Reaction between polycytidylic acid

and guanosine-5'-triphosphate at neural pH]. Biofizika. 1978

Mar-Apr;23(2):208-12. Russian. PubMed PMID: 25671.

3: Alexander DR, Rodnight R. Separation at neural pH of a 32P-labelled membrane

protein associated with the sodium-plus-magnesium ion-activated adenosine

triphosphatase from ox brain. Biochem J. 1970 Oct;119(5):44P-45P. PubMed PMID:

4250590; PubMed Central PMCID: PMC1179516.

1: Jinadasa T, Szabó EZ, Numat M, Orlowski J. Activation of AMP-activated protein

kinase regulates hippocampal neuronal pH by recruiting Na(+)/H(+) exchanger NHE5

to the cell surface. J Biol Chem. 2014 Jul 25;289(30):20879-97. PubMed PMID:

24936055; PubMed Central PMCID: PMC4110295.

2: Vale-González C, Gómez-Limia B, Vieytes MR, Botana LM. Effects of the marine

phycotoxin palytoxin on neuronal pH in primary cultures of cerebellar granule

cells. J Neurosci Res. 2007 Jan;85(1):90-8. PubMed PMID: 17075922.

3: Rothman DL, Behar KL, Prichard JW, Petroff OA. Homocarnosine and the

measurement of neuronal pH in patients with epilepsy. Magn Reson Med. 1997

Dec;38(6):924-9. PubMed PMID: 9402193.

4: Vorstrup S, Jensen KE, Thomsen C, Henriksen O, Lassen NA, Paulson OB. Neuronal

pH regulation: constant normal intracellular pH is maintained in brain during low

extracellular pH induced by acetazolamide--31P NMR study. J Cereb Blood Flow

Metab. 1989 Jun;9(3):417-21. PubMed PMID: 2715211.
Crag Warrior

*9th-level Conjuration*
 Range
 Components
 Duration

You transform nearby rocks and stones into an animated stone figure that fights for you. The objects don’t need to be in humanoid form beforehand; they are magically shaped by the spell as if a master sculptor had carved them into a great statue.

The resulting *crag warrior* has stats identical to a stone golem, except it doesn’t have that creature’s Slow ability. The crag warrior doesn’t act unless you spend an action commanding it, in which case it moves and takes actions on your turn according to your wishes.

When the *crag warrior* is reduced to 0 hit points, the spell ends and the rocks return to their natural forms.
Arcane Explosion

*4th-level Evocation*
 Range
 Components
 Duration

Arcane forces blast out from you in a 10-foot-radius sphere. Each creature within range must make a Constitution saving throw, taking 12d4 force damage on a failed saving throw, or half as much on a successful one.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d4 for each slot level above 4th.
Sweat pH

1. Int J Cosmet Sci. 2001 Apr;23(2):99-107. doi: 10.1046/j.1467-2494.2001.00085.x.

Erroneous gender differences in axillary skin surface/sweat pH.

Burry JS(1), Coulson HF, Esser I, Marti V, Melling SJ, Rawlings AV, Roberts G,

Mills AK.

Author information:

(1)Unilever Research, Port Sunlight Laboratory, Quarry Rd East, Bebington,

Wirral, U.K.

Assessing accurately the pH of axillary eccrine sweat is of vital importance in

the antiperspirant industry. Eccrine sweat pH is a critical parameter in

determining the effectiveness of antiperspirants; antiperspirant salts dissolve

in sweat and diffuse into the sweat glands, where the resultant acidic solution

hydrolyses in more alkaline sweat forming an amorphous metal hydroxide gel,

thereby restricting the flow of eccrine sweat. Comparison of the skin surface and

sweat pH of males and females reported in the literature shows that, although

consistent male/female differences have been observed on the forearm,

determination of significant gender-based pH differences across other sites are

less conclusive. Studies on the back and infra-mammary regions exhibited

significant gender differences in skin surface pH, whereas those on the forehead,

cheek, neck and inguinal area showed no such difference. With regard to the

axilla specifically, four studies have been reported, three showing no

significant difference in axillary skin surface pH and one indicating that

females have an eccrine sweat pH of 7 and males have a sweat pH of 5.6. This

paper describes a series of carefully controlled studies aimed at assessing

potential gender differences in eccrine sweat and skin surface pH following

exposure to a variety of temperature, humidity and time conditions. The results

highlight the importance of controlling precisely the time of investigation, site

of measurement and, most importantly, the necessity to pre-equilibrate samples in

40 mmHg carbon dioxide (equivalent to arterial CO(2) tension (pCO2)) before

determining sweat pH. When these parameters are controlled no gender differences

in axillary sweat or skin surface pH are observed. Large differences in eccrine

sweat and skin surface pH are found, however, between the vault (hairy region)

and fossa (non-hairy region) of the axilla.

