recursal/Fanatic-Fandom huggingface dataset:
Animate Objects

A 5th
Level Transmutation spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: 120’

Components: V, S

Can be learnt by: Bard, Sorcerer, Wizard

Objects come to life
at your command. Choose up to ten Small nonmagical objects within range that
are not being worn or carried. Tiny targets count as half an object, Medium
targets count as two objects, Large targets count as four objects, and 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 the creature is reduced to 0HP.

As a Bonus Action,
you can mentally command any creature you’ve made with this spell, if the
creature is within 500’ of you (if you control multiple creatures, you can
command any or all of them at the same time, issuing the same or different
command to each one). You decide what Action the creature will take and where
it will move to during its next turn, or you can issue a general command, such
as to guard a location or item. If you issue no commands, the creature only
defends itself against hostile creatures. Once given an order, the creature
continues to follow it to the best of its abilities until the task is complete.

Animated Object
statistics:

* Tiny: 20HP, 18AC, +8 to Hit, 1d4+4 damage, 4 STR, 18 DEX
* Small: 25HP, 16AC, +6 to Hit, 1d8+2 damage, 6 STR, 14 DEX
* Medium: 40HP, 14AC, +4 to Hit, 2d6+1 damage, 10 STR, 12 DEX
* Large: 50HP, 12AC, +6 to Hit, 2d10+2 damage, 14 STR, 10 DEX
* Huge: 80HP, 10AC, +8 to Hit, 2d12+4 damage, 18 STR, 6 DEX

An animated object
is a construct with AC, HP, attack, 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’; if the objects lack legs or other appendages
it can use for locomotion, it instead has a flying speed of 30’ and can hover.
If the object is securely attached to a surface or large object, such as a
chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30’
and is blind beyond that distance. When the Animated Object drops to 0HP, it
reverts to its original object form, and any excess 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’ of it. It makes a Slam attack with an attack bonus and bludgeoning damage determined
by its size. Depending on the type of object animated, the DM might see fit to
have such an object inflict slashing or piercing damage instead.

When this spell is
cast using a spell slot of 6th level or higher, you can animate two
additional objects for each slot level above 5th. However, even
though with an 8th or 9th level spell slot you can
animate two Huge objects, you still cannot animate a Gargantuan object by using
up 16 object spaces.
Gentle Repose

A 2nd Level
Necromancy spell

This spell can be cast as a Ritual

Casting time: 1
Action

Duration: 10 days

Range: Touch

Components: V, S, M
(a pinch of salt and one copper piece placed on each of the corpse’s eyes,
which must remain there for the duration)

Can be learnt by: Cleric, Wizard

You touch 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 spell don’t count
against the time limit of spells such as raise dead.
Forcecage

A 7th Level Evocation spell

Casting time: 1 Action

Duration: 1 hour

Range: 100’

Components: V, S, M (ruby dust worth 1,500gp)

Can be learnt by: Bard, Warlock, Wizard

An immobile, invisible, cube-shaped prison composed of
magical force springs into existence around an area of your choice within
range. The prison can be a cage or a solid box (your choice).

* A prison in the shape of a cage can be up to 20’ on a side and is made from ½-inch diameter bars spaces ½ an inch apart
* A prison in the shape of a box can be up to 10’ on a side, creating a solid barrier that prevents any matter or energy (including sound) from passing through it and blocking any spells cast into or out of the area

When you cast the spell, any creature that is completely
inside the cage’s area is trapped. Creatures only partially within the area, or
those too large to fit inside the area, are pushed away from the center of the
area until they are completely outside the area.

A creature inside the cage can’t leave it by nonmagical
means. If the creature tries to use teleportation or interplanar travel to
leave the cage, it must first make a Charisma save. On a success, the creature
can use that magic to exit the cage. On a failure, the creature takes 4d6 force
damage, goes nowhere, and wastes the use of the spell or effect; if they fail
the save by 5 or more they instead take 10d6 force damage and cannot use the
same spell or effect again for 1 minute. The cage also extends into the
Ethereal Plane, blocking ethereal travel.

This spell can’t be dispelled by dispel magic but can be
harmed by the Disintegrate spell.

