recursal/Fanatic-Fandom huggingface dataset:
Abjuration Spells Alphabetical

Absorb Elements

Aid

Alarm

Antilife Shell

Antimagic Field

Arcane Lock

Armor of Agathys

Aura of Life

Aura of Purity

Banishing Smite

Banishment

Beacon of Hope

Blade Ward

Ceremony

Circle of Power

Counterspell

Death Ward

Dispel Evil and Good

Dispel Magic

Druid Grove

Forbiddance

Freedom of Movement

Globe of Invulnerability

Glyph of Warding

Greater Restoration

Guards and Wards

Holy Aura

Imprisonment

Invulnerability

Lesser Restoration

Mage Armor

Magic Circle

Mind Blank

Nondetection

Pass without Trace

Planar Binding

Primordial Ward

Prismatic Wall

Private Sanctum

Protection from Energy

Protection from Evil and Good

Protection from Poison

Remove Curse

Resistance

Sanctuary

Shield

Shield of Faith

Snare

Stoneskin

Symbol

Warding Bond
Etherealness

Level: 7

Casting Time: 1 action

Range: Self

Duration: Up to 8 hours

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.

When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.

**Source:** *PHB*, page 238. Available in the SRD.
Flesh to Stone

Level: 6

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute

You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

**Source:** *PHB*, page 243. Available in the SRD.
Heat Metal

Level: 2

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

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

Level: 1

Casting Time: 1 action

Range: Touch

Duration: Concentration, up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

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.

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

Level: 2

Casting Time: 1 action

Range: Touch

Duration: Concentration, up to 1 hour

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

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 254. Available in the SRD.
Banishment

Level: 4

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

***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.

**Source:** *PHB*, page 217. Available in the SRD.
Divination

Level: 4

Casting Time: 1 action

Range: Self

Duration: Instantaneous

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.

**Source:** *PHB*, page 234. Available in the SRD.
Freezing Sphere

Level: 6

Casting Time: 1 action

Range: 300 feet

Duration: Instantaneous

A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.

If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.

You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

**Source:** *PHB*, page 263. Available in the SRD (as "Freezing Sphere").
Bane

Level: 1

Casting Time: 1 action

Range: 30 feet

Duration: Concentration, up to 1 minute

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

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.

**Source:** *PHB*, page 216. Available in the SRD.
Antilife Shell

Level: 5

Casting Time: 1 action

Range: Self (10-foot radius)

Duration: Concentration, up to 1 hour

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.

The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.

If you move so that an affected creature is forced to pass through the barrier, the spell ends.

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

Level: 2

Casting Time: 1 action

Range: 30 feet

Duration: 8 hours

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

***At Higher Levels.***

When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

**Source:** *PHB*, page 211. Available in the SRD.
Druidcraft

Level: Cantrip

Casting Time: 1 action

Range: 30 feet

Duration: Instantaneous

Whispering to the spirits of nature, you create one of the following effects within range: *You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.*You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. *You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.*You instantly light or snuff out a candle, a torch, or a small campfire.

**Source:** *PHB*, page 236. Available in the SRD.
Lightning Bolt

Level: 3

Casting Time: 1 action

Range: Self (100-foot line)

Duration: Instantaneous

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites 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 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

**Source:** *XGE*, page 160
Gravity Fissure

Level: 6

Casting Time: 1 action

Range: Self (100-foot cone)

Duration: Instantaneous

You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.

Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.

***At Higher Levels.***

When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

**Source:** *EGW*, page 187
Incite Greed

Level: 3

Casting Time: 1 action

Range: 30 feet

Duration: Concentration, up to 1 minute

When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

**Source:** *AI*, page 76
Creation

Level: 5

Casting Time: 1 minute

Range: 30 feet

Duration: Special

You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.

The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.

 Stone or crystal
 Precious metals
 Gems
 Adamantine or mithral

Using any material created by this spell as another spell's material component causes that spell to fail.

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

**Source:** *PHB*, page 229. Available in the SRD.
Find Steed

Level: 2

Casting Time: 10 minutes

Range: 30 feet

Duration: Instantaneous

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.

While your steed is within 1 mile of you, you can communicate with it telepathically.