PMID: 18498454  [PubMed]
Nuclear pH gradient

1. J Cell Sci. 1996 Jan;109 ( Pt 1):257-62.

Nuclear pH gradient in mammalian cells revealed by laser microspectrofluorimetry.

Seksek O(1), Bolard J.

Author information:

(1)LPBC (UA CNRS 2056), Université Pierre et Marie Curie, Paris, France.

Intracellular pH has been measured by laser microspectrofluorimetry, using the

pH-sensitive dyes SNARF-1, SNARF-calcein and SNARF-1-dextran. By this technique

it was possible to accurately determine pH in volumes as small as 0.5 x 0.5 x 1

microns 3. The probes were loaded into the cells either by diffusion of their

acetoxymethylester derivatives (SNARF-1-AM, SNARF-calcein-AM) or by

microinjection (SNARF-1-dextran). When the five types of cells were studied in

RPMI medium, the nuclear pH was consistently found to be 0.3 to 0.5 units above

that of the cytosol. Although the presence of pores in the nuclear membrane has

been taken as evidence that free diffusion of ions and small molecules can occur

in and out the nucleus, we conclude that the nuclear membrane of these cells

presents a permeability barrier to H+. The pH gradient was not observed in cells

suspended in PBS.

PMID: 8834810  [PubMed - indexed for MEDLINE]
Cruel Wind

*7th-Level Evocation*
 Range
 Components
 Duration

*A cruel wind blows as the blood flows, screaming a lullaby.*

You wave your hands and call forth an unspeakable wind. All creatures within range other than you must make Constitution saving throws at the start of each of their turns. If they fail, they take 6d6 cold damage. If a creature dies while within range, they let loose a terrible scream. Each creature within 30 feet of the dying creature must make a Charisma saving throw. If they fail, they take 4d6 psychic damage.
Darkness

*2nd-level evocation*
 Range
 Components
 Duration

Darkness spreads to fill a 15-foot-radius sphere for the duration. The darkness goes around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point the darkness spreads from is an object you're holding or one that isn't being worn or carried, the darkness comes from and moves with the object. Completely covering the object with something opaque blocks the darkness.

If this spell's area overlaps with light created by a 2nd-level spell or lower, the light and its spell ends.
Affect Normal Fog

*1st-level Transmutation*
 Range
 Components
 Duration

You can manipulate a normal fog bank of up to 1,000 cubic feet you can see within range. The fog can be gathered into a thick mass of opaque fog, creating a heavily obscured area, or dispersed to create an area of patchy fog that lightly obscures its area. Magically-created fog can’t be affected by this spell.
Corrupted Ki Kata

Transmutation ***cantrip***
 Range
 Components
 Duration

You make the hand sign of corruption and strike at a creature within range. As part of the action used to cast this spell, you must make an unarmed strike attack against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects. If the creature is surprised, blinded, or incapacitated the creature is poisoned until the end of your next turn.

This spell’s damage increases when you reach higher levels. At 5th level, the unarmed strike attack deals an extra 1d12 poison damage. This damage increases by 1d12 again at 11th level and 17th level.
Aspect of Pride

*6th-level Conjuration*
 Range
 Components
 Duration

If you are in complete darkness when you cast or for the duration of the spell, the spell immediately fails and ends. For the duration, black shadowy tendrils with many eyes and teeth surround you, waiting for a command.

When you cast the spell, a tendril stretches out to a point you can see within range. Each creature within 5 feet of that point must make a Dexterity saving throw. On a failed save, a creature takes 6d12 piercing damage and is moved 10 feet in any direction of your choice except up. On each of your turns until the spell ends, you can use your action to outstretch tendrils again, targeting the same point or a different one.

