recursal/Fanatic-Fandom huggingface dataset:
Suggestion

**Suggestion** (2nd, ench., conc.)

Casting Time: *1 action*        Range/Area: *6 m*

Duration: *8 hours*            Attack/Save: *Com save*

Components: *S, V* Effect: *Control*

You suggest a course of activity (limited to a sentence or two) and influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Composure saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.
Wall of Water

**Wall of Water** (3rd, evo. conc.)

Casting Time: *1 action*        Range/Area: *12 m*

Duration: *10 minutes*            Attack/Save: *None*

Components: *S, V* Effect: *Control*

You create a wall of water up to 6 m long, 2 m high, and 0.5 m thick, or you can make a ringed wall up to 4 m in diameter, 4 m high, and 0.5 m thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.

Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 1-m-square section is frozen). Each 1-m-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
Water Walk

**Water Walk** (3rd, trans., ritual)

Casting Time: *1 action*        Range/Area: *6 m*

Duration: *1 hour*            Attack/Save: *None*

Components: *S, V* Effect: *Movement*

This spell grants the ability to move across any liquid surface, such as water, acid, mud, snow, quicksand, or lava, as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 12 meters per round.
Scorching Ray

**Scorching Ray** (2nd, evo.)

Casting Time: *1 action*        Range/Area: *24 m*

Duration: *Instant*            Attack/Save: *Ranged*

Components: *S, V* Effect: *Fire*

Make a ranged spell attack for three rays. You can target one or several creatures with the rays. On a hit, one day deals 2d6 fire damage.

*At higher levels*: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Ray of Enfeeblement

**Ray of Enfeeblement** (2nd, vis., conc.)

Casting Time: *1 action*        Range/Area: *12 m*

Duration: *1 minute*            Attack/Save: *Vit save*

Components: *S, V* Effect: *Debuff*

Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Brawn until the spell ends. At the end of each of the target's turns, it can make a Vitality saving throw against the spell. On a success, the spell ends.
Warding Wind

**Warding Wind** (2nd, evo., conc.)

Casting Time: *1 action*        Range/Area: *Self (2 m radius)*

Duration: *10 minutes*            Attack/Save: *None*

Components: *V* Effect: *Deafened*

A strong wind (10 m/s) blows around you in a 2 m radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.

The wind has the following effects:

* It deafens you and other creatures in its area.
* It extinguishes unprotected flames in its area that are torch-sized or smaller.
* It hedges out vapor, gas, and fog that can be dispersed by strong wind.
* The area is difficult terrain for creatures other than you.
* The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
Raise Dead

**Raise Dead** (5th, vis.)

Casting Time: *1 hour*            Range/Area: *Touch*

Duration: *Instant*            Attack/Save: *None*

Components: *S, V, SC* Effect: *Healing*

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed before casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival, its head, for instance, the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Steelshade Mercenary

***Origin***: Stormholme

As an enforcer for the Steelshade Guild, you may be a crafter, a soldier, or a hybrid between the two. In the Steelshade Guild, it is vital to be hard-working, sturdy, and productive, even if your art is cutting down other people. As a crafter, you may be working directly for your guild and earning a livelihood by letting the guild sell your craft, or you can be hired by another kingdom or faction and work for their industry as a liaison. As a soldier, you may be a guard, or along with several of your brothers and sisters, be hired as a highly disciplined and costly mercenary unit for kingdoms and leaders in desperate need.

***Skill Points***: You gain six skill points, assign them in the Arts & Crafts (your choice), Athletics, Leadership, Medicine, and Persuasion skills in a manner of your choice.

***Equipment***: A random trinket from the Trinket Random table, an insignia of your guild and rank, a tool or kit of your choice, a set of common clothes, and a belt pouch containing 15 gp.

***Background Trait***: Guild Membership

As an established and respected member of your guild, you gain certain benefits that your membership provides.

* ***Income***: As long as you practice your craft or trade, you earn a modest lifestyle.
* ***Jurisdiction***: The Steelshade guild wields tremendous political power. They may offer you aid if it is worth their time. You might be able to gain access to powerful figures through the guild if you are a member in good standing. Such connections might require payment from the guild, in the form of donations of coins or valuable items to the guild's coffers.
* ***Residence***: Your fellow guild members will provide you with lodging and food if necessary. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. In the cities that the Steelshade own there are several guild establishments that you gain full access to.

