recursal/Fanatic-Fandom huggingface dataset:
Cone of Cold

Level: 5

Casting Time: 1 action

Range: Self (60-foot cone)

Duration: Instantaneous

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue until it thaws.

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 224. Available in the SRD.
Locate Animals or Plants

Level: 2

Casting Time: 1 action

Range: Self

Duration: Instantaneous

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

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

Level: 2

Casting Time: 1 action

Range: 90 feet

Duration: Instantaneous

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

**Source:** *PHB*, page 259. Available in the SRD (as "Acid Arrow").
Dwarves

Dwarves stem from a long history of exile. First, the orcs pushed the soft orcs to flee across the river where the fey influence led them to become elves. Early into the elve's history, some of them were tempted by the calling to the north. They left their settlements to travel upwards into fey land, where some of the elves became drow. As they continued on and the air grew thinner, the pressure stronger, they became stouter and sturdier to survive the impossible conditions. They finally made it to northern Ebbensile, a harsh but more livable climate than the land behind them.

## Description

Dwarves are sometimes born with a magical, innate connection to the earth, and can be capable of casting in the conjuration class. A dwarf looks the way you might imagine: stout, durable, hairy enough to survive the brutal temperatures of Ebbensile. They have a ruddy expression and coarse skin. They mature at about 20 years old and will live until roughly 350 years of age.

## Stereotypes

Dwarves will often be assumed to be alcoholics, despite their ridiculously high tolerance for the substance. They are craftspeople with explosive tempers, and their work often have unexpected delays due to their constant starting over. They are known perfectionists, and the items they create are intricate, beautiful, and well worth the wait. Dwarves are also often characterized as heartless and cruel due to the multiple slave mines still active in the mountains.

## Racial Relations

 Goblins | Dwarves think that goblins are absolutely disgusting. They have their labor needs being met elsewhere, and a goblin in Ebbensile would be slaughtered on sight.
Conjure Elemental

Level: 5

Casting Time: 1 minute

Range: 90 feet

Duration: Concentration, up to 1 hour

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. The GM has the elemental's statistics.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

**Source:** *PHB*, page 225. Available in the SRD.
Light

Level: Cantrip

Casting Time: 1 action

Range: Touch

Duration: 1 hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

**Source:** *PHB*, page 255. Available in the SRD.
Arcane Sword

Level: 7

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute

You create a sword-shaped plane of force that hovers within range. It lasts for the duration.
When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.

**Source:** *PHB*, page 218. Available in the SRD (as "Arcane Hand").
Healing Spirit

Level: 2

Casting Time: 1 bonus action

Range: 60 feet

Duration: Concentration, up to 1 minute

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).

Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.

As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.

***At Higher Levels.***

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

**Source:** *XGE*, page 157
Divination Spells Alphabetical

Arcane Eye

Augury

Beast Bond

Beast Sense

Clairvoyance

Commune

Commune with Nature

Comprehend Languages

Contact Other Plane

Detect Evil and Good

Detect Magic

Detect Poison and Disease

Detect Thoughts

Divination

Find Traps

Find the Path

Foresight

Fortune's Favor

Gift of Alacrity

Guidance

Hunter's Mark

Identify

Legend Lore

Locate Animals or Plants

Locate Creature

Locate Object

Mind Spike

Scrying

See Invisibility

Speak with Animals

Telepathic Bond

Tongues

True Seeing

True Strike
Detect Magic

Level: 1

Casting Time: 1 action

Range: Self

Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

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.
Black Tentacles

Level: 4

Casting Time: 1 action

Range: 90 feet

Duration: Concentration, up to 1 minute

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.

A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

**Source:** *PHB*, page 238. Available in the SRD (as "Black Tentacles").
Earthen Grasp

Level: 2

Casting Time: 1 action

Range: 30 feet

Duration: Concentration, up to 1 minute

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.

As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.

As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

**Source:** *XGE*, page 161. Also found in *EEPC*, page 20.
Blinding Smite

Level: 3

Casting Time: 1 bonus action

Range: Self

Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon flares with bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

**Source:** *PHB*, page 219
Guards and Wards

Level: 6

Casting Time: 10 minutes

Range: Touch

Duration: 24 hours

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.