**At Higher Levels.** When you cast this spell using a spell slot of 7th or higher level, the damage increases by 1d12 for each slot level above 6th.
Armageddon

*9th-Level Evocation*
 Range
 Components
 Duration

*The prophets spoke of the day that the world would stand upon a precipice and stare into the abyss. They did not foresee this.*

You chant a series of commands, calling upon every favor and every force that you can muster, preparing to break reality. You cannot move while you are casting this spell. Every creature within range knows that you are casting this spell, is aware of the consequences, and is aware of your exact location for the entire time that it is being cast.

Choose a point that you can see within range. A 1-mile-radius sphere centered on that point erupts in a singular explosion of unspeakable fire. Any creature, including you, that can see that point at the time that the spell is cast is permanently blinded. Non-magical structures and objects within the radius are destroyed instantly. Creatures in the radius are knocked prone and take 10d10 force damage, 10d10 radiant damage, and 10d10 fire damage.

If they die, they are reduced to ash. A massive crater is carved into the ground, and is left burning with sickening energy. Any creature that starts its turn within the crater takes 2d10 radiant damage and 1d10 fire damage.

The crater burns for one month. You immediately gain 5 levels of exhaustion after casting this spell, and if this kills you, you cannot be resurrected by any means.
Accursed Wish

*2nd-Level Conjuration*
 Range
 Components
 Duration

*There is always a price for power.*

You speak aloud, demanding a boon from one of the darkest planes. You instantly replicate the effects of any spell of 1st level with a casting time of 1 action or bonus action that deals damage, or any cantrip from any spell list. Each time you cast this spell, roll a d20. If the result is 1, you are struck by an unholy force, reducing you to 0 hit points and causing you to fail your first and second death saving throws immediately after the spell is cast.

If you are struck down a second time due to this spell before you finish a long rest, you die and cannot be resurrected by a spell cast using a spell slot lower than 8th level.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level, you can replicate a spell of 2nd level or lower, and the threshold for being struck down increases to a result of 2 or lower.

When you cast this spell using a spell slot of 4th level, you can replicate a spell of 3nd level or lower, and the threshold for being struck down increases to a result of 3 or lower. This pattern continues until the spell is cast using a slot of 7th or higher level, where no additional effect is gained and the threshold is not increased.
Assault of Stone

*7th-level Conjuration*
 Range
 Components
 Duration

When you cast this spell, rocks, boulders, and other large stones are summoned from the Elemental Plane of Earth and rain down on the area of effect, which can be up to 1,200 square feet (twelve 10-by-10-foot squares).

The area can be laid out as you wish, but it must be contiguous, at least 10 feet across at every point, entirely within the spell’s range, and entirely within your line of sight. Each creature in the area must make a Dexterity saving throw.

If the saving throw fails, the creature takes 8d8 bludgeoning damage, falls prone, and is restrained beneath boulders until they escape or the stones disappear. A successful save means the creature takes half damage and isn’t knocked prone or restrained.

A restrained creature can escape from under the boulders by using an action and making a successful Strength (Athletics) check against your spell saving throw DC. The stones remain on the ground for 1 minute after they fall, making the area difficult terrain and providing plenty of places to find cover.
Break

*Evocation Cantrip*
 Range
 Components
 Duration

*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.

**Leveling:** This cantrip's damage die increases at levels 5, 11, and 17.
Antilife Shell

*5th-level abjuration*
 Range
 Components
 Duration

A barrier extends from you in a 10-foot radius and moves with you. It keeps out creatures other than undead and constructs. An affected creature can't pass or reach through, but can cast spells or make ranged or reach attacks through the barrier. If you move so that an affected creature is forced to pass, the spell ends.
Almighty Assault

*3rd-Level Evocation*
 Range
 Components
 Duration

*And so the wrath of the righteous shall shatter mountains.*

As part of the action used to cast this spell, you must make a melee weapon attack against one creature or location within the spell’s range. Depending on the damage type the weapon deals, the spell has a different area of effect:

* Slashing. A crescent of energy races from the attack, and each creature in a 20-foot cone in the direction of the target must make a Dexterity saving throw.
* Piercing. A pure beam of energy streams from the attack, and each creature in a 60-foot line, 5 foot wide line must make a Dexterity saving throw.
* Bludgeoning. Explosive energy emanates from the attack, and each creature other than you within 10 feet of the target must make a Dexterity saving throw.