If this spell is cast using an 8th level spell
slot, the dimensions of the cube increases to 30’ for the cage and 15’ for the
box; if cast using a 9th level slot, the cube increases to 40’ for
the cage and 20’ for the box.
Commune with Nature

A 5th Level
Divination spell

This spell can be cast as a Ritual

Casting time: 1
minute

Duration:
Instantaneous

Range: Self

Components: V, S

Can be learnt by: Druid, Ranger

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’. 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 people
* 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.
Dread Calling

An 8th Level Conjuration spell

Casting Time: 1 minute

Duration: Concentration, up to 1 hour

Range: 90’

Components: V, S, M (a heartstone worth at least 9,999gp)

Can be learnt by: Wizard

Uttering a dark incantation, you summon a daemon from Hades.
You choose the daemon’s type, which must be one of a CR that is equal to or
less than half your character level. The daemon appears in an unoccupied space
that you can see within range. The daemon disappears when it drops to 0HP or
when the spell ends.

The daemon is hostile toward you and your companions. Roll
initiative for the daemon, which has its own turns. It is under the DM’s
control and acts according to its nature on each of its turns, which might
result in attacking you if it thinks it can prevail. The daemon will obey your
commands if it directly involves indiscriminate mass murder. The DM has the
creature’s statistics.

On each of your turns, you can try to issue a verbal command
to the daemon (no action required by you). It obeys the command if the likely
outcome is in accordance with its desires, especially if the result would lead
to massive death tolls. Otherwise, you must make a Deception, Intimidation, or
Persuasion check contested by its Insight check. You make the check with
advantage if you say the daemon’s true name. If your check fails, the daemon
becomes immune to your verbal commands for the duration of the spell, though it
can still carry out your commands if it chooses. If your check succeeds, the
daemon carries out your command – such as “attack my enemies”, “explore the
room ahead”, or “bear this message to the queen” – until it completes the
activity, at which point it returns to you to report having done so.

If your concentration ends before the spell reaches its full
duration, the daemon doesn’t disappear if it has become immune to your verbal
commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and
then it disappears.

This spell is a Lost Spell.
Conjure Celestial

A 4th
Level Conjuration spell

Casting time: 1 minute

Duration: Concentration, up to 1 hour

Range: 90’

Components: V, S, M (a holy symbol worth at least 1,000gp
belonging to the deity of which the caster is a follower of)

Can be learnt by: Cleric

You summon a celestial of CR 4 or lower, which appears in an
unoccupied space that you can see within range. You don’t get to choose the
exact type of celestial you summon, though more often than not it will be a celestial
that is under the service of your patron deity. The celestial disappears when
it drops to 0HP or when the spell ends.

The celestial is friendly to you and your companions for the
duration of the spell. Roll initiative for the celestial, which has its own
turns. You can issue verbal commands to the celestial (no action required by
you), though it is by no means required to obey any of your commands. If you
don’t issue any commands to the celestial, it defends itself from hostile
creatures but otherwise takes no actions. The DM has the celestial’s
statistics.

When you cast this spell using a spell slot of 5th
level or higher, the challenge rating increases by 1 for each slot level above
4th, to a maximum of a CR9 celestial (e.g.: an Avoral Agathion).
Antipathy/Sympathy

An 8th Level Enchantment spell

Casting time: 1 hour

Duration: 10 days

Range: 60’

Components: V, S, M (either a lump of alum soaked in vinegar for the
antipathy effect or a drop of honey for the sympathy effect)

Can be learnt by: Druid, Wizard

The 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’ 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 creature for the duration. Choose
antipathy or sympathy as the aura’s effect:

* Antipathy. The enchantment causes creature 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’ of it, the creature must succeed on a Wisdom save or become frightened. The creature remains frightened while it can see the target or is within 60’ 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’ from the target and can’t see it, the creature is no longer frightened, but will become frightened again if it regains sight of the target or moves within 60’ of it
* Sympathy. The enchantment causes the specified creature to feel an intense urge to approach the target while within 60’ of it or is able to see it. When such a creature catches sight of the target or comes within 60’ of it, the creature must succeed on a Wisdom save 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 save to end the effect, as described below

* Ending the Effect. If an affected creature ends its turn while not within 60’ of the target or is unable to see it, the creature makes another Wisdom save. 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 can make another Wisdom save 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.
Chill Touch

A Necromancy cantrip

Casting time: 1 Action

Duration: 1 round

Range: 120'

Components: V, S

Can be learnt by: Sorcerer, Warlock, Wizard

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain HP until the start of your next turn. Until then, the hand clings to the target. If the target is an undead, it also has disadvantage on attack rolls against you until the end of your next turn.

