recursal/Fanatic-Fandom huggingface dataset:
Transmute Rock

*5th-level transmutation*
 Range
 Components
 Duration

You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.

* **Transmute Rock to Mud**. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration.

The ground in the spell’s area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

* **Transmute Mud to Rock**. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.
Rary's Telepathic Bond

*5th-level divination*
 Range
 Components
 Duration

Up to eight willing creatures you choose that are in range at the time casting form a link and can communicate telepathically, regardless if they have a common language or not. The communication is possible over any distance, but it can't go through different planes. Each target must have an Intelligence of at least 3 to be affected by this spell.
Sleep

*1st-level enchantment*
 Range
 Components
 Duration

Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose are affected in order of their current hit points.

Starting at the creature with the lowest current hit points, each creature affected by this spell falls unconscious. If the spell ends, the sleeper takes damage, or someone uses an action wake the sleeper, they are awoken.

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.

Unconscious creatures, undead, and creatures immune to being charmed aren't affected by this spell.

**At Higher Levels:** Roll an additional 2d8 for each slot level above 1st.
Sage

## Overview

You spent years learning the lore of the multiverse. 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 Proficiencies**: Arcana, History
* **Languages**: Two 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

## Specialty

To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below.

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## Feature: Researcher

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

## Suggested Characteristics

Sages are defined by their extensive studies, and their characteristics reflect this life of study.
Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals.

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Modify Memory

*5th-level enchantment*
 Range
 Components
 Duration

A creature you can see must make a Wisdom save. If you're fighting it, it has advantage. If it fails, it becomes charmed, is incapacitated, and is unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of its memories are modified.

While the charm lasts, you can affect the target's memory of an event it experienced in the last 24 hours that lasted up to 10 minutes. You can erase all memory of it, allow the target to recall it with perfect detail, change the details of it, or create a memory of some other event.

You must describe to the target how its memories are changed, and it must be able to understand your language. Its mind fills in gaps in your description. If the spell ends before you've finished describing the new memories, the creature is unaffected. Otherwise, the memories take hold when the spell ends.

A Remove Curse or Greater Restoration restores the creature's true memory.

**At Higher Levels:** You can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time (9th level).
Warding Wind

*2nd-level evocation*
 Range
 Components
 Duration

A strong wind (20 miles per hour) blows around you in a 10-foot 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.
* The area is difficult terrain for creatures other than you.
* The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
* It hedges out vapor, gas, and fog that can be dispersed by strong wind.
Mislead

*5th-level illusion*
 Range
 Components
 Duration

You become invisible, and an illusionary double appears in your space. The invisibility ends if you attack or cast a spell, but the double will persist. You can use an action to move the illusion up to twice your speed and behave in whatever manner you choose.

Using a bonus action, you can see and hear through the double as if you are where it is. You are blinded and deafened to your body's surroundings. You can switch back to your own senses using a bonus action.
Thunderwave

*1st-level evocation*
 Range
 Components
 Duration

Each creature in a 15-foot cube originating from you must make a Constitution save. On failure, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a success, the creature takes half damage and isn't pushed.

Unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect. The spell emits a thunderous boom audible out to 300 feet.

**At Higher Levels:** The damage increases by 1d8 for each slot level above 1st.
Tiefling

## Tiefling Traits

* **Ability Score Increase:** Your Intelligence score increases by 1, and your Charisma score increases by 2.
* **Age:** Tieflings mature at the same rate as humans but live a few years longer.
* **Size:** Tieflings are about the same size and build as humans. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet.
* **Darkvision:** Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
* **Hellish Resistance:** You have resistance to fire damage.
* **Infernal Legacy:** You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
* **Languages:** You can speak, read, and write Common and Infernal.

## Variants

As fiends are many and varied, so too are tieflings. You may, if you wish, choose one of the following traits in place of Infernal Legacy.