Creatures that fail their saving throw take 2d10 radiant damage, are pushed 10 feet back, and fall prone. A creature that was hit by your attack has disadvantage on the saving throw.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the radiant damage increases by 1d10 per slot level above 3rd.
Membrane pH

1: Varela AR, Gonçalves da Silva AM, Fedorov A, Futerman AH, Prieto M, Silva LC.

Influence of intracellular membrane pH on sphingolipid organization and membrane

biophysical properties. Langmuir. 2014 Apr 15;30(14):4094-104. doi:

10.1021/la5003397. Epub 2014 Apr 4. PubMed PMID: 24654655.

2: Głab S, Koncki R, Kopczewska E, Wałcerz I, Hulanicki A. Urea sensors based on

PVC membrane pH electrode. Talanta. 1994 Jul;41(7):1201-5. PubMed PMID: 18966057.

3: Oesch U, Brzózka Z, Xu A, Simon W. Solvent polymeric membrane pH catheter

electrode for intraluminal measurements in the upper gastrointestinal tract. Med

Biol Eng Comput. 1987 Jul;25(4):414-9. PubMed PMID: 3450992.

4: Wu HL, Yu RQ. A PVC membrane pH-sensitive electrode based on

methyldioctadecylamine as neutral carrier. Talanta. 1987 Jun;34(6):577-9. PubMed

PMID: 18964363.

5: de Kouchkovsky Y, Haraux F. 2H2O effect on the electron and proton flow in

isolated chloroplasts. An indication for lateral heterogeneity of membrane pH.

Biochem Biophys Res Commun. 1981 Mar 16;99(1):205-12. PubMed PMID: 6263269.

6: Ogawa S, Shen C, Castillo CL. A 31P-NMR study of the cross-membrane pH

gradient induced by ATP hydrolysis in mitochondria. Biochim Biophys Acta. 1980

Apr 2;590(2):159-69. PubMed PMID: 7370234.

7: Pucacco LR, Carter NW. A submicrometer glass-membrane pH microelectrode. Anal

Biochem. 1978 Aug 15;89(1):151-61. PubMed PMID: 30334.

8: Hoek JB, Njogu RM. Glutamate transport and the trans-membrane pH gradient in

isolated rat-liver mitochondria. FEBS Lett. 1976 Dec 1;71(2):341-6. PubMed PMID:

9: Pucacco LR, Carter NW. A glass-membrane pH microelectrode. Anal Biochem. 1976

Jun;73(2):501-12. PubMed PMID: 9007.
Bane

*1st-level enchantment*
 Range
 Components
 Duration

Up to three creatures you can see must make Charisma saving throws. If a target fails, whenever they make an attack roll or saving throw before the spell ends, they must roll a d4 and subtract the number rolled.

**At Higher Levels:** You can target one additional creature for each slot level above 1st.
Detect Thoughts

*2nd-level divination*
 Range
 Components
 Duration

The surface thoughts of any creature within 30 feet are revealed to you. This spell also allows you to detect the presence of thinking creatures you cannot see, and you must, either at the casting of the spell or as an action, detect the creature's presence first, if you cannot see it. The spell works through most barriers except 2 feet of stone, 2 inches of metal, or a thin sheet of lead. This spell does not work on creatures with Intelligence lower than 4 or ones that cannot use language; instead, you will sense nothing.

You may also use an action to learn the surface thoughts of another creature, or to go deeper into one whose mind you've already touched. By going deeper, you can learn the target's emotional state, what's important to it in that moment, or the pattern of its logic. if you try to look deeper into a creature's mind, it makes a Wisdom saving throw and the spell ends if it succeeds. The creature will also know that you are there, even if it fails the save, and can make an Intelligence check contested by your own Intelligence check at the end of each of its turns to try and end your probing.

If a creature whose thoughts you are reading moves more than 30 feet away from you, you can no longer detect its thoughts.
Creation

*5th-level illusion*
 Range
 Components
 Duration

You create a nonliving object of matter. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.

The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration. Using material created by this spell as another spell's material component causes that spell to fail.

