recursal/Fanatic-Fandom huggingface dataset:
Gentle Repose

Level: 2

Casting Time: 1 action

Range: Touch

Duration: 10 days

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

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

**Source:** *PHB*, page 245. Available in the SRD.
Dragon's Breath (Spell)

Level: 2

Casting Time: 1 bonus action

Range: Touch

Duration: Concentration, up to 1 minute

You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type 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.

**Source:** *XGE*, page 154
Enchantment Spells By Level

## Enchantment Cantrip

Encode Thoughts

Friends

Vicious Mockery

## Enchantment Lvl 1

Animal Friendship

Bane

Bless

Charm Person

Command

Compelled Duel

Dissonant Whispers

Heroism

Hex

Hideous Laughter

Sleep

## Enchantment Lvl 2

Animal Messenger

Calm Emotions

Catnap

Crown of Madness

Enthrall

Gift of Gab

Glowing Coin

Hold Person

Suggestion

Zone of Truth

## Enchantment Lvl 3

Enemies Abound

Fast Friends

Incite Greed

Motivational Speech

## Enchantment Lvl 4

Charm Monster

Compulsion

Confusion

Dominate Beast

## Enchantment Lvl 5

Dominate Person

Geas

Hold Monster

Modify Memory

Synaptic Static

## Enchantment Lvl 6

Irresistible Dance

Mass Suggestion

## Enchantment Lvl 8

Antipathy/Sympathy

Dominate Monster

Power Word Stun

## Enchantment Lvl 9

Power Word Kill

Psychic Scream
Cloudkill

Level: 5

Casting Time: 1 action

Range: 120 feet

Duration: Concentration, up to 10 minutes

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

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.

**Source:** *PHB*, page 222. Available in the SRD.
Commune with Nature

Level: 5

Casting Time: 1 minute

Range: Self

Duration: Instantaneous

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

* terrain and bodies of water
* prevalent plants, minerals, animals, or peoples
* powerful celestials, fey, fiends, elementals, or undead
* influence from other planes of existence
* buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

**Source:** *PHB*, page 224. Available in the SRD.
Antimagic Field

Level: 8

Casting Time: 1 action

Range: Self (10-foot radius)

Duration: Concentration, up to 1 hour

A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.

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

***Targeted Effects.***

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

***Areas of Magic.***

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

***Spells.***

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

***Magic Items.***

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

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

***Magical Travel.***

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

***Creatures and Objects.***

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

***Dispel Magic.***

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

**Source:** *PHB*, page 213. Available in the SRD.
Animate Objects

Level: 5

Casting Time: 1 action

Range: 120 feet

Duration: Concentration, up to 1 minute

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

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

### Animated Object Statistics

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.
If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

**Source:** *PHB*, page 213. Available in the SRD.
Erupting Earth

Level: 3

Casting Time: 1 action

Range: 120 feet

Duration: Instantaneous

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

***At Higher Levels.***

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

**Source:** *XGE*, page 155. Also found in *EEPC*, page 17.
Geas

Level: 5

Casting Time: 1 minute

Range: 60 feet

Duration: 30 days

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A *remove curse*, *greater restoration*, or *wish* spell also ends it.

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

**Source:** *PHB*, page 244. Available in the SRD.
Abjuration Spells By Level

## Abjuration Cantrips

Blade Ward

Resistance

## Abjuration Lvl 1

Alarm

Armor of Agathys

Ceremony

Mage Armor

Protection from Evil and Good

Sanctuary

Shield

Shield of Faith

Snare

## Abjuration Lvl 2

Absorb Elements

Aid

Arcane Lock

Lesser Restoration

Pass without Trace

Protection from Poison

Warding Bond

## Abjuration Lvl 3

Beacon of Hope

Counterspell

Dispel Magic

Glyph of Warding

Magic Circle

Nondetection

Protection from Energy

Remove Curse

## Abjuration Lvl 4

Aura of Life

Aura of Purity

Banishment

Death Ward

Freedom of Movement

Private Sanctum

Stoneskin

## Abjuration Lvl 5

Antilife Shell

Banishing Smite

Circle of Power

Dispel Evil and Good

Greater Restoration

Planar Binding

## Abjuration Lvl 6

Druid Grove

Forbiddance

Globe of Invulnerability

Guards and Wards

Primordial Ward

## Abjuration Lvl 8

Antimagic Field

Holy Aura

Mind Blank

## Abjuration Lvl 9

Imprisonment

Invulnerability

Prismatic Wall
Hallucinatory Terrain

Level: 4

Casting Time: 10 minutes

Range: 300 feet

Duration: 24 hours

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

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

**Source:** *PHB*, page 249. Available in the SRD.
Holy Sacrifice

Sacrifice was a large aspect of our ancestors on their journey to becoming fully self-actualized. Early on in our history, it was a requirement to pay homage to the deities above with sacrifice. As we were given more gifts by these gods, the requirements of sacrifice gradually became looser and looser. The 29th of Morkom has served as a sacrificial date since it ceased to be a continuous process throughout the year.