When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.
*Guards and wards* creates the following effects within the warded area.

**Corridors.** Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

**Doors.** All doors in the warded area are magically locked, as if sealed by an *arcane lock* spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the *minor illusion* spell) to make them appear as plain sections of wall.

**Stairs.** Webs fill all stairs in the warded area from top to bottom, as the *web* spell. These strands regrow in 10 minutes if they are burned or torn away while *guards and wards* lasts.

**Other Spell Effect.** You can place your choice of one of the following magical effects within the warded area of the stronghold.

* Place *dancing lights* in four corridors. You can designate a simple program that the lights repeat as long as *guards and wards* lasts.
* Place *magic mouth* in two locations.
* Place *stinking cloud* in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while *guards and wards* lasts.
* Place a *constant gust of wind* in one corridor or room.
* Place a *suggestion* in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.

The whole warded area radiates magic. A *dispel magic* cast on a specific effect, if successful, removes only that effect.

You can create a permanently guarded and warded structure by casting this spell there every day for one year.

**Source:** *PHB*, page 248. Available in the SRD.
Birth of Elves

After the soft orcs had been run from Du-Kah, they had no choice but to jump into the newly sprouted river at the edge of the continent, or risk capture by the orcs. Many of those that jumped perished, but a precious few were blessed by Elodius and survived. They were swept in by a side current that took them into Leushlan. They came in from the coast of Dragon Marsh and founded a new city in honor of Elodius' aid: Elodia. They were helped by the dragonborn native to the area. Aided by the knowledge of the local people and the agricultural ideas they held dearly enough to die for, they started to spatter farms across the land.

As the soft orcs settled the future blossoming city of Elodia, they recognized a strange presence. The dragonborn taught them about the fae influence in the area, something infused so deeply within the land that every plant and creature was affected by it.

After years of living in Leushlan, eating their food and changing their customs, the soft orcs began to transform to more resemble their elven descendants.
Frostbite (Spell)

Level: Cantrip

Casting Time: 1 action

Range: 60 feet

Duration: Instantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

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

**Source:** *XGE*, page 156. Also found in *EEPC*, page 18.
Maddening Darkness

Level: 8

Casting Time: 1 action

Range: 150 feet

Duration: Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Non-magical light, as well as light created by spells of 8th level or lower, can't illuminate the area.

Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.

**Source:** *XGE*, page 160
Frost Fingers

Level: 1

Casting Time: 1 action

Range: Self (15-foot cone)

Duration: Instantaneous

Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.

The cold freezes nonmagical liquids 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 1d8 for each slot level above 1st.

**Source:** *IDRotF*, page 318
Life Transference

Level: 3

Casting Time: 1 action

Range: 30 feet

Duration: Instantaneous

You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, which can't be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.

***At Higher Levels.***

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

**Source:** *XGE*, page 160
Feeblemind

evel: 8

Casting Time: 1 action

Range: 150 feet

Duration: Instantaneous

You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.

On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

The spell can also be ended by *greater restoration*, *heal*, or *wish*.

**Source:** *PHB*, page 239. Available in the SRD.
Arcane Eye

Level: 4

Casting Time: 1 action

Range: 30 feet

Duration: Concentration, up to 1 hour

You create an invisible, magical eye within range that hovers in the air for the duration.

You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.