 Stone or crystal
 Precious metals
 Gems
 Adamantine or mithral

**At Higher Levels:** The cube increases by 5 feet for each slot level above 5th.
Aspir

Evocation***1st Level***
 Range
 Components
 Duration

You drain the mystical energy of a spellcasting creature. Choose one creature within range that you can see. That creature must succeed at an Intelligence saving throw or lose a 1st-level spell slot if it has any. If the creature loses a 1st-level spell slot, you regain an expended 1st-level spell slot.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the creature loses its highest level spell slot it has up to the level of spell slot you used to cast this spell and you regain an expended spell slot of the level that creature lost.
Black Lotus Assault

*1st-Level Illusion*
 Range
 Components
 Duration

*The black lotus only blooms during the solar eclipse, when the nearest star understands its own mortality.*

The first time you take the Attack action during your turn, you can cast this spell to summon a swirl of black lotus petals to surround your weapon, distracting your foes and enabling you to strike with great power. Each successful hit you make with this weapon before the spell ends, the target must make a Wisdom saving throw or have a new effect apply. Once you’ve made three weapon attacks, the spell ends.

* 1st Hit: If the target fails their saving throw, their movement speed is halved until the end of their next turn.
* 2nd Hit: If the target fails their saving throw, they take 1d6 psychic damage and cannot take reactions until after the end of your next turn.
* 3rd Hit: If the target fails their saving throw, they take 2d6 psychic damage and cannot take bonus actions during their next turn.

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

*4th-level abjuration*
 Range
 Components
 Duration

A creature you can see must pass a Charisma save or be banished to another plane of existence.

If the target is native to the plane you're on, you banish it to a harmless demiplane. While there, it's incapacitated. It remains until the spell ends, to which it reappears in the space it left or in the nearest empty space if it's occupied.

If the target is native to a different plane of existence than the one you're on, it is banished to its home plane. If the spell ends before 1 minute has passed, it reappears in the space it left or in the nearest empty space if it's occupied. Otherwise, the target doesn't return.

**At Higher Levels:** You can target one additional creature for each slot above 4th.
Bloodthorn

*4th-Level Necromancy*
 Range
 Components
 Duration

*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.
Demiplane

*8th-level conjuration*
 Range
 Components
 Duration

You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside then demiplane remain trapped there, as the door also disappears from the other side.

Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.
Antimagic Field

*8th-level abjuration*
 Range
 Components
 Duration

A 10-foot-radius invisible sphere of antimagic surrounds you. Within the sphere, spells can't be cast, summoned creatures disappear, and magic items become normal. The sphere moves with you. Summoned creatures re-appear once the sphere leaves their space, and magic items are restored upon being removed from the sphere.

Magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't enter or affect things within 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.

The sphere cannot be dispelled by magic, nor can two antimagic fields suppress each other.
Earthen Spike

*3rd-level Transmutation*
 Range
 Components
 Duration

A place your hand to the ground, and erupt a large stalag-mite beneath a creature within range. The creature must make a Dexterity saving throw. On a failed save, the target takes 6d8 bludgeoning damage and is knocked 20 feet into the air as a 15-foot in diameter and 20 feet high spike rises beneath it. On a successful saving throw, the target takes half damage.

Each creature within 5 feet of the chosen target must also make a Dexterity saving throw. On a failed save, the target takes half damage, and no damage on a success.

The creature is then pushed back 5 feet. The stalag-mite remains until your concentration is broken, at which point it crumbles, making its area difficult terrain.

**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.
Aerosphere

*1st-level Transmutation*
 Range
 Components
 Duration

You channel the weather of nature into a Medium sized sphere in a space you can see within range. If a creature starts its turn with any part of it in the sphere during this spell, it must make a Dexterity saving throw or suffer an effect, determined by the local weather shown below. Any lingering effects end at the end of the creature's next turn.

As an action while the spell lasts, you can move the sphere up to 30 feet to a location you can see.