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

*Exotic tier, primary material: Blood Iron*

**Weapon: greatsword, longsword**

This weapon embodies the aggressive war-like nature of the orcs, and any who wield this weapon automatically gain the *Aggressive* feature. If the wielder already has the *Aggressive* feature, then the distance they can move with this feature is doubled.

**Aggressive**: As a bonus action, you can move up to your speed towards a hostile creature that you can see.
Beacon of Hope

A 3rd Level
Abjuration spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: 30’

Components: V, S

Can be learnt by: Cleric

This spell bestows
hope and vitality. Choose any number of creatures within range. For the
duration, each target has advantage on Wisdom saves and death saves, and
regains the maximum number of HP possible from any sort of healing.
JJ

**JJ** was a contestant from *Asher's ORGs Season 2: Ecuador.*

#### **Voting History**

**^1**  In *Snakes! They Are All Around Me*, the vote ended with a 4-4-1 tie between JJ and Mac, forcing a revote. JJ did not get enough votes to be voted out on the revote.

## **Trivia**

* Although he tied for second, in a post game vote for second place, JJ lost unanimously

 **Duels Won:** | N/A
Hallucinatory Terrain

A 4th Level
Illusion spell

Casting time: 10
minutes

Duration: 24 hours

Range: 300’

Components V, S, M
(a stone, a twig, and a bit of green plant)

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

You make natural
terrain in a 150’ cube within 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 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 Investigation check
against your spell DC to disbelieve it. A creature who discerns the illusion
for what it is, sees it as a vague image superimposed on the terrain.
Удар

## Инструктаж

Во время перевозки Кейна в камеру смертников, он оказывается в одном броневике с Линчем. На пути к месту проведения казни, люди The7 устраивают аварию, перевернув броневик. Оказывая жёсткий отпор полиции, Кейн, Линч и люди The7 пробегают через гараж, склад и столовую, пока не доходят до пончиковой, продолжая отстреливаться в ожидании фургона.
Acidic Torrent

A 9th Level Conjuration spell

Casting Time: 1 Action

Duration: Instantaneous

Range: Self

Components: V, S, M (a small bottle of acid, a drop of demon ichor, and 5,000gp
worth of emeralds that the spell consumes)

Can be learnt by: Sorcerer, Wizard

This spell creates a 90’ cone of acidic sludge that surges
from you. All creatures within the area of the acid must make a Dexterity save,
taking 10d8 bludgeoning and 20d4 acid damage on a failure or half as much on a
success.

Creatures that had failed the save are caught up in the
torrent of acid and are pushed up to 30’ in a straight line away from the
caster, landing prone. On the start of its next turn, a creature that fell
prone takes an additional 8d4 acid damage.

If a creature had been reduced to 0HP while being caught up
in the acid, it is killed instantly, and its body is dissolved into a bloody
slime.

The cone spreads around corners and destroys up to 10’ of
non-magical stone or 1’ of non-magical metal.

This spell is a Lost Spell.
Dimension Door

A 4th
Level Conjuration spell

Casting time: 1
Action

Duration:
Instantaneous

Range: 500’

Components: V

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

You teleport
yourself from your current location to any other spot within range. You arrive
at exactly the spot desired. It can be a place you can see, one you can
visualize, or one you can describe by stating distance and direction (e.g.
“200’ straight down” or “300’ upward to the northwest at a 45o
angle”). You can bring along objects if their weight doesn’t exceed what you
can carry. You can also bring one willing creature of your size or smaller who is
carrying gear up to its carrying capacity. The creature must be within 5’ of
you when you cast this spell.

If you would arrive
in a place already occupied by an object or a creature, you and any creature
traveling with you each take 4d6 force damage, and the spell fails to teleport
you.
Grease

A 1st Level Conjuration spell

Casting time: 1 Action

Duration: 1 minute

Range: 60’

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

Can be learnt by: Wizard

Slick grease covers the ground in a 10’ square centered on a
point within range and turns into difficult terrain for the duration. When the
grease appears, each creature standing in its area must succeed on a Dexterity
save or fall prone. A creature that enters the area or ends its turn there must
also succeed on a Dexterity save or fall prone. The grease is flammable.
Dispel Magic

A 3rd Level
Abjuration spell

Casting time: 1
Action

Duration:
Instantaneous

Range: 120’

Components: V, S

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

Choose any 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 success, the spell ends.