Many gods will not require sacrifice in the present day, but instead can expect their worshipers to give offerings in their name to offer thanks and attempt to garner favor. Because of this, many worshipers may call this holiday Holy Offerings instead. Followers of Morkith, the father of sacrificial practices, are still expected to offer blood to their deity. If there are any nearby dark worshipers, you may want to take extra precautions around this time of year.
Blur

Level: 2

Casting Time: 1 acrion

Range: Self

Duration: Concentration, up to 1 minute

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

**Source:** *PHB*, page 219. Available in the SRD.
Antipathy/Sympathy

Level: 8

Casting Time: 1 hour

Range: 60 feet

Duration: 10 days

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

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

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

Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

**Source:** *PHB*, page 214. Available in the SRD.
Day of Misfortune

Superstition exists throughout the Broken Earth on various levels, but everyone has a reasonable dose of anxiety regarding the 11th of Morkom. Anything that can go wrong tends to go wrong during this day. Different cultures and regions have different beliefs surrounding what will help them evade the bad luck that sweeps the Broken Earth on this day.

Many creatures will perform cultural rituals to stave off the worst of it and take all possible precautions. Many will prepare the day before and have their homes and families more fully protected in the case that they are hit with misfortune. It is difficult to say whether Morkith is sparing certain people, or if proper attempts at self defense truly can deflect that misery from themselves.

Unfortunately, a large group of people take this day as a free pass to evade their given laws, as officials stay home to protect their families. High risk, high reward. There is madness in the streets, and crime runs rampant. Thievery, arson, and murder are not uncommon.

One can guess as to why Morkith chooses to lay this blight of general misfortune over the land, but there is no definitive answer. General rage and sadism, but no certain particular event. Regardless of why, there is usually much pain to be had on this day.
Control Winds

Level: 5

Casting Time: 1 action

Range: 300 feet

Duration: Concentration, up to 1 hour

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.

***Gusts.***

A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.

***Downdraft.***

You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.

***Updraft.***

You cause a sustained updraft within the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

**Source:** *XGE*, page 152. Also found in *EEPC*, page 16.
Instant Summons

Level: 6

Casting Time: 1 minute

Range: Touch

Duration: Until dispelled

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

At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.

If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.

*Dispel magic* or a similar effect successfully applied to the sapphire ends this spell's effect.

**Source:** *PHB*, page 235. Available in the SRD (as "Instant Summons").
Conjure Woodland Beings

Level: 4

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 hour

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

* One fey creature of challenge rating 2 or lower
* Two fey creatures of challenge rating 1 or lower
* Four fey creatures of challenge rating 1/2 or lower
* Eight fey creatures of challenge rating 1/4 or lower

A summoned creature disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The GM has the creatures' statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

**Source:** *PHB*, page 226. Available in the SRD.
Freedom of Movement

Level: 4

Casting Time: 1 action

Range: Touch

Duration: 1 hour

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

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

**Source:** *PHB*, page 244. Available in the SRD.
Cause Fear

Level: 1

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

***At Higher Levels.***

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

**Source:** *XGE*, page 151
Locate Object

Level: 2

Casting Time: 1 action

Range: Self

Duration: Concentration, up to 10 minutes

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

**Source:** *PHB*, page 256. Available in the SRD.
Levitate

Level: 2

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 10 minutes

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

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

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

**Source:** *PHB*, page 255. Available in the SRD.
Guiding Bolt

Level: 1

Casting Time: 1 action

Range: 120 feet

Duration: 1 round

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

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

**Source:** *PHB*, page 248. Available in the SRD.
Ceremony

Level: 1

Casting Time: 1 hour

Range: Touch

Duration: Instantaneous

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.

***Atonement.***

You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.

***Bless Water.***

You touch one vial of water and cause it to become holy water.

***Coming of Age.***

You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

***Dedication.***

You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.

***Funeral Rite.***

You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.

***Wedding.***

You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

**Source:** *XGE*, page 151
Jongo

Doug Math - Uncle

### Proficiencies

Light ArmorCrossbow, Hand, Longsword, Rapier, Shortsword, Simple WeaponsBagpipes, Dice Set, Lyre, Thieves' Tools, Viol

## Status

### Status

Alive, baby

**Jongo Gonzie** is a player character in Grand Delusions, played by Cole (Corn). He is a Tiefling bard and his alignment is Chaotic Good. He realized while adventuring with Party One that he doesn't actually have a house, as he has been staying in inns and taverns that he had performed in for some time.