As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

**Source:** *PHB*, page 214. Available in the SRD.
Evocation Spells Alphabetical

Aura of Vitality

Acid Arrow

Arcane Hand

Arcane Sword

Blade Barrier

Blinding Smite

Branding Smite

Burning Hands

Chain Lightning

Chaos Bolt

Chromatic Orb

Cone of Cold

Contingency

Continual Flame

Crown of Stars

Crusader's Mantle

Cure Wounds

Dancing Lights

Dark Star

Darkness

Dawn

Daylight

Delayed Blast Fireball

Destructive Wave

Divine Favor

Divine Word

Earth Tremor

Earthquake

Eldritch Blast

Faerie Fire

Fire Bolt

Fire Shield

Fire Storm

Fireball

Flame Blade

Flame Strike

Forcecage

Frost Fingers

Frostbite

Freezing Sphere

Gravity Fissure

Gravity Sinkhole

Guiding Bolt

Gust of Wind

Hallow

Heal

Healing Word

Hellish Rebuke

Holy Weapon

Ice Storm

Immolation

Light

Lightning Bolt

Maddening Darkness

Maelstrom

Magic Missile

Mass Cure Wounds

Mass Heal

Mass Healing Word

Meteor Swarm

Minute Meteors

Moonbeam

Power Word Heal

Prayer of Healing

Prismatic Spray

Pulse Wave

Ray of Frost

Resilient Sphere

Sacred Flame

Scorcher

Scorching Ray

Searing Smite

Sending

Shatter

Shocking Grasp

Sickening Radiance

Snowball Swarm

Spiritual Weapon

Staggering Smite

Storm Sphere

Sunbeam

Sunburst

Telepathy

Thunder Clap

Thunderous Smite

Thunderwave

Tiny Hut

Vitriolic Sphere

Wall of Fire

Wall of Force

Wall of Ice

Wall of Light

Wall of Sand

Wall of Stone

Wall of Water

Warding Wind

Whirlwind

Wind Wall

Witch Bolt

Word of Radiance

Wrath of Nature

Wrathful Smite
Control Weather

Level: 8

Casting Time: 10 minutes

Range: Self (5-mile radius)

Duration: Concentration, up to 8 hours

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.

When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

### Precipitation

 2
 3
 4
 5

### Temperature

 2
 3
 4
 5
 6

### Wind

 2
 3
 4
 5

**Source:** *PHB*, page 228. Available in the SRD.
Calm Emotions

Level: 2

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.

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

Level: 4

Casting Time: 1 action

Range: 300 feet

Duration: Concentration, up to 10 minutes

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

**Flood.** You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.

If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

**Part Water.** You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

**Redirect Flow.** You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

**Whirlpool.** This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.

**Source:** *PHB*, page 227. Available in the SRD.
Conjuration Spells Alphabetical

Acid Splash

Arcane Gate

Arms of Hadar

Black Tentacles

Call Lightning

Cloud of Daggers

Cloudkill

Conjure Animals

Conjure Barrage

Conjure Celestial

Conjure Elemental

Conjure Fey

Conjure Minor Elementals

Conjure Volley

Conjure Woodland Beings

Create Bonfire

Create Food and Water

Demiplane

Dimensional Door

Dust Devil

Ensnaring Strike

Entangle

Faithful Hound

Farstep

Find Familiar

Find Greater Steed

Find Steed

Flaming Sphere

Floating Disk

Fog Cloud

Gate

Grasping Vine

Grease

Guardian of Faith

Hall of Thorns

Healing Spirit

Heroes' Feast

Hunger

Ice Knife

Incendiary Cloud

Infernal Calling

Infestation

Insect Plague

Instant Summons

Mage Hand

Magnificent Mansion

Maze

Mighty Fortress

Misty Step

Planar Ally

Plane Shift

Poison Spray

Produce Flame

Reality Break

Scatter

Sleet Storm

Secret Chest

Sleet Storm

Steel Wind Strike

Stinking Cloud

Storm of Vengeance

Summon Greater Demon

Summon Lesser Demons

Teleport

Teleportation Circle

Temple of the Gods

Thunder Step

Tidal Wave

Transport via Plants

Tree Stride

Tsunami

Unseen Servant

Wall of Thorns

Watery Sphere

Web

Wish

Word of Recall

Wristpocket
Glibness

Level: 8

Casting Time: 1 action

Range: Self

Duration: 1 hour

Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

**Source:** *PHB*, page 245. Available in the SRD.
Conjure Fey

Level: 8

Casting Time: 1 minute

Range: 90 feet

Duration: Concentration, up to 1 hour

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.

The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.

The GM has the fey creature's statistics.