When this spell is cast
using a spell slot of 4th level or higher, you automatically end the
effect of a spell on the target if the spell’s level is equal to or less than
the level of the spell slot you’ve used.
Cloud of Frozen Knives

An 8th Level Conjuration spell

Casting Time: 1 Action

Duration: Concentration, up to 1 minute

Range: 150’

Components: V, S

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

A swirling cloud of darkness shot through with blue-white,
razor edged blades appear in a 20’ radius sphere centered at a point you choose
within range. The cloud spreads around corners and is heavily obscured. It
lasts for the duration or until blown away by wind of moderate or greater speed
(at least 10mph) disperses it.

When the cloud appears, each creature in it must make a
Constitution save, taking 5d8 cold and 3d8 slashing damage on a failure, or
half as much on a success. A creature must also make this save when it enters
the cloud the first time on its turn or if it starts its turn there.

You can use a Bonus Action on each of your turns before the
spell’s end to move the cloud 10’ in any direction you choose, including
vertically.

This spell is a Lost Spell.
Bigby's Hand

A 5th
Level Evocation spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: 120’

Components: V, S, M
(an eggshell and a snakeskin glove)

Can be learnt by: Wizard

You create a Large
hand of shimmering, translucent force in an unoccupied space that you can see
within range. The hand lasts for the spell’s duration, and it moves at your
command, mimicking the movements of your own hand.

The hand is an
object that has 20AC and HP equal to your max HP. If it drops to 0HP, the spell
ends. It has a Strength of 26 (+8) and Dexterity of 10 (+0). The hand doesn’t
fill its space.

When you cast the
spell and as a Bonus Action on your subsequent turns, you can move the hand up
to 60’ and then cause one of the following effects with it:

* Clenched Fist. The hand strikes one creature or object within 5’ of it. Make a melee spell attack for the hand using your spell attack bonus. On a hit, the target takes 4d8 force damage.
* Forceful Hand. The hand attempts to push a creature within 5’ of it in a direction you choose. Make a check with the hand’s Strength contested by an Athletics check of the target. If the target is Medium or smaller, you have advantage on the check; if the target is Huge or larger, you have disadvantage on the check. If you succeed, the hand pushes the target up to 5’ plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5’ of it.
* Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5’ of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a Bonus Action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
* Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.

When this spell is
cast using a spell slot of 6th level or higher, the damage from the
Clenched Fist option increases by 2d8, and the damage from the Grasping Hand
option increases by 2d6 for each slot level above 5th.
Burning Hands

A 1st Level Evocation spell

Casting time: 1 Action

Duration: Instantaneous

Range: Self (15’ cone)

Components: V, S

Can be learnt by:
Sorcerer, Wizard

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’ cone must make a Dexterity save. A creature takes 3d6
fire damage on a failure, or half as much on a success. The fire ignites any
flammable objects in the area that aren’t being worn or carried.

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.
Druidcraft

A Transmutation cantrip

Casting time: 1 Action

Duration: Instantaneous

Range: 30'

Components: V, S

Can be learnt by: Druid

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

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

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

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

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

A 2nd
Level Evocation spell

Casting time: 1 Bonus Action

Duration: Concentration, up to 1 minute

Range: Self

Components: V

Can be learnt by: Paladin

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

When this spell is cast using a spell slot of 3rd
level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Адам «Кейн» Маркус

Дженни

За четырнадцать лет до событий игры, Кейн был обыкновенным порядочным гражданином. У него была легальная работа и семья: жена, сын и дочь. Однажды малолетний сын Кейна нашёл его пистолет и случайно застрелился. Отношения между Кейном и его женой прекратились, он покинул дом и через некоторое время оказался в рядах The7.
Conjure Barrage

A 3rd Level
Conjuration spell

Casting time: 1
Action

Duration:
Instantaneous

Range: Self (60’
cone)

Components: V, S, M
(one piece of ammunition or a thrown weapon)

Can be learnt by: Ranger

You throw a
nonmagical weapon or fire a piece of nonmagical ammunition into the air to create
a cone of identical weapons that shoot forward and then disappear. Each
creature ins a 60’ cone must succeed on a Dexterity save. A creature takes 3d8
damage on a failure, or half as much on a success. The damage type is the same
as that of the weapon or ammunition used as a component.
Heroes' Feast

A 6th Level Conjuration spell

Casting time: 10 minutes

Duration: Instantaneous

Range: 30’

Components: V, S, M (a gem-encrusted bowl made of precious
metals worth at least 1,000gp, which the spell consumes)

Can be learnt by: Cleric, Druid

You bring forth a great feast, including magnificent food
and drink. The feast takes 1 hour to consume and disappears at the end of that
time, and the beneficial effects don’t set in until this hour is over. Up to 12
other creatures can partake of the feast.