## Personality

Jongo is a bard, and this is very indicative of how his general vibe is. He likes to tease other members of his party and basically anyone that deserves it. His view of the world is fairly anti-establishment and he does not condemn illegal actions, but he has a strong belief in morality and values his bonds with others greatly. He felt somewhat bored just lazing around and playing songs for money in Ashalea, so he jumped at the chance for a real "epic quest and shit."
Hunger (Spell)

Level: 3

Casting Time: 1 action

Range: 150 feet

Duration: Concentration, up to 1 minute

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

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

**Source:** *PHB*, page 251
Comprehend Languages

Level: 1

Casting Time: 1 action

Range: Self

Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

**Source:** *PHB*, page 224. Available in the SRD.
Chill Touch

Level: Cantrip

Casting Time: 1 action

Range: 120 feet

Duration: 1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

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

**Source:** *PHB*, page 221. Available in the SRD.
Forcecage

Level: 7

Casting Time: 1 action

Range: 100 feet

Duration: 1 hour

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

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.

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

A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

This spell can't be dispelled by *dispel magic*.

**Source:** *PHB*, page 243. Available in the SRD.
Celebration of Life

This holiday is most widely celebrated by the worshipers of Elodius throughout the Broken Earth. It is much more culturally included in Leushlan, where Elodius' primary sphere of influence resides. Here, there are city-wide events and parades through the street. It is a time where people come together to enjoy their family, friends, pets, and environment. To be thankful for the life that flourishes around them and within them.

It is a jolly day filled with socialization, bonding, and camaraderie. Many people will send letters to their distant loved ones to let them know they are in each other's thoughts.
Ice Storm

Level: 4

Casting Time: 1 action

Range: 300 feet

Duration: Instantaneous

A hail of rock-hard ice pounds to the ground in a 20- foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

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

**Source:** *PHB*, page 252. Available in the SRD.
Holy Aura

Level: 8

Casting Time: 1 action

Range: Self

Duration: Concentration, up to 1 minute

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

**Source:** *PHB*, page 251. Available in the SRD.
Charm Monster

Level: 4

Casting Time: 1 action

Range: 30 feet

Duration: 1 hour

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

***At Higher Levels.***

When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

**Source:** *XGE*, page 151
Catapult (Spell)

Level: 1

Casting Time: 1 action

Range: 60 feet

Duration: Instantaneous

Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

***At Higher Levels.***

When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

**Source:** *XGE*, page 150. Also found in *EEPC*, page 15.
Burning Hands

Level: 1

Casting Time: 1 action

Range: Self

Duration: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren't being worn or carried.

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

**Source:** *PHB*, page 220. Available in the SRD.
Enthrall

Level: 2

Casting Time: 1 action

Range: 60 feet

Duration: 1 minute

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

**Source:** *PHB*, page 238. Available in the SRD.
Grease

Level: 1

Casting Time: 1 action

Range: 60 feet

Duration: 1 minute

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

**Source:** *PHB*, page 246. Available in the SRD.
Earthbind

Level: 2

Casting Time: 1 action

Range: 300 feet

Duration: Concentration, up to 1 hour

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.

**Source:** *XGE*, page 154. Also found in *EEPC*, page 17.
Branding Smite

Level: 2

Casting Time: 1 bonus action

Range: Self

Duration: Concentration, up to 1 minute

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

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

**Source:** *PHB*, page 219
Foresight

Level: 9

Casting Time: 1 minute

Range: Touch

Duration: 8 hours

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

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

**Source:** *PHB*, page 244. Available in the SRD.
Era of Advancement

The Era of Advancement was begun in southern Ebbensile, after the humans decided to establish various guilds and colleges dedicated to the further advancement of knowledge in honor of Philopie. As more and more people came to study and learn, there was a boom in technology. There were new inventions to make print more readily available, boats were made sturdy enough to survive more than a large river, and magic flourished like never before as people learned how to harness their abilities.

With boats, travel became more common. Large cities became more diversified, and humans began to spread throughout the Broken Earth (primarily Ebbensile, Leushlan, and to a lesser degree, Seilsan). With them, they brought new techniques, flexibility in tradition, and innate curiosity that spread. Aquatic trade routes grew, and relations between territories expanded to a global level.
Eldritch Blast

Level: Cantrip

Casting Time: 1 action

Range: 120 feet

Duration: Instantaneous

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

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

**Source:** *PHB*, page 237. Available in the SRD.
Dragonborn

Dragonborn, despite the name, have no relation to dragons. They are more closely related to the reptiles of Leushlan and Seilsan. When Philopie granted the gift of knowledge, they shifted to become larger and more humanoid to accommodate for their bigger brains.