**Sunny.** The creature takes 3d6 radiant damage.

**Clouds.** The creature takes 3d6 psychic damage.

**Rain.** The creature takes 4d4 piercing damage.

**Thunder.** The creature takes 1d10 lightning and 1d10 thunder damage.

**Wind.** The creature takes 2d8 slashing damage.

**Snow.** The creature's movespeed is halved and it takes 1d12 cold damage.

**Fog.** The creature must roll 1d8 and move 5 feet in the resulting direction each time it attempts to move 5 feet.
Dream

*5th-level illusion*
 Range
 Components
 Duration

Choose a creature on the same plane of existence known to you. Creatures that don't sleep are immune. You or a willing creature you touch enters a trance state, acting as a messenger. While in the trance, it's aware of its surroundings, but can't take actions or move.

If the target is asleep, the messenger appears in its dreams and can converse with it as long as it remains asleep. The messenger can also shape the dream's environment. The messenger can emerge from the trance at any time, ending 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 end the trance or wait for the target to fall asleep.

You can make the messenger appear terrifying to the target. If you do, the messenger can deliver a message of up to ten words and the target must make a Wisdom save. On a failure, the target gains no benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

If you have a small portion of the target's body, it makes its saving throw with disadvantage.
Bow of the Huntress

*3rd-level Evocation*
 Range
 Components
 Duration

You momentarily conjure a magic bow and arrow, feylike in nature, a relic from a time before civilization. Choose up to 8 creatures you can see within range, and make a ranged spell attack against each. On a hit, a creature takes 4d6 piercing and 4d6 psychic damage as a green line shoots out from you and bends towards each target. A creature takes half as much psychic damage on a miss.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the piercing damage or the psychic damage (your choice) increases by 1d6 for each slot level above 3rd.
Bowsprit

*4th-level Evocation*
 Range
 Components
 Duration

You hold up a number of your own fingers behind your back and call out to a target that can hear you within 120 feet of you, challenging it to guess the number of fingers. If it can speak the language you spoke to it, it must guess the number of fingers.

If the target's guess is wrong, it takes 1d10 psychic damage for every whole number it was away from the actual number of fingers—if you held up 8, and it guessed 2, it would take 6d10 psychic.
Dark Secret

*2nd-Level Divination*
 Range
 Components
 Duration

*Truth can be even more deadly than a knife to the heart.*

You whisper a phrase into the mind of the target, unknown to you but clear and terrifying to them. Until the end of your next turn, you have advantage on all ability checks, attack rolls, and saving throws involving your target or actions it has taken. During this time, the target has disadvantage on all ability checks and attack rolls involving you or actions you have taken. Targets that are immune to being frightened are immune to this effect.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional target per spell slot level above 2nd.
Demonfire

*4th-level Evocation*
 Range
 Components
 Duration

You manifest five bolts of fel above your head, and direct to towards a creature you can see within range. The creature must make a Dexterity saving throw. On a failed save, the target takes 3d6 fire damage, or half as much on a success-ful one. The bolts all strike simultaneously, and you can direct them to hit one creature or several. A creature makes only one saving throw for all bolts striking it.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the spell creates one more bolt for each spell level above 4th.
Divine Star

*2nd-level Evocation*
 Range
 Components
 Duration

A star of divine energy streaks forward in a 30 feet long and 5 feet wide line from you in a direction you choose, and returns to you at the end of your turn in a similar fashion. Each allied creature in the stars path regains 1d6 hit points, and each enemy creature must make a Dexterity saving throw. Taking 1d6 radiant damage on a failed save, or half as much on a successful one.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the spells healing and damage increases by 1d6 for each slot level above 2nd.
Conjure Celestial

*7th-level conjuration*
 Range
 Components
 Duration

You summon a celestial of CR 4 or lower, which appears in an unoccupied space that you can see. It disappears when it drops to 0 hit points or when the spell ends. It's friendly to you and your companions. Roll initiative for it. It obeys any verbal commands that you issue to it, no action required by you, as long as they don't go against its alignment. If you don't issue any commands to the celestial, it only defends itself from hostile creatures.

**At Higher Levels:** If you cast this spell using a 9th-level slot, you can summon a celestial up to CR 5.
Cataclysm

*8th-Level evocation*
 Range
 Components
 Duration

In seconds the ground turns to magma at a point you choose within range and crumbles before a vertical beam of fire and magma spews into the air. creature in a 15-foot-radius, 30-foot-high cylinder centered on a point within range must make a Dexterity saving throw.