* **Devil's Tongue:** You know the vicious mockery cantrip. Once you reach 3rd level, you can cast the charm person spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the enthrall spell once per day. Charisma is your spellcasting ability for these spells.
* **Hellfire:**You may replace your hellish rebuke ability with burning hands. This alters, but does not replace, Infernal Legacy
* **Winged:** You have bat-like wings sprouting from your shoulders. You have a flying speed of 30 feet.
Triton

## Triton Traits

* **Ability Score Increase:** Your Strength, Constitution, and Charisma scores each increase by 1.
* **Size:** Medium.
* **Speed:** Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
* **Control Air and Water:** A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it (see the spell at the bottom). Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
* **Emissary of the sea:** Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
* **Guardian of the Depths:** Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
* **Languages:** You can speak, read, and write Common and Primordial.
Mordenkainen's Faithful Hound

*4th-level conjuration*
 Range
 Components
 Duration

You conjure a phantom watchdog in an unoccupied space that you can see. It remains for the duration until you dismiss it as an action or until you move more than 100 feet away from it.

The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking a password you specify when you cast this spell, the hound starts barking loudly. It sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.

At the start of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. Its attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.
Leo

**Leo** is a minor character in Flittens.

## Appearance

Leo is mainly orange, with a bit of tan under his muzzle and all around his cheeks. His neck is covered by a dark orange mane. On his face, he has a yellow eye while the other one is ripped and replaced with a leaf. Half of his fur is hairless, and the ear is ripped in half.

The rest os his body is orange, half of his arms are tan then there is a dark orange stripe on the back. He has a deer-like tail.
Sequester

*7th-level transmutation*

**Casting time:** 1 action

**Range:** Touch

**Components:** V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes)

**Duration:** Until dispelled

By means of 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 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage.
Steel Wind Strike

*5th-level conjuration*
 Range
 Components
 Duration

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
Resurrection

*7th-level necromancy*
 Range
 Components
 Duration

You touch a creature that has been dead for no more than a century, didn't die of old age, and isn't undead. If its soul is willing, the target returns to life with all its hit points.

This spell neutralizes any poisons and cures normal diseases. It doesn't, however, remove magical diseases, curses, and the like. This spell closes all mortal wounds and restores any missing body parts.

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.

If you use this spell on a creature that has been dead for one year or longer, you can't cast spells, and have disadvantage on all attacks, ability checks, and saves until you finish a long rest.
Thaumaturgy

*Transmutation cantrip*
 Range
 Components
 Duration

You create one of the following magical effects within range:

* Your voice booms up to three times as loud as normal for 1 minute.
* You cause flames to flicker, brighten, dim, or change color for 1 minute.
* You cause harmless tremors in the ground for 1 minute.
* You create a sound that originates from a point of your choice within range.
* You cause an unlocked door or window to fly open or slam shut.
* You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Raise Dead

*5th-level necromancy*
 Range
 Components
 Duration

Touch a creature dead for no longer than 10 days. If its soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell has no effect on undead.

This spell neutralizes poisons and cures nonmagical diseases. This spell doesn't remove magical effects. If they aren't removed prior to casting, they return when the creature comes back to life.

This spell closes all mortal wounds, but doesn't restore missing body parts. If the creature doesn't have body parts or organs necessary for survival, the spell fails.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attacks, saves, and ability checks. Every time it finishes a long rest, the penalty is reduced by 1 until it disappears.
Phantasmal Killer

*4th-level illusion*
 Range
 Components
 Duration

A creature you can see must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration and takes 4d10 psychic damage at the start of its turns. At the end of its turn, it makes a Wisdom save. On a success, the spell ends.

**At Higher Levels:** The damage increases by 1d10 for each slot level above 4th.
Dream of the Blue Veil

***7th level conjuration***

You and up to eight willing creatures within range fall Unconscious for the spell's Duration and experience visions of another world on The Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full Duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.

To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world's existence, even if you don't know the world's name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.

The spell ends early on a creature if that creature takes any damage, and the creature isn't transported. If you take any damage, the spell ends for you and all the other creatures, with none of you being transported.
Otto's Irresistible Dance

*6th-level enchantment*
 Range
 Components
 Duration

You choose a creature you can see and force it to start dancing in its space. Creatures immune to being charmed are unaffected.

The target is unable to leave its space and uses all its movement to continue the dance. It has disadvantage on Dexterity saves and attacks. Additionally, other creatures have advantage on attacks against it. The target can use its action to make a Wisdom save, ending the spell on a pass.
Melf's Minute Meteors

*3rd-level evocation*
 Range
 Components
 Duration

You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire 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 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.
Weird

*9th-level illusion*

**Casting Time:** 1 Action

**Range:** 120 feet

**Components:** V, S

**Duration:** Concentration, up to 1 minute

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30‑foot‑radius sphere centered on a point of your choice within range must make a Wisdom saving throw.