***Bond***: In The Guild Books

Your name is written in your guild's manifest, along with your hometown, your characteristics, loved ones, exploits, and talents. The guilds of Stormholme's most crucial demand of you is your loyalty. If they consider this loyalty to be broken, they will punish you. Worst case scenario, you pissed them off somehow, and now they are coming for you to silence you.
Prayer of Healing

**Prayer of Healing** (2nd, vis.)

Casting Time: *10 minutes*        Range/Area: *6 m*

Duration: *Instant*            Attack/Save: *None*

Components: *V* Effect: *Healing*

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8+ your spellcasting ability modifier. This spell does not affect constructs.

*At higher levels*: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
Vitriolic Sphere

**Vitriolic Sphere** (4th, evo.)

Casting Time: *1 action*        Range/Area: *30 m (4 m sphere)*

Duration: *Instant*            Attack/Save: *Dex save*

Components: *S, V* Effect: *Acid*

Each creature in a 4-m-radius sphere must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

*At higher levels*: When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.
Conjure Volley

**Conjure Volley** (5th, conj.)

Casting Time: *1 action*        Range/Area: *30 m*

Duration: *Instant*            Attack/Save: *Dex save*

Components: *S, V* Effect: *Ranged attack*

You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range.

Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in an 8 m radius. 4 m high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.
Tool Feats

* ***Alchemist***: Gain a rank in Academics: Alchemy. You may gain rank 5 in the skill.
* ***Potion Master***: As an action, you can identify one potion within 3 m of you, as if you had tasted it. You must see the liquid for this benefit to work.
* ***Healing Potion Potency***: Throughout any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have Alchemist's supplies with you, and the potion must be within reach. If the potion is drunk no before the party completes a long rest, the creature drinking the potion can forgo the potion's die roll and regain the maximum number of hit points that the potion can restore.

#### Gourmand

*Ability score*: Increase your Vitality score by 1, to a maximum of 20

* ***Chef***: Gain a rank in Arts & Craft: Cooking. You may gain rank 5 in the skill.
* ***Sniff Out Impurity***: As an action, you can inspect a drink or plate of food within 3 m of you and determine whether it is poisoned, provided that you can see and smell it.
* ***Grandma’s Recipe***: During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook's utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Vitality saving throws against disease and poison for the next 24 hours.

#### Master of Disguise

*Ability score*: Increase your Manipulation or Presence score by +1, to a maximum of 20

* ***Devious***: Gain a rank in Subterfuge. You may gain rank 5 in the skill.
* ***Copy Likeness***: If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.
Sacred Flame

**Sacred Flame** (0, vis.)

Casting Time: *1 action*        Range/Area: *12 m*

Duration: *Instant*            Attack/Save: *Dex save*

Components: *S, V* Effect: *Radiant*

The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

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

**Telekinesis** (5th, trans., conc.)

Casting Time: *1 action*        Range/Area: *12 m*

Duration: *10 minutes*            Attack/Save: *None*

Components: *S, V* Effect: *Control*

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

* ***Creature***: You can try to move a Huge or smaller Creature. Make an ability check with your spellcasting ability contested by the creature's Brawn check. If you win the contest, you move the creature up to 6 meters in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

* ***Object***: You can try to move an object that weighs up to 450 kg. If the object isn't being worn or carried, you automatically move it up to 6 meters in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Brawn check. If you succeed, you pull the object away from that creature and can move it up to 6 meters in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Races

The races left in Frostmark in the Age of Riahn are, maybe almost, exclusively humans. Through Geanor's conquest, and later, through the great machine of the Empire and the Sacred Arms, all other races were removed from Frostmark. First through diplomacy and later through violence and Riahn's intervention. Riahn then created the Fiery Barrier, a wall around Frostmark, which prevented anyone from traveling through the Stellar Expanse to Frostmark, and vice versa. However, over the hundreds of years, the other six gods have applied pressure on the Fiery Barrier, weakening it and eventually breaking it. Maybe, just maybe, an Enna could have slipped through the defenses early. Consult your GM to see if they will allow a non-human character.

##### **Racial Traits**

The description of each race includes racial traits that are common to members of that race. The following categories of traits may apply to your character's race.

###### Ability Score Change

Every race modifies one or more of the ability scores your character possesses. Add your racial bonus on top of your bought ability scores.

###### Age

The age entry notes the age when a member of the race is considered an adult, as well as the race's expected lifespan.