A target takes 15d6 fire damage on a failed save, or half as much damage on a successful one.
Blade Barrier

*6th-level evocation*
 Range
 Components
 Duration

You create a wall of magical blades 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 and is difficult terrain.

When a creature enters the wall's area for the first time on a turn or starts its turn there, it must make a Dexterity save. On a fail, the creature takes 6d10 slashing damage, or half as much on a success.
Clone

*8th-level necromancy*
 Range
 Components
 Duration

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.
Earth Shift

*5th-level Tranmutation*
 Range
 Components
 Duration

You select a point within 300 feet that you have either traveled across or can see. You then instantly sink into the ground beneath you and a few moments later, rise up from the target point. Both the starting and ending points must be natural ground, not a constructed floor or water, but what lies between them doesn’t matter.
Cloak of Serpents

*5th-level Abjuration*
 Range
 Components
 Duration

A writhing, twisting, hissing mass of snakes surrounds you and protects you. For the duration of the spell, your Armor Class increases by 2 and you can use an action to attack an adjacent creature with the snakes. Make a melee spell attack against one adjacent creature. If it hits, the creature takes 6d6 poison damage and is poisoned. The poisoned creature must make a Constitution saving throw against poison at the end of each of its turns; a successful save ends the poisoning.
Animate Objects

*5th-level transmutation*
 Range
 Components
 Duration

Choose up to ten nonmagical objects that are not being worn or carried. A Medium target counts as two objects, a Large counts as four, and a Huge counts as eight. You can't animate an object larger than Huge. Each target becomes a creature under your control until the spell ends or it's reduced to 0 hit points.

As a bonus action, you can mentally command a creatures if it's within 500 feet of you. You can command multiple at the same time if the command is the same. You decide what action and movement the creature will take during its next turn, or issue a general command. If you issue no commands, it just defends itself against hostile creatures. Once given an order, the creature continues to follow it until it's complete.

An animated object is a construct with some stats determined by its size. Its Constitution is 10, its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet. If it can't walk, it has a flying speed of 30 feet and hovers. If the object is securely attached to something, its speed is 0. It has blindsight with a radius of 30 feet. When the object drops to 0 hit points, it reverts to its original form, and remaining damage carries over.

It can make a single melee attack against a creature within 5 feet of it. The attack is determined by its size and deals bludgeoning damage. The DM can rule that it inflicts slashing or piercing damage based on its form.

**At Higher Levels:** You can animate two additional objects for each slot level above 5th.
Defiant Smite

*1st-Level Abjuration*
 Range
 Components
 Duration

*None shall turn you from your task, nor break your resolve.*

The first time you hit with a melee weapon attack during this spell’s duration, wrathful energy rushes through your weapon. The attack deals an extra 1d6 force damage to the target. Additionally, if the target is a creature, its ability to attack is hindered. Until the spell ends, the creature must make a Charisma saving throw at the start of each of its turns. If it fails, the first time it hits with an attack before the end of its turn, it is knocked prone.

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

*8th-level enchantment*
 Range
 Components
 Duration

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura’s effect.

**Antipathy.** The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can’t see the target. If the creature moves more than 60 feet from the target and can’t see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.

**Sympathy.** The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can’t willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

**Ending the Effect.** If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.
Cold Fog

*6th-level Conjuration*
 Range
 Components
 Duration

You create a cloud of icy fog in a 20-foot-radius sphere centered on a point you can see. The sphere extends around corners, and its area is heavily obscured. The fog is semi-solid, and its area is considered difficult terrain.

Each creature that starts its turn in the fog, or enters it, takes 4d6 cold damage and its speed is reduced by 10 feet until the end of its turn.

The fog lasts for the duration of the spell or until it’s dispersed by a wind of moderate or greater speed (at least 10 mph).
Comprehend Languages

*1st-level divination*
 Range
 Components
 Duration

You understand any spoken language that you hear while the spell lasts. While touching the surface where words are written, you can also understand any written language you see. One page of text can be read in approximately 1 minute.

Secret codes in text and glyphs that aren't part of any written language can't be decoded with this spell.
Crushing Tide

*3rd-Level Evocation*
 Range
 Components
 Duration

*The sea is a baleful mistress, and all must bow to her.*

You summon a rushing wave of water that manifests in a 60-foot line that is 15 feet wide. Creatures within the area must make a Strength saving throw. If they fail, they are knocked prone and take 3d6 bludgeoning damage. If they succeed, they are not knocked prone and take half as much damage.