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

**Source:** *PHB*, page 226. Available in the SRD.
Crusader's Mantle

Level: 3

Casting Time: 1 action

Range: Self (30-foot radius)

Duration: Concentration, up to 1 minute

Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.

**Source:** *PHB*, page 230
Dominate Person

Level: 5

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.

**Source:** *PHB*, page 235. Available in the SRD.
Gaseous Form

Level: 3

Casting Time: 1 action

Range: Touch

Duration: Concentration, up to 1 hour

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

**Source:** *PHB*, page 244. Available in the SRD.
Guardian of Faith

Level: 4

Casting Time: 1 action

Range: 30 feet

Duration: 8 hours

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

**Source:** *PHB*, page 246. Available in the SRD.
Blindness/Deafness (Spell)

Level: 2

Casting Time: 1 action

Range: 30 feet

Duration: 1 minute

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

***At Higher Levels.***

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

**Source:** *PHB*, page 219. Available in the SRD.
Goblins

A goblin is born from cruelty and cramped conditions. While these conditions have been maintained long enough for a genuine race to be born of it, a goblin can be created anywhere in the Broken Earth by maltreating a humanoid. It can be used as a tactic to weaken and torture an enemy, but the process of goblinization can take up to 100 years.

## Mechanical Differences

The majority of goblins are goblinized orcs, but they can stem from any humanoid. A goblin is a small creature, and has CHA -1 and INT -2, as well as DEX +1 and they are able to become invisible if they take damage. They are distracted by all things shiny, to a fault.

## Description

Goblins are small, misshapen, and visually unappealing. They visibly stem from a humanoid race, but are clearly a pitiful and crumpled version of what they once were. Many of their features are just a weakened visual of their goblinized race.

## Stereotypes

Goblins are generally thought to be completely incompetent, weak, and gross. Very few humanoids would be willing to risk their life, change, or time to help a goblin out, and many would actively seek to enslave or kill a goblin that they find. They are at the bottom of the heap.

## Racial Relations

 Dwarves | Goblins and dwarves have very little contact with each other, given that they are generally met with death in Ebbensile.
Simulacrum

Level: 7

Casting Time: 12 hours

Range: Touch

Duration: Until dispelled

You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates.

The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.

If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.

If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.

**Source:** *PHB*, page 276. Available in the SRD.
Birth of the Moon

The moon was created not long after our planet was. When Ordus stumbled upon Chaos crying in front of the grotesque planet they had just built, he was filled with rage. The other stars and planes had been crafted together, as a group effort from all nine gods at once. It took time, communication, and compromise to craft something sustainable. The material plane was brought into existence without a thought, and it showed.

Ordus ripped Chaos away from their work. He intended to tell the other seven gods about the new plane so they could go about it as a group, but the world Chaos had created was extremely unstable. Not only were the elements of the earth interacting and creating a toxic environment, but the boiling seas were constantly shifting and scarring the surface of the world. Before telling any other god about the material plane, he stepped in to ensure it wouldn't destruct itself before the rest of the gods had a chance to discuss it.

The first act of Ordus was to collect the debris that Chaos had left floating around the planet after they clawed apart the surface of the earth. He compacted it together, and built a nearby moon to circle the planet, and balance the seas. The cool light of the moon calmed the waters until they no longer bubbled, and the oceans swayed with the moon instead of rushing rampantly.

Because of Ordus' immense focus, he knew he likely would not be able to pull himself away and sent a ear-splitting call to the other deities to come while he continued to balance the earth below him. They were displeased to see so much work done before they were aware of the plane at all. It became a mad-dash to influence the planet with their liking, but the moon remained untouched after it's birth.
Frella

Frella is the goddess of self-hood. She is shown to be very inquisitive, quiet, and meditative. Her land of influence, aptly named the Frellan Islands, used to be a single land mass, but has fractured completely. She is worshiped in her land, as well as by creatures all across the Broken Earth, usually when they are in times of uncertainty or when seeking new beginnings.