On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat.

At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage.

On a successful save, the spell ends for that creature.

1. ↑ PHB, 5.0, page 288
Wind Walk

*6th-level transmutation*

**Casting time:** 1 minute

**Range:** 30 feet

**Components:** V, S, M (fire and holy water)

**Duration:** 8 hours

You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.

If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.
Telekinesis

*5th-level transmutation*
 Range
 Components
 Duration

When you cast the spell, and as an action for the duration, you can cause one of the effects below on a creature or object that you can see. However, you cannot move anything beyond the spell's range. You can affect the same target, or choose a new one at any time. If you switch targets, the previous one is no longer affected by the spell.

* **Creature:** Choose a Huge or smaller creature. Make a spellcasting ability check against the creature's Strength check. If you win, you move the creature up to 30 feet in any direction. Until the end of your next turn, the creature is restrained. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to maintain your grip by repeating the checks.
* **Object:** You move an object that weighs up to 1,000 lbs and can do fine actions with it. If the object isn't worn or carried, you move it up to 30 feet in any direction. Otherwise, make a spellcasting ability check against the creature's Strength. If you succeed, you pull the object away and can move it up to 30 feet.
Wall of Light

*5th-level evocation*
 Range
 Components
 Duration

A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.

When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

A creature that ends its turn in the wall’s area takes 4d8 radiant damage.
Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends.

**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Sword Burst

***Conjuration cantrip***

You create a momentary circle of spectral blades that sweep around you.
Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Planar Ally

*6th-level conjuration*
 Range
 Components
 Duration

You ask a being of cosmic power you know for aid. That entity sends a celestial, elemental, or fiend loyal to it to aid you. It appears in an unoccupied space within range. If you know a specific creature's name, you can request it, though you might get a different creature anyway.

When the creature appears, it's under no compulsion to behave in any particular way. You can ask the creature to do something in exchange for payment, but it isn't obliged to do so. The requested task can range from simple to complex. You must be able to communicate with the creature to bargain for its services.

After the creature completes the task or the duration of service expires, the creature returns to its home plane after reporting back to you. If you are unable to agree on a price, the creature returns to its home plane.

A creature enlisted to join your group counts as a member of it, receiving a full share of experience points.
Sacred Flame

***Evocation cantrip***

**Sacred Flame** is an evocation available to clerics.

## Description

You use your action to call fiery radiance to descend upon a creature you can see, forcing it to pass a Dexterity save or take 1d8 radiant damage. The target gains no benefit from cover for this save.

### Leveling

The spell's damage die increases by one at levels 5, 11, and 17.

## References

1. ↑ 1.0 1.1 1.2 "Sacred Flame." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 272.
2. ↑ "Spells." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 207–213.
Mordenkainen's Private Sanctum

*4th-level abjuration*
 Range
 Components
 Duration

You make magically secure cube that's as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.

When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:

* Sound can't pass through the area's barriers.
* The barrier prevents vision (including darkvision) through it.
* Sensors created by divination spells can't appear inside the area or pass through the barrier.
* Creatures in the area can't be targeted by divination spells.
* Nothing can teleport into or out of the area.
* Planar travel is blocked within the area.

Casting this spell on the same spot every day for a year makes this effect permanent.

**At Higher Levels:** You can increase the size of the cube by 100 feet for each slot level beyond 4th.
Sleet Storm

*3rd-level conjuration*
 Range
 Components
 Duration

A 20-foot-tall, 40-foot radius cylinder centered on a point you choose is heavily obscured by thick sleet. Exposed flames in the area are doused. The ground becomes difficult terrain. When a creature enters the area for the first time or starts its turn there, it must make a Dexterity save. On a failure, it falls prone. If a creature is concentrating, it must make a Constitution save to maintain it.
Unseen Servant

*1st-level conjuration*
 Range
 Components
 Duration

This spell creates an invisible force that performs tasks at your command until the spell ends.

It has an AC of 10, 1 hit point, and a Strength 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 15 feet and interact with an object.