A creature that partakes of the feast gains several
benefits, as listed below, which lasts 24 hours:

* The creature is cured of all diseases and poison
* The creature becomes immune to poison
* The creature cannot become frightened
* The creature makes all Wisdom saves with advantage
* The creature’s maximum HP is increased by 2d10, and it gains the same number of HP
Death Ward

A 4th Level
Abjuration spell

Casting time: 1
Action

Duration: 8 hours

Range: Touch

Components: V, S

Can be learnt by: Cleric, Paladin

You touch a creature
and grant it a measure of protection from death. The first time the target
would drop to 0HP due to taking damage, the target instead drops to 1HP, and
the spell ends. If the spell is still in effect when the target is subjected to
an effect that would kill it instantaneously without dealing damage, that
effect is instead negated against the target, and the spell ends.
Foresight

A 9th Level Divination spell

Casting time: 1 minute

Duration: 8 hours

Range: Touch

Components: V, S, M (a hummingbird feather)

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

You touch a willing creature and bestow upon it a limited ability to see
into the immediate future. For the duration, the target can’t be surprised and
has advantage on attack rolls, ability checks, and saves. Additionally, other
creatures have disadvantage on attack rolls against the target for the
duration.

This spell immediately ends if you cast it again before its duration ends.
Create Undead

A 6th Level Necromancy spell

Casting time: 1 minute

Duration: Instantaneous

Range: 10’

Components: V, S, M
(one clay pot filled with graveyard soil, one clay pot filled with brackish
water, and one 150gp black onyx stone for each corpse)

Can be learnt by: Cleric, Warlock, Wizard

You can cast this
spell only at night. Choose up to three corpses of Medium or Small humanoids
within range. Each corpse becomes a Ghoul under your control (ask the DM for
the creature statistics).

As a Bonus Action on
each of your turns, you can mentally command any creature you animated with
this spell if the creature is within 120’ of you (if you control multiple
creatures, you can command any or all of them at the same time, issuing the
same or different 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 room or attack a creature. 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.

The creature is
under your control for 24 hours, after which it stops obeying any command you
have given it. To maintain control of the creature for another 24 hours, you
must cast this spell on the creature before the current 24-hour period ends.
This use of the spell reasserts your control over up to three creatures you
have animated with this spell, rather than animating new ones.

Remember however
that the creation of something as unnatural as an undead creature is an inherently
evil act that will strain your relations with good-aligned supernatural
entities and taint your soul with the essence of evil. Excessive use of this
spell will invariably draw your alignment towards evil, for every 100 undead
creatures you create, make a DC 12 Wisdom save, on a failure your Wisdom score
is permanently decreased by 1. For every 3 points of Wisdom you lose this way,
move your alignment one step down towards the evil alignments. You do not need
to make the Wisdom save if you are already of evil alignment.

When this spell is cast
using a 7th level spell slot, you can animate or reassert control
over four ghouls. When cast using an 8th level slot, you can animate
or reassert control over five ghouls or two ghasts or wights. When cast using a
9th level slot, you can animate or reassert control over six ghouls,
three ghasts or wights, or two mummies.
Egg

A 5th Level Conjuration spell

Casting Time: 1 Action

Duration: Instantaneous

Range: Self

Components: V (saying the word “egg” three times within one
second), M (one raw chicken egg)

Can be learnt by: Cleric, Druid, Wizard

A
spell of perplexingly mysterious origins and likely crafted by an egg-obsessed
scholar. Upon casting, you roll a d6 and consult the following table to see
what the effect of the spell is:

This spell is a Lost Spell.
Drawmij's Instant Summons

A 6th Level Conjuration spell

This spell can be cast as a Ritual

Casting time: 1 minute

Duration: Until dispelled

Range: Touch

Components: V, S, M (a sapphire worth 1,000gp)

Can be learnt by: Wizard

You touch an object
weighing 10lb or less whose longest dimension is 6’ or less. The spell leaves
an invisible mark on its surface and invisibly inscribes the name of the item
on the sapphire you use as the material component. Each time you cast this
spell you must use a different sapphire.

At any time thereafter, you
can use your Action to speak the item’s name and squeeze the sapphire. The item
instantly appears in your hand regardless of physical or planar distances, the
spell then ends, and the inscription vanishes from the sapphire.