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

*2nd-Level Transmutation*
 Range
 Components
 Duration

You touch a willing creature who are unarmored, making their skin ragged and hard. Until the spell ends, the creature adds your spellcasting ability modifier to their armor class. The spell ends if the target dons armor, or if you dismiss the spell as a bonus action.
Assassin's Promise

*4th-Level Enchantment*
 Range
 Components
 Duration

*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.
Chlorophyll

*1st-level Transmutation*
 Range
 Components
 Duration

Your skin takes on a green hue that allows you to draw energy from the sun. While you are affected by this spell, you do not need to eat and can survive indefinitely, provided you get four hours of sunlight per 24-hour period. You still require normal amounts of water and air. If you spend a short rest in direct sunlight, you regain an additional hit point per hit die expended during that short rest.
Bigby's Hand

*5th-level evocation*
 Range
 Components
 Duration

You create a Large hand of force in an unoccupied space that you can see. It moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hp, the spell ends. It has a Strength of 26 and a Dexterity of 10. The hand doesn't fill its space.

When you cast the spell, and as a bonus action on your subsequent turns, the hand can move up to 60 feet and cause one of the following effects:

* **Clenched Fist:** The hand strikes one creature or object within 5 feet. Make a melee spell attack using your statistics. On a successful hit, the target takes 4d8 force damage.
* **Forceful Hand:** The hand pushes a creature within 5 feet in a direction you choose. Make a check with the hand's Strength against the target's Athletics. If the target is Medium or smaller, you have advantage. If you succeed, the hand pushes the target up to 5 feet, plus a number of feet equal to five times your spellcasting modifier. The hand moves with the target.
* **Grasping Hand:** The hand grapples a Huge or smaller creature within 5 feet. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage. While grappling the target, you can use a bonus action to have the hand deal 2d6 + your spellcasting modifier of bludgeoning damage.
* **Interposing Hand:** The hand places itself between you and a creature of your choice until you give it a different command. It moves to stay between you and the target, providing you with half cover. The target can't move through the hand if its Strength is less than or equal to the hand's. If its score is higher than the hand's, the target can move toward you through the hand, but the space is difficult terrain.

**At Higher Levels:** For each slot level above 5th, Clenched Fist's damage increases by 2d8, and Grasping Hand's increases by 2d6.
Alderbaran's Palm

*3rd-Level Transmutation*
 Range
 Components
 Duration

A creature you choose that you can see within range must make a Wisdom saving throw or come hurtling into your empty palm and be grappled by you. The creature can attempt to escape as an action, making a check against your spell save DC. For the duration of the spell, when you take damage from a source that is more than 5 feet away from you, you can reduce that damage by half as a reaction, interposing the target between yourself and the source of the damage, and the target takes the remaining half.
Enchanter

Created by Ausar1

Lawful neutral

HP: 125

AC: 17 (Natural Armor)

CR: 10

EXP: 3,000

langauges: common, draconic, and elvish

The enchanter is a traveling Dragonborn merchant that travels throughout the land and cities. He is willing to enchant your weapons for coin. He also acts as mercenary for the right price, and will join your party for a sum of 18 gold a day.

**Magical smite:** The enchanter’s Weapon Attacks count as magical for the purpose of overcoming nonmagical Resistances.

**Dragon’s Breath:** he can breathe fire twice a day dealing (3D4 of fire damage and deal an additional 1D4 per turn for 3 turns.)

**Double-Bladed axe:** he carries a double bladed axe that deals (2D12 + 1D6 of bludgeoning damage) the enemy must succeed on a DC 15 constitution saving throw or be paralyzed for one turn.

**Enchanters powers:** if an enemy is using an enchanted weapon he can steal the magical qualities off of it and equip it to his weapon, this lasts until he drops to zero hitpoints, or decides to return the enchantment, whichever comes first.

STRENGTH: 16 (+3)

DEXTERITY: 10 (+0)

WISDOM: 15 (+2)

INTELLIGENCE: 17 (+3)

CONSTITUTION: 15 (+2)

CHARISMA: 18 (+4)