###### Size

Characters of most races are Medium, a size category including creatures that are roughly between 1.3 to 2.5 m tall. Members of a few races belong to the size category Small, between 0.6 and 1.3 m tall, which results in that certain rules of the game affect them differently. The most significant rule change for Small characters is that they have trouble wielding heavy weapons, as explained in the "Equipment" section.

###### Speed

Your speed determines how far you can move when traveling and fighting.

###### Language

By virtue of your race, your character knows certain languages. This may include speaking, reading, and writing these languages, but it doesn't have to. If your character could not learn how to write, you may treat your languages as only spoken. Maybe you have a character who was deaf from birth, then you may be able to read and write, but not speak. How you treat your character's knowledge of a language is up to you. You can find the available languages under the "Languages" section. When a racial trait grants your character a language, your character's competence level is Academics: Language rank 2, which means that they can speak, read, and/or write it like a native.

###### Subraces

Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace.
Protection From Energy

**Protection From Energy** (3rd, abj., conc.)

Casting Time: *1 action*            Range/Area: *Touch*

Duration: *1 hour*                Attack/Save: *None*

Components: *S, V* Effect: *Buff*

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Water Breathing

**Water Breathing** (3rd, trans., ritual)

Casting Time: *1 action*        Range/Area: *6 m*

Duration: *24 hours*            Attack/Save: *None*

Components: *S, V* Effect: *Buff*

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

   *At higher levels*: When you cast this spell using a spell slot of 4th level or higher, all creatures affected by this spell suffer no penalties on the target’s movement or attacks by being underwater.
Truestrike

**Truestrike** (0, div., conc.)

Casting Time: *1 action*        Range/Area: *6 m*

Duration: *Spec.*            Attack/Save: *None*

Components: *S* Effect: *Precognition*

Choose a creature within range. Until the end of your next turn, your next weapon attack roll gains advantage against that creature provided that this spell hasn't ended. In addition, if you hit the target, you add 1d4 to the damage. The damage type is equal to your weapon but is considered magical in nature.

This spell's damage increases with 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Sleep

**Sleep** (1st, ench.)

Casting Time: *1 action*        Range/Area: *18 m (4 m sphere)*

Duration: *1 minute*            Attack/Save: *None*

Components: *S, V* Effect: *Unconscious*

Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 4 m of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren't affected by this spell.

*At higher levels*: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Phantasmal Killer

**Phantasmal Killer** (4th, ill., conc.)

Casting Time: *1 action*        Range/Area: *24 m*

Duration: *1 minute*            Attack/Save: *Multiple*

Components: *S* Effect: *Psychic*

The target must make a Resolve saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns, before the spell ends, the target must succeed on an Int/Cun saving throw or take 4d10 psychic damage. On a successful save, the creature takes half the damage.

The illusion seems real to the creature, but can’t be interacted with by the target and can’t be seen by anyone else. If the target uses an action to examine the phantasmal killer they can determine that it is an illusion by succeeding on an Investigation (Res) check against your spell save DC. If the target discerns the illusion for what it is, the spell ends.

*At higher levels*: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
War of Collapse

The **War of Collapse** was a cataclysmic 49 year long conflict between the Enneade. The war led to the death of all but seven of the Enneade, and the destruction of most realms. Other than the realms of The Seven, only Inet'Saret and the Mark remained. The Mark had a climate shift and would thenceforth be called Frostmark.

The main instigation of the war was the humans' freedom of devotion. After the war, they were sequestered in Frostmark, their population strictly controlled and evenly divided between the surviving seven.
Sequester

**Sequester** (7th, trans.)

Casting Time: *1 action*        Range/Area: *Touch*

Duration: *Until dispelled*        Attack/Save: *None*

Components: *S, V, SC* Effect: *Deception*

Using this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells.

If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older.