If another creature is holding
or carrying the item, squeezing the sapphire doesn’t transport the item to you,
but instead you learn who the creature possessing the object is and roughly
where that creature is located at that moment. Using the sapphire this way
still ends the spell and remove the inscription.

Dispel Magic or a similar effect
successfully applied to the sapphire ends this spell’s effect, though this
spell is treated as being of 8th level in this situation.
Find the Path

A 6th Level Divination spell

Casting time: 1 minute

Duration: Concentration, up to 1 day

Range: Self

Components: V, S, M (a set of divinatory tools – such as bones,
ivory sticks, cards, teeth, or carved runes – worth 100gp and an object from
the location you wish to find)

Can be learnt by: Bard, Cleric, Druid

This spell allows you to find the shortest, most direct
physical route to a specific fixed location that you are familiar with on the
same plane of existence. If you name a destination on another plane of
existence, a destination that moves (such as a mobile fortress), or a
destination that isn’t specific (such as “a green dragon’s lair”), the spell
fails and the spell slot is wasted.

For the duration, as long as you are on the same plane of
existence as the destination, you know how far it is and in what direction it
lies. While you are traveling there, whenever you are presented with a choice
of paths along the way, you automatically determine which path is the shortest
and most direct route (but not necessarily the safest route) to the
destination.
Aura of Vitality

A 3rd Level
Evocation spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: Self (30’
radius)

Components: V

Can be learnt by: Paladin

Healing energy
radiates from you in an aura with a 30’ radius. Until the spell ends, the aura
moves with you, centered on you. You can use a Bonus Action to cause one
creature in the aura (including you) to regain 2d6HP.
Arms of Hadar

A 1st Level Conjuration spell

Casting time: 1 Action

Duration: Instantaneous

Range: Self (10’ radius)

Components: V, S

Can be learnt by:
Warlock

You invoke the power of Hadar, the Dark Hunger. Tendrils of
dark energy erupt from you and batter all creatures within 10’ of you. Each
creature in that area must make a Strength save. On a failure, a target takes
2d6 necrotic damage and can’t take Reactions until its next turn. On a
successful save, the creature takes half damage, but suffers no other effect.

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.
Counterspell

A 3rd
Level Abjuration spell

Casting time:
Reaction (which you take when a creature casts a spell within range)

Duration:
Instantaneous

Range: 60’

Components: S

Can be learnt by: Sorcerer, Warlock, Wizard

When you see a
creature within range casting a spell, you can attempt to interrupt said
creature and prevent them from casting the 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.

When this spell is
cast using a spells lot 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’ve used.
Augury

A 2nd
Level Divination spell

This spell can be cast as a Ritual

Casting time: 1 minute

Duration: Instantaneous

Range: Self

Components: V, S, M (specially marked sticks, bones, or
similar tokens worth at least 25gp)

Can be learnt by: Cleric

By casting gem-inlaid sticks, rolling dragon bones, laying
out ornate cards, or employing some other divining tool, you receive an omen
from an otherworldly entity about the results of a specific course of action
that you plan to take within the next 30 minutes. The DM chooses from the
following possible omens:

* Weal, for good results
* Woe, for bad results
* Weal and woe, for both good and bad results
* Nothing, for results that aren’t especially good or bad

The spell doesn’t consider 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 completing
your next long rest, there is a cumulative 25% chance for each casting after
the first that you get a random reading. The DM makes this roll in secret.
Eldritch Blast

An Evocation cantrip

Casting time: 1 Action

Duration: Instantaneous

Range: 120'

Components: V, S

Can be learnt by: Warlock

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

The spell creates
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.
Eyebite

A 6th Level Necromancy spell

Casting time: 1 Action

Duration: Concentration, up to 1 minute

Range: Self

Components: V, S

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

For the spell’s duration, your eyes become an inky void
imbued with dread power. One creature of your choice within 60’ of you that you
can see must succeed on a Wisdom save or be affected by one of the following
effects of your choice for the duration. On each of your turns until the spell
ends, you can use your Action to target another creature but can’t target a
creature again if it has succeeded on a save against this casting of Eyebite.

* Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its Action to shake/slap the sleeper awake
* Darkened. The target is effectively blinded as darkness is all they can see, creatures with Darkvision are not immune to this effect, though creatures with Truesight are immune. A creature blinded this way can repeat the Wisdom save at the end of each of its turns, ending the effect on itself on a success
* Panicked. The target is frightened of you. On each of its turns, the frightened creature must make the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60’ away from you where it can no longer see you, this effect ends
* Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can repeat the Wisdom save, ending the effect on itself on a success
* Stricken. The target takes 3d6 necrotic and 3d6 psychic damage as blood oozes from their eyes. Creatures lowered to 0HP this way are permanently blinded even if they survive as both their eyes melt into bloody pulps
Holy Aura

An 8th Level Abjuration spell

Casting time: 1 Action

Duration: Concentration, up to 1 minute

Range: Self

Components: V, S, M (a tiny reliquary worth at least 1,000gp containing a
sacred relic, such as a scrap of cloth from a saint’s robe or a piece of
parchment from a religious text)

Can be learnt by: Cleric

Divine light washes out from you and coalesces in a soft radiance in a 30’
radius around you. Creatures of your choice in that area when you cast this
spell shed dim light in a 5’ radius and have advantage on all saves, and other
creatures have disadvantage on attack rolls made against them until the spell
ends.

In addition, when a fiend or undead hits an affected creature with a melee
attack, the aura flashes with brilliant light. The attacker must succeed on a
Constitution save or be blinded until the spell ends.
Expeditious Retreat

A 1st Level Transmutation spell

Casting time: 1 Bonus Action

Duration: Concentration, up to 10 minutes

Range: Self

Components: V, S

Can be learnt by: Sorcerer,
Warlock, Wizard

This spell allows you to move at an incredible pace. When
you cast this spell, and then as a Bonus Action on each of your turns until the
spell ends, you can take the Dash action.
Centurion

A Centurion is a veteran human soldier who dominates the battlefield with both combat prowess and leadership skills. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the Caesar Humans.

## Class Features

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

### Fighting Styles

You gain two of the following Fighting Styles: Archery, Blind Fighting, Defensive, Dueling, Great-weapon Fighting, Interception, Protection, Superior Technique, Thrown Weapon Fighting, Two-weapon Fighting, or Unarmed Fighting. See the Fighter page for more information on these fighting styles. If you already have one of the Fighting Styles from some other source, you cannot choose the same style with this ability.

### Directive

As a bonus action, you can grant advantage to 2d4 allied creatures within 30 feet who can see and understand you for any and all d20 rolls until the end of your next turn. You can use this feature once per short or long rest.

### Invictus

When you fall to 0HP, you are instantly restored to 10% of your maximum HP though your exhaustion level increases by one. This effect can only occur once between long rests.

### Roma Invicta

After killing a hostile creature within 30' of you with an attack, you can use a Bonus Action to shout the words “Roma Invicta”. For the next minute, all allied creatures within 100 feet who can both see and hear you gain advantage on all their attacks. You can use this feature once per short or long rest.
Acidic Lash

A 3rd Level Conjuration spell

Casting Time: 1 Action

Duration: Concentration, up to 1 minute

Range: Self

Components: V, S, M (three drops of acid)

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

You create a 10’ long, vividly purple, glowing line of
magical force, which you can use as a whip for the duration of the spell, of
which you are proficient in. Instead of using your Strength or Dexterity
modifier for attacks with the whip, you use your spell attack modifier.

On a hit, the whip deals 2d10 acid damage. If the whip deals
at least 15 points of damage, and the target is wearing non-magical armor, the
armor’s AC is permanently reduced by 2. If the AC provided by the armor is
reduced to 10, it is destroyed.

This spell is a Lost Spell.
Aura of Purity

A 4th Level
Abjuration spell

Casting time: 1
Action

Duration:
Concentration, up to 10 minutes

Range: Self (30’
radius)

Components: V

Can be learnt by: Paladin

Purifying energy
radiates from you in an aura with a 30’ radius. Until the spell ends, the aura
moves with you, centered on you. Each non-hostile creature in the area
(including you) can’t become diseased, has resistance to poison damage, and has
advantage on saves against effects that cause any of the following conditions:
blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.
Hunger of Hadar

A 3rd
Level Conjuration spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: 150’

Components: V, S, M
(a pickled octopus tentacle)

Can be learnt by: Warlock

You open a gateway
to the dark between the stars, a region infested with unknown horrors. A 20’ radius
sphere of blackness and bitter cold appears, centered on a point with range and
lasting for the duration. This void is filled with a cacophony of soft whispers
and slurping noises that can be heard up to 30 feet away. No light, magical or
otherwise, can illuminate the area, and creatures fully within the area are
blinded.