## Description

A dragonborn's connection to a magical source is generally divided by region, with northern dragonborn connected to the water and therefore can be able to cast abjuration magic, and southern dragonborn conneted to the sun and therefore can be able to cast divination magic. This race can vary greatly in appearance, depending on whether they stem from newts, salamanders, geckos, lizards, and other manner of creature. A dragonborn lives for roughly 150 years and reaches maturity at 12.

## Stereotypes

Dragonborn are found to be quite mysterious and fascinating to many of the other races. They can look both adorable and quite intimidating, and have extremely different traditions and culture to the majority of the other races.

## Racial Relations

 Goblins | Dragonborn tend to have pity for goblins. They are hospitable towards the other race, but are not invested enough to risk much for a goblin.
Hex (Spell)

Level: 1

Casting Time: 1 bonus action

Range: 90 feet

Duration: Concentration, up to 1 hour

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A remove curse cast on the target ends this spell early.

***At Higher Levels.***

When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

**Source:** *PHB*, page 251
Counterspell

Level: 3

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell

Range: 30 feet

Duration: Instantaneous

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

***At Higher Levels.***

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

**Source:** *PHB*, page 228. Available in the SRD.
Holy Weapon

Level: 5

Casting Time: 1 bonus action

Range: Touch

Duration: Concentration, up to 1 hour

You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.

As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon 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, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.

**Source:** *XGE*, page 157
Horn Valley

Horn Valley is more named after the unsettled (this probably means as in non incorporated or w/e lmfoa p sure desert land where mass graves lie (: what else do you expect from these backwards ass elves.
DONT FORGET THAT IT GOES
ORCS LOVE TREES SPEAK TO TREES HUGE SOURCE OF KNOWLEDGE VERY HIGHLY REVERED A PART OF THE FAMILY PRETTY MUCH TO
ELVES HAVE TO BE SURE THEY AREN'T TAKEN ADVANTAGE OF BY TREES LEARN TO NEGOTIATE AND SET MORE CLINICAL AND SURVIVALIST BOUNDARIES. SOME MUTUALLY AGREED UPON WITH CERTAIN STRINGS ATTACHED AGREEMENTS BUT ITS NOT SUPER WIDESPREAD FOR EVERYONE AND FOR COMMON USE ITS FALLING OUT OF POPULARITY OR SO IT WERE TO
DWARVES SEE THEM SOLELY AS A RESOURCE MOST TREES HAVE CHOSEN TO REMAIN SILENT AND BARREN JUST TO AVOID TAKING SIDES IN AWFUL BLOOD WARRING BETWEEN EACH OTHER THEN JUST KEPT THAT WAY UNLESS SIMILARLY ORIENTED TO A POWER HUNGRY GOAL
Death Ward

Level: 4

Casting Time: 1 action

Range: Touch

Duration: 8 hours

You touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

**Source:** *PHB*, page 230. Available in the SRD.
Detect Poison and Disease

Level: 1

Casting Time: 1 action

Range: Self

Duration: Concentration, up to 10 minutes

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

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

**Source:** *PHB*, page 231. Available in the SRD.
Crumbling of Morkith's Road

The Crumbling of Morkith's Road marked the beginning of our Broken Earth. Before this event, the world existed as a single land mass surrounded by a massive ocean. This was the first land to crack away from the rest.

Each of the gods is tied to a physical land where their influence is the strongest. Morkith's power lied in Tserre, a land between Ebbensile and Leushlan. Most of the gods, excluding Morkith himself and Engor, just due to his apathy, agreed that they needed to limit Morkith's power by splitting his land away from the rest of the pangaea.

The seven of them worked together to all corner Morkith in Tserre before splitting the land on all sides and severing it, making the first Break in the land. The massive road leading towards Tserre shattered, and much of it was lost to the elements or the fae creatures of Tserre. Morkith is still able to call to the people of the world, trying to win their favor and encouraging them to follow where his road used to lie. It is thankfully nothing near the strength Morkith called to us prior to his land being ripped away.

Perhaps it was inevitable, given the disjointed history of our planet's creation. Whatever the reason, this visible evidence of the god's continued distancing from each other continued to shift the landscape throughout our history.
Aura of Vitality

Level: 3

Casting Time: 1 action

Range: Self (30-foot radius)

Duration: Concentration, up to 1 minute

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

**Source:** *PHB*, page 216