You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1500 meters of the target. This spell also ends if the target takes any damage.
Sleet Storm

**Sleet Storm** (3rd, conj., conc.)

Casting Time: *1 action*        Range/Area: *30 m (8 m cylinder)*

Duration: *1 minute*            Attack/Save: *Dex save*

Components: *S, V* Effect: *Prone*

Until the spell ends, sleet falls in a 4 m tall cylinder with an 8 m radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Vitality saving throw against your spell save DC or lose concentration.
Psychic Blast

**Psychic Blast** (5th, ench.)

Casting Time: *1 action*        Range/Area: *24 m (4 m sphere)*

Duration: *Instant*            Attack/Save: *Comp save*

Components: *S, V* Effect: *Psychic*

Each creature in a 4 m radius sphere centered on that point must make a Composure saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Resolve saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
Shapechange

**Shapechange** (9th, trans., conc.)

Casting Time: *1 action*        Range/Area: *Self*

Duration: *1 hour*            Attack/Save: *None*

Components: *S, V, SC* Effect: *Shapechanging*

You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any AO levels or the spellcasting trait.

Your game statistics are replaced by the statistics of the chosen creature, though you retain your personality and social and mental ability scores. You also retain all of your skill ranks and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.

You assume the hit points and hit dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

You retain the benefit of any features from your AO abilities, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges does not affect that state.

During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
Urchin

*Origin*: Anywhere

You grew up as an urchin, fighting every single day for your continued existence. You might have been orphaned or kicked out due to desperation or shame. You learned early how to survive in an urban setting, begging at the right places and times, stealing without getting caught, finding a place to sleep safely from the elements in alleys and rooftops. You know the city you grew up in better than most other citizens. Somehow you have saved up or come upon 10 gp, enough to break you free from your squalid existence. How did you gain this money? What is your goal now?

***Skill Points***: You gain four skill points, assign them in the Athletics, Deception, Perception, Stealth, and Subterfuge skills in a manner of your choice.

***Equipment***: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp.

***Background Trait***: Key To The City

Through your years living on the streets, you can navigate your cityscapes with grace and cunning. You, and any possible company you keep, can travel from one place to another in your twice as fast it would normally take, provided you are not in combat.
Unseen Servant

**Unseen Servant** (1st, conj., ritual)

Casting Time: *1 action*        Range/Area: *12 m*

Duration: *1 hour*            Attack/Save: *None*

Components: *S* Effect: *Control*

This spell creates an invisible, mindless, shapeless, force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Brawn score of 2, and it can't attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 3 m and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 12 m away from you, the spell ends.
Protection From Soul Aspects

**Protection From Soul Aspects** (3rd, abj.)

Casting Time: *1 action*        Range/Area: *2 m (2 m cylinder)*

Duration: *1 hour*            Attack/Save: *Pre/Man save*

Components: *S, V, SC* Effect: *Control*

You create a 2 m radius, 4 m tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

* The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or inter-Realm travel to do so, it must first succeed on a Pre/Man saving throw.
* The creature has disadvantage on attack rolls against targets within the cylinder.
* Targets within the cylinder can't be charmed, frightened, or possessed by the creature.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

*At higher levels*: When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Scholar

***Origin***: Anywhere but Beornhelm

You spent years learning the lore of the World, provided what information is accessible. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

***Skill Points***: You gain four skill points, assign them in the Academics (your choice), Investigation, Medicine, and Perception skills in a manner of your choice.

***Equipment***: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp.

***Background Trait***: Inquiry

From years of working as a scholar, you have learned how to obtain information. Be it from a library, university, interview with the right person, etc. Whenever you do not know a piece of information, your intuition tells you where you could find it. The GM can rule that some information is not obtainable through normal means and might require dedicated effort in several sessions or through a whole campaign to learn.

***Background Trait Variant***: Tutor

You are a teacher of some sort, sharing your knowledge with your community. You could either be a private tutor for a noble or part of a government initiative to teach the general population what they need to know. This is a common life path in Malgrave. You also gain an extra 5 gp in your pouch when you take this trait instead of Researcher. Instead of the Researcher trait displayed above, you instead gain the ability to teach.

* ***Teacher***: You can impart a skill point you know onto others by spending at least 1-hour instruction sessions with them for a total of 100 hours.

* ***Income***: If you find work as a tutor you may earn a modest lifestyle.
Development Diplomat

***Origin***: Malgrave

You belong to the Department of Development, the Department that handles foreign relations, science, and projects. Your particular Vocation is or was that of Mediator, a diplomat, serving Malgrave's interest in other kingdoms. Establish what kind of work you have done so far and where.

***Skill Points***: You gain five skill points, assign them in the Academics (your choice), Deception, Empathy, Investigation, and Persuasion skills in a manner of choice.

***Equipment***: A trinket from the Random Trinket table, a grant for your diplomatic position, a set of fine clothes, and a belt pouch containing 20 gp.