The servant can perform simple tasks that a human servant could do.

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 60 feet away from you, the spell ends.
Shapechange

*9th-level transmutation*

**Casting Time** 1 Action

**Range** Self

**Components** V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell)

**Duration** Concentration, up to 1 hour

You assume the form of a different creature for the duration. The new form can be 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 class levels or the Spellcasting trait.

Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill 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 hitpoints, you aren’t knocked unconscious.

You retain the benefit of any features from your class, 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 DM 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 has no effect in 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.
Speak with Animals

*1st-level divination*
 Range
 Components
 Duration

Although limited by the intelligence of the beast, you can understand and speak with beasts. You learn about the beast's experiences over the last day, as well as local places and creatures.

If your DM allows, the beast may also complete a small task for you, if you can successfully convince it to do so.
Meld into Stone

*3rd-level transmutation*
 Range
 Components
 Duration

You and all you carry touch and meld into a stone object or surface large enough to fully contain your body. This uses your movement. Once in, you cannot be detected by non-magical means. You can't see anything that happens outside of it, and have disadvantage on Perception checks to hear things outside it. You are still aware of time passage. You can also cast spells on yourself. You can use your movement to leave the stone where you entered, but otherwise are immobile.

Minor damage to the stone doesn't hurt you, but destruction enough to make it no longer fit you expels you from the stone and deals 6d6 bludgeoning damage. If the stone is completely destroyed or transmuted into another substance, you are expelled and take 50 bludgeoning damage. If expelled, you appear and fall prone in the nearest empty space to where you entered.
Web

*2nd-level conjuration*
 Range
 Components
 Duration

Thick webs fill a 20-foot cube. Creatures standing in or who enter the area the first time in a turn become restrained unless they pass a Dexterity save. The webs lightly obscure the area and make it difficult terrain.

Creatures stuck in the web can use an action to make a Strength check against your spell DC, breaking free on a success.

The webs are flammable and a 5-foot cube burns away in a single round. If a creature is caught in the fire, it takes 2d4 fire damage.

If the webs aren't cast between two hard surfaces, they collapse to a depth of 5 feet.
Thunderclap

***Evocation cantrip***

You create a burst of thunderous sound, which can be heard 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.

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

*4th-level evocation*
 Range
 Components
 Duration

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.
Speak with Dead

*3rd-level necromancy*
 Range
 Components
 Duration

You partially revive a corpse to ask it questions. It resumes death after the duration. The corpse must still have a mouth and can't be undead. A corpse can only be targeted by this spell once every 10 days.

You can ask up to five questions. It knows only what it knew in life, including languages. Answers are usually brief, cryptic, or repetitive, and it is under no compulsion to offer a truthful answer. This spell doesn't return the soul to the body, so it can't learn new information, doesn't understand anything that's happened since it died, and can't speculate about the future.
Tiny Servant

*3rd-level transmutation*
 Range
 Components
 Duration

You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics.

As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.

When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.

When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.
Ray of Frost

***Evocation cantrip***

**Ray of Frost** is an evocation available to sorcerers and wizards.

## Description

You use your action to fire a beam of ice at a creature you can see. Make a ranged spell attack. On hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

### Leveling

The spell's damage die increases by one at levels 5, 11, and 17.

## References

1. ↑ 1.0 1.1 1.2 "Ray of Frost." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 271.
2. ↑ "Spells." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 207–213.
Mental Prison

*6th-level illusion*
 Range
 Components
 Duration

You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.
Musical Instruments

Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.

**History:** Your expertise aids you in recalling lore related to your instrument.

**Performance:** Your ability to put on a good show is improved when you incorporate an instrument into your act.

**Compose a Tune:** As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumours with a catchy tune.

 Improvise a tune
Mirage Arcane

*7th-level illusion*

**Casting Time:** 10 minutes

**Range:** Sight

**Components:** V,S

**Duration:** 10 days

You make terrain in an area up to 1 mile square look, sound, smell and even feel like some other sort of terrain. The terrain's general shape remains the same, however, open fields or a road could 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.

Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.

The illusions include audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.

Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.
Shocking Grasp

***Evocation cantrip***

**Shocking Grasp** is an evocation available to sorcerers and wizards. It's also granted to characters with the Izzet Engineer background.