The void creates a
warp in the fabric of space, and the area is difficult terrain. Any creature
that starts its turn in the area takes 2d6 cold damage. Any creature that ends
its turn in the area must succeed on a Dexterity save (with disadvantage) or
take 2d6 acid damage as milky, otherworldly tentacles rub against it.
Detect Poison and Disease

A 1st Level Divination spell

This spell can be cast as a Ritual

Cast time: 1 Action

Duration: Concentration, up to 10 minutes

Range: Self

Components: V, S, M (a yew leaf)

Can be learnt by: Cleric,
Druid, Paladin, Ranger

For the duration, you can sense the presence and location of
poisons, poisonous creatures, and diseases within 30’ of you. You also identify
the kind of poison, poisonous creature, or disease in each case.

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

A 5th Level
Abjuration spell

Casting time: 1
Bonus Action

Duration:
Concentration, up to 1 minute

Range: Self

Components: V

Can be learnt by: Paladin

The next time you
hit a creature with a weapon attack before this spell ends, your weapon crackles
with dimensional energy, and the attack deals an extra 5d10 force damage to the
target. Additionally, if this attack reduces the target to 50HP or fewer, you
banish it.

If the target is
native to a different plane of existence than the one you’re on, the target
disappears, returning to its home plane. If the target is native to the plane
you’re on, the creature vanishes into a harmless demiplane. Where there, the
target is incapacitated. It remains there until the spell ends, at which point
the target reappears in the space it left or in the nearest unoccupied space if
that space is occupied.

When this spell is
cast using a spell slot of 6th level or higher, the extra damage
increases by 1d10 for each slot level above 5th.
Blight

A 4th Level
Necromancy spell

Casting time: 1
Action

Duration:
Instantaneous

Range: 30’

Components: V, S

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

Necromantic energy
washes over a creature of your choice that you can see within range, draining
moisture and vitality from it. The target must make a Constitution save, taking
8d8 necrotic damage on a failure, or half as much on a success. This spell has
no effect on undead or constructs.

If you target a
plant creature or a magical plant, it makes the save with disadvantage, and the
spell deals max damage to it. If the target is a nonmagical plant that isn’t a
creature, such as a tree or shrub, it doesn’t make a save, it simply withers
away and dies.

When this spell is
cast using a spell slot of 5th level or higher, the damage increases
by 2d8 for each slot level above 4th.
Fire Storm

A 7th Level Evocation spell

Casting time: 1 Action

Duration: Instantaneous

Range: 150’

Components: V, S

Can be learnt by: Cleric, Druid, Sorcerer

A storm made up of sheets of roaring flame appears in a
location of your choice within range. The area of the storm consists of up to
ten 10’ cubes, which you can arrange as you wish. Each cube must have at least
one face adjacent to the fact of another cube. Each creature in the area must
make a Dexterity save, taking 7d10 fire damage on a failure or half as much on a
success

The fire damages objects in the area and ignites flammable
objects that aren’t being carried or worn. You can choose, upon casting this
spell, to not affect plant life in the spell’s area of effect.
Barbarian Sword

*Mundane Tier, primary material: Iron*

**Weapons: battleaxe, scimitar**

A heavy blade with a curious design that renders it near-useless as a stabbing weapon, in exchange for devastating slashing capabilities. Imbued with the energies of the wintery wilderness, this weapon brings out the wild side of its wielders, giving them a -2 penalty to AC though granting them a +4 bonus to both attack and damage, alongside with dealing an additional 1d6 cold damage with each hit. Creatures with the Rage ability or class feature ignores the AC penalty of this weapon and gains one additional use of Rage per long rest.
Cure Wounds

A 1st Level Evocation spell

Casting time: 1 Action

Duration: Instantaneous

Range: 15'

Components: V, S

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

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

When you cast this spell using a spell of 2nd
level or higher, the healing increases by 1d8 for each slot level above 1st.
Charm Person

A 1st Level Enchantment spell

Casting time: 1 Action

Duration: 1 hour

Range: 30’

Components: V, S

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

You attempt to charm a humanoid you can see within range. It
must make a Wisdom save, and does so with advantage if you or your companions
are fighting it. If it fails the save, it is charmed by you until the spell
ends or until you or your companions do anything harmful to it. The charmed
creature regards you as a friendly acquaintance. When the spell ends, the
creature knows it was charmed by you.

When you cast this spell using a spell slot of 2nd
level or higher, you can target one additional creature for each slot level
above 1st. the creatures must be within 30’ of each other when you
target them.