***Background Trait***: Diplomatic Immunity

As long as you can prove, either to Malgrave or the kingdom you are visiting, that you are still serving as a diplomat you gain certain benefits.

* ***Income***: You earn a comfortable lifestyle whilst working as a diplomat for Malgrave.
* ***Jurisdiction***: You can gain access to most areas and people in other kingdoms, you are excused for most crimes due to your immunity and those who know of your position will attempt to accommodate you and not displease you.
Slow

**Slow** (3rd, trans.)

Casting Time: *1 action*        Range/Area: *24 m (8 m cube)*

Duration: *1 minute*            Attack/Save: *Res save*

Components: *S, V* Effect: *Control*

Each target in an 8 m cube within range must succeed on a Resolve saving throw or be affected by this spell for the duration.

An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

A creature affected by this spell makes another Resolve saving throw at the end of each of its turns. On a successful save, the effect ends for it.
Wall of Stone

**Wall of Stone** (5th, evo., conc.)

Casting Time: *1 action*        Range/Area: *24 m*

Duration: *10 minutes*            Attack/Save: *Dex save*

Components: *S, V* Effect: *Control*

The stone wall is 0.2 m thick and is composed of ten 2 m by 2 m panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 2 m by 4 m panels that are only 0.1 m thick.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 4 m in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 90 hit points per 0.1 m of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM's discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.
Telepathic Bond

**Telepathic Bond** (5th, div., ritual)

Casting Time: *1 action*        Range/Area: *6 m*

Duration: *1 hour*            Attack/Save: *None*

Components: *S, V* Effect: *Communication*

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.

Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other Realms.
Transport via Plants

**Transport via Plants** (6th, conj.)

Casting Time: *1 action*        Range/Area: *2 m*

Duration: *1 round*            Attack/Save: *None*

Components: *S, V* Effect: *Teleportation*

This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, within the same Realm. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 1 m of movement.
Vicious Mockery

**Vicious Mockery** (0, ench.)

Casting Time: *1 action*        Range/Area: *12 m*

Duration: *Instant*            Attack/Save: *Comp save*

Components: *V* Effect: *Psychic*

If the target can hear you (though it need not understand you), it must succeed on a Composure saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Revivify

**Revivify** (3rd, vis.)

Casting Time: *1 action*        Range/Area: Touch

Duration: *Instant*            Attack/Save: *None*

Components: *S, V, SC* Effect: *Healing*

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
Suhlmis

*The Twin Goddess of Passion*

***Spheres***: Passion, Crafting, Art, Fire, and Wealth (Simlhus represent vengeance and loss)

***Appear As***: Feminine

***Symbol***: A golden circle cut into two fields, one-half circle is filled with reflective black obsidian, and the other is set brilliantly aflame.

***Favorite Damage Types***: Fire and Slashing

***Rival***: Suhlmis despises the most Teranis because he is willingly destructive.

***Domains***: Community, Craft, Passion, Ruin

Suhlmis is passionate and creative. She inspires her followers to enjoy their day like it was their last. To see and create beauty in everything. Suhlmis is the protector of all kinds of crafts and arts and is a grand artist and craftsman herself. She is profusely curious, and she lives decadently and luxuriously, and thus also represents materialistic wealth. She loves deeply and passionately until something or someone bores or displeases her. If it even angered her, it immediately triggers her other self, Simlhus. Moreover, one day every complete phase of the moon, Suhlmis transforms naturally into her second state. Simlhus is a raw force of anger, pain, suffering, and wanton need to destroy, all to try and soothe the pain and wrath of hers, but never succeeding. The ruin of vengeance.

***Realm of Mirrormark***

The Mirrormark is a mirror Realm of the Mark but sports some differences in landscape and another flora and fauna. Every time Suhlmis transforms into her violent state of Simlhus, be it either naturally or through anger, she destroys everything in her path. Hosting the goddess is, therefore, a risky event. Suhlmis enriches the community, but Simlhus could eradicate it. Mirrormark is tremendously rich in resources and has a plethora of different societies. People from Mirrormark generally value artistic abilities, memory, and knowledge, both due to the inclinations of their patron but also the circle of creation and destruction she causes.