## Appearance

Frella is said to openly walk among her people on the Frellan Islands. She generally comes across as an elf, though she is slightly less corporeal than your average humanoid. Her fingers feel like a ghosts, and it is said that the hair standing on the back of your neck is her hand guiding you to listen to your instincts. She is somewhat plain and humble.

## Relationships

Frella and Kaliepys, when the Broken Earth was first created, were extremely close. They fed into each other and maintained a peaceful celestial relationship. Nothing went wrong between them, but Frella became overwhelmingly occupied with questions that ate at her core. She needed to leave to explore her self, her relationship with godhood and what she was, what she represented. She pulled away and has been withdrawn from the other deities.

Those who worship Frella find that she is a very approachable goddess. Corporeally so. She resides in her land openly, and sees over her land. She is essentially a ruler over the Islands, but does not assume any sort of power over her people. She does not even request worship, but it is often offered to her in the hopes that she will impart wisdom upon her devotees.

## Offering Preferences

#### Disliked Alchemic Properties

Necrotic | CHA - | WIS -

\*\*Frella will not request offerings, but suggest her worshipers to treat themselves with the kindness they would otherwise send to her.

## Common Myths

Gifts of the Deities

Frella's Fracture
Haste

Level: 3

Casting Time: 1 action

Range: 30 feet

Duration: Concentration, up to 1 minute

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

**Source:** *PHB*, page 250. Available in the SRD.
Conjure Volley

Level: 5

Casting Time: 1 action

Range: 150 feet

Duration: Instantaneous

You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.

**Source:** *PHB*, page 226
Create Bonfire

Level: Cantrip

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute

You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.

The bonfire ignites flammable objects in its area that aren't being worn or carried.

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

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

Level: 8

Casting Time: 1 action

Range: 500 feet

Duration: Concentration, up to 1 minute

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken.

When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This spell can have additional effects depending on the terrain in the area, as determined by the GM.

**Fissures.** Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.

A fissure that opens beneath a structure causes it to automatically collapse (see below).

**Structures.** The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.

**Source:** *PHB*, page 236. Available in the SRD.
Flame Blade

Level: 2

Casting Time: 1 bonus action

Range: Self

Duration: Concentration, up to 10 minutes

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

**Source:** *PHB*, page 242. Available in the SRD.
Detect Evil and Good

Level: 1

Casting Time: 1 action

Range: Self

Duration: Concentration, up to 10 minutes

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

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.
Forbiddance

Level: 6

Casting Time: 10 minutes

Range: Touch

Duration: 1 day

You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the *gate* spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the *plane shift* spell.

In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).

When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.

The spell's area can't overlap with the area of another *forbiddance* spell. If you cast *forbiddance* every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.

**Source:** *PHB*, page 243. Available in the SRD.
Creation of the Material Plane

Little is known about the creation of other planes. The material plane, however, is known to have been created by Chaos. We cannot attest to any meaning in this action. Our Broken Earth was formed, it seems, on the whim of a higher being.

Chaos' power was not as closely watched and contained by the other gods as it is today. They were free to roam through space, and just do whatever urge came to mind. Chaos searched in the spaces between the stars. They found a spot close enough to enjoy the rise and warmth of two distant suns.

After enjoying the warmth and the beauty of this spot, Chaos set into motion the creation of the material plane. Being a deity, it did not take Chaos much time to put together the planet. They began by stealing part of a nearby star. Around this molten core, they covered it with different materials and elements. When they had finished, their world looked crude and unstable.

Chaos felt the overwhelming surge of frustration and humiliation. They began to sob and claw at the world with rage, carving out valleys and large variations in altitude. Their tears only grew as this world seemed to grow uglier and uglier. The land flooded and large bodies of steaming water settled above the mud.

Ordus was the first god to stumble across Chaos' creation. He pulled the god away before he could create any more instability on the planet. From here on out, the other gods would take over all aspects of the creation of our Broken Earth. Chaos' influence would lie beneath it all because of the foundation they laid, but they would not be given the chance to do much of significance regarding their world's future.
Earth Tremor

Level: 1

Casting Time: 1 action

Range: 10 feet

Duration: Instantaneous

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

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