## Description

You use your action to try to touch a creature with a lightning shock. Make a melee spell attack, with advantage if the target is wearing metal armor. On hit, the target takes 1d8 lightning damage and can't take reactions until the start of its next turn.

### Leveling

The spell's damage die increases by one at levels 5, 11, and 17.

## References

1. ↑ 1.0 1.1 1.2 "Shocking Grasp." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 275.
2. ↑ "Spells." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 207–213.
3. ↑ "Izzet League." *Guildmasters' Guide to Ravnica*, by Jeremy Crawford and James Wyatt, Wizards of the Coast LLC, 2018, pp. 66.
Shadow of Moil

*4th-level necromancy*
 Range
 Components
 Duration

Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.

Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.
Slow

*3rd-level transmutation*
 Range
 Components
 Duration

Up to six creatures of your choice in a 40-foot cube must succeed a Wisdom save or have halved speed, a -2 penalty to AC and Dexterity saves, and it can't use reactions. On its turn, it can only use an action or bonus action, not both. It also can't make more than one attack during its turn despite items or abilities.

If the creature casts a spell with a time of 1 action, roll a d20. On an 11+, the spell can't take effect until the creature's next turn, and it 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 can a make Wisdom save at the end of its turn. On a success, the effect ends.
Mighty Fortress

*8th-level conjuration*
 Range
 Components
 Duration

A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.

The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.

A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.

A staff of one hundred invisible servants obeys anycommand given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.

The walls, turrets, and keep are all made of stone that can be damaged. Each 10—foot—by—10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion.
After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.

Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.
Tsunami

*8th-level conjuration*
 Range
 Components
 Duration

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.

A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.
Shillelagh

***Transmutation cantrip***

**Shillelagh** is a transmutation available to druids.

## Description

You use your bonus action to touch a club or quarterstaff. For the duration thereafter, you can use your spellcasting ability modifier instead of Strength for the weapon, and its damage die becomes a d8. It also becomes a magical weapon if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

## References

1. ↑ 1.0 1.1 "Shillelagh." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 275.
2. ↑ "Spells." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 207–213.
Wrathful Smite

*1st-level evocation*
 Range
 Components
 Duration

The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage.
Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
Sunburst

*8th-level evocation*
 Range
 Components
 Duration

Creatures in a 60-foot radius around a point you choose make a Constitution save. If they fail, they take 12d6 radiant damage and are blinded for 1 minute. If they pass, they take half damage and aren't blinded. If an undead or ooze is making the save, they do it with disadvantage.

A blinded creature can repeat the save at the end of its turns. They aren't blinded anymore on a success.

Magical darkness in the spell's radius is dispelled when this is cast.
Planet Earth

Earth and it's native Humans have gone through countless wars, several dominant cultures, and a rich history of both nonfiction and fiction, tilting on the side of metacommentary. As Humans themselves have learned to 'separate' themselves into their own groups, they for the most part treated other possible sentient species as myths and legend. Kyonshi are mostly relegated to western 'vampires', with a Human's understanding of the more eastern connection mostly lost compared to what's advertised and sold worldwide. Some openly claim they are indeed not Human, but another race, while most Humans continue to blissfully believe their own ignorance. Likewise the crash-landed Makyan people were relegated to a fanatical association of 'The Hulk', or similar Jekyll and Hyde stories, though with science fiction replaced with their magics. With the appearance of the Makyo Dawn, other theories similar to werewolves were brought on. With their love for making up stories and generally disregarding the purpose of them, Humans have amassed a seemingly infinite amount of information shared on what they call the 'internet', which is 100% IC, even the stuff about actual DBZ, because that's just people being meta (No, you can't learn about the Dragonballs that way.)

Kyonshi, being rather broad with their definition of who belongs to their 'race', all have unique stories on their birth, as they were most likely hand crafted by a single powerful witch or wizard. Makyan however, are more of a lost race, whose original story is known only to the few survivors of the Makyan migration to Earth. They are generally reclusive, and although few survive today, those few generally keep to themselves.
Time Stop

*9th-level transmutation*

**Casting Time:** 1 action

**Range:** Self

**Components:** V

**Duration:** Instantaneous

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you.

In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
Thunderous Smite

*1st-level evocation*
 Range
 Components
 Duration

The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.