***Playable Enna***: Dragonborn, dwarf, elf (garden and wood elves), genasi, gnome, halfling, half-elf, half-orc, malakhim, tiefling

***Other Enna***: Mirrormark is a savage world full of dinosaurs and majestic monsters. The cities can offer unique and exotic encounters with clock-work servants. Roaming bands of nomads and orcs dot the landscape.

*Tenets*

* Create things that can outlast the rage of time.
* In love, passion is the fire, the forge its dedication.
* The flame of vengeance burns a heart to ash.
Vegomo

*The Lost God of Starlight*

***Spheres***: Knowledge, Ideals, the Voice, the Stars, and Dreams

***Appear As***: Both masculine and feminine

***Symbol***: Two white shining stars

***Favorite Damage Types***: Psychic and Piercing

***Rival***: Vegomo despises Gera for her archaic and crude view of passions and progress.

***Domains***: Ardor, Lore, Radiance, Thaumaturgy

Both a starry-eyed dreamer and a seeker of knowledge, Vegomo is the care-taker of the stars. Every mystery, story, or secret they unearthed, they created a star in the night sky for, to forever remind themselves of its lesson and message. Vegomo shared their wisdom and knowledge with humans and Enna through dreams. But they couldn’t keep up with current events and all bodies of knowledge. It was just too much, even for an Enneade. They asked Suhlmis to forge them two new eyes, using their two greatest stars, the stars holding the secret of time and the secret of the Enneade. Vegomo lost their ability to create more stars and maintain them in the process, so whenever a star falls, a story or a secret is lost. But now Vegomo could see and know everything that is and has been. This rendered Vegomo quite mad as they were assailed with a constant stream of information. Their dreams could now turn to nightmares when Vegomo loses focus. Though most of the time, Vegomo is absent-minded or even paralyzed.

***Realm of Qedseba***

Qedseba is a Realm made from the Stellar Expanse, where mind over matter rules. If you are proficient, you can create anything out of this void. You can find anything on Qedseba if you only know how to look for it, as different societies have created pocket dimensions of their design.

***Playable Enna***: Dragonborn, dwarf, elf, genasi, gnome, halfling, half-elf, malakhim, tiefling

***Other Enna***: “Normal” creatures of low intelligence have a hard time surviving in this environment. However, monsters with high intellect and favorable abilities can be devastating upon the listless wanderer or societal biome.

*Tenets*

* Strive to fulfill your dreams
* Be mindful of the consequences of your actions.
* The will of the heart takes precedence over the work of the mind.
Web

**Web** (2nd, conj., conc.)

Casting Time: *1 action*        Range/Area: *12 m (4 m cube)*

Duration: *1 hour*            Attack/Save: *Dex save*

Components: *S, V* Effect: *Restrained*

You conjure a web at a point of your choice within range. The webs fill a 4 m cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 1 m.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Brawn check against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 1 m cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Thunderclap

**Thunderclap** (0, evo.)

Casting Time: *1 action*        Range/Area: *Self, 1 m radius*

Duration: *Instant*            Attack/Save: *Vit save*

Components: *S* Effect: *Thunder*

Each creature within range, other than you, must succeed on a Vitality saving throw or take 1d6 thunder damage. When this spell is cast it can be heard up to 30 m away.

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

**Stone Shape** (4th, trans.)

Casting Time: *1 action*        Range/Area: *Touch*

Duration: *Instant*            Attack/Save: *None*

Components: *S, V* Effect: *Control*

You touch a stone object of Medium size or smaller or a section of stone no more than 1 meter in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 1 meter thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.
Snowball Swarm

**Snowball Swarm** (2nd, evo.)

Casting Time: *1 action*         Range/Area: *18 m (1 m sphere)*

Duration: *Instant*            Attack/Save: *Dex save*

Components: *S, V* Effect: *Cold*

Each creature in a 1 m radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.

*At higher levels*: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Word of Recall

**Word of Recall** (6th, conj.)

Casting Time: *1 action*        Range/Area: *1 m*

Duration: *Instant*            Attack/Save: *None*

Components: *V* Effect: *Teleportation*

You and up to five willing creatures within 1 m of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below).

If you cast this spell without first preparing a sanctuary, the spell does not affect you.

You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.
Silence

**Silence** (2nd, ill., conc., ritual)

Casting Time: *1 action*        Range/Area: *24 m (4 m sphere)*

Duration: *10 minutes*            Attack/Save: *None*

Components: *S, V* Effect: *Control*

For the duration, no sound can be created within or pass through a 4 m radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.