You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

**Source:** *PHB*, page 240. Available in the SRD.
Eyebite

Level: 6

Casting Time: 1 action

Range: Self

Duration: Concentration, up to 1 minute

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

**Asleep.** The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

**Panicked.** The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.

**Sickened.** The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

**Source:** *PHB*, page 238. Available in the SRD.
Leo Tsukinaga/Ritsu Sakuma

*Our community needs more information on this page! Can you help out? Click here to add more.*

## Leo Tsukinaga/Ritsu Sakuma

### Other names

LeoRitsu
Tsukigumi
Rittsuki
Leoritsu
月神
りつレオ

### Link to Archive of Our Own

here

**Leo Tsukinaga/Ritsu Sakuma** is the relationship between Leo Tsukinaga and Ritsu Sakuma from Knights.

## Relationship and notable canon moments

They are unit members and they both play piano and have played piano together once. Ritsu used to refer to Leo as "Ou-sama" which is king, but since Leo is no longer King, Ritsu refers to him as Tsukipi to avoid confusion. Leo once used a pile of Sakura leaves as placement of a blanket when Ritsu was sleeping under a sakura tree. It is to be said that Ritsu also plays Leo's songs on the piano and Ritsu cares very much about Leo's works and cherishes them and him while Leo worries for Ritsu and watches him grow from afar.
Alta Vahr

A map of Alta Vahr (sea monster not canon)

Alta Vahr is the island nation in which the Grand Delusions D&D campaign takes place. It is approximately half the size of the real-life island of Australia.

## History

The story of the Grand Delusions campaign takes place in the year 257 A.E, with the founding of the Vahrian Empire taking place in 0 A.E. Official sources and history books state that before the creaton of the Empire, Alta Vahr was ruled by barbaric, warring tribes. Documents preserved by the Luminaries dispute this, however, claiming that there was previously a nationwide democratic government, but some sort of coup happened around the year -2.

The city of Ashalea (referred to as "Altium" at the time, having changed in living memory due to public demand) was built in just a week, and expanded outwards rapidly after that. A massive military conquest of surrounding areas began, and when word spread of the utterly unprecedented levels of martial efficiency that the new empire displayed, the rest of the island's regions surrendered themselves one by one to the new order.

Since this takeover, Alta Vahr has been highly isolationist, disallowing foreign immigration entirely, and only allowing foreign trade in Zalka and the Grey Harbor. There have been few highly notable events since this, such as rebellions or disasters, and the current status quo has been maintained for the 200+ years that the Empire has remained in existence.

Further history of Alta Vahr, as well as detailed accounts of smaller events, will be revealed in-game through history checks and books.

## Government

Alta Vahr is ruled by the Vahrian Empire, and its capital city is Ashalea. The empire tightly controls foreign interactions, and little is known about foreign countries to native Vahrian citizens. The Empire rarely intervenes in matters of organized crime, routinely promising to crack down on thieves guilds like the Grey Hand, but never actually doing anything about it. Corruption within the Imperial military and its subsidiary city guards is also not uncommon.

Despite these problems, the Empire promotes a high level of nationalism. Flags and banners can be found in many shapes in sizes, and are placed conspicuously throughout the major cities. Most people passively accept this as a fact of life, and do not think much about the politics of the Empire at large. Smaller sects of intellectuals are less comfortable, and do not hang flags inside or outside of their businesses and dwellings. This sort of behavior tends to draw the suspicious eyes of local governments. If these types people make it long enough without being imprisoned for a lesser crime, they often withdraw from normal life to become adventurers, or, sometimes, to join the Luminaries.

## Notable Locations

### Natural Landmarks

* Solstice
* Northern Swamp
* Ashen Coast
* Umbral Mountains
* Taleadhi Range

### Major Cities

* Ashalea
* Noxalas
* Osala
* Orina
* Albania
* Zalka
* Alery
Lover's Day

Lover's Day is celebrated throughout the entirety of the Broken Earth. The people of Seilsan and those who primarily worship Kaliepys place extra importance on this holiday. It is a day spent dedicated to your loved ones. While the title might suggest this is exclusive to romantic relationships, Lover's Day is celebrated among family, close friends, and various guilds and troops.

The majority of businesses will not fully close on the ninth of Kaliem. Larger businesses remain unaffected, while smaller businesses will often close early or open late to spend time with their sweetheart or other loved ones. It is common to get gifts for each other, further the relationship, and bond on a deeper level than throughout the rest of the year.
Giant Insect

Level: 4

Casting Time: 1 action

Range: 30 feet

Duration: Concentration, up to 10 minutes

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.

Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement.

A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.

The GM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

**ource:** *PHB*, page 245. Available in the SRD.
Flame Strike

Level: 5

Casting Time: 1 action

Range: 60 feet

Duration: Instantaneous

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

**Source:** *PHB*, page 242. Available in the SRD.
Finger of Death

Level: 7

Casting Time: 1 action

Range: 60 feet

Duration: Instantaneous

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

**Source:** *PHB*, page 241. Available in the SRD.
Grasping Vine

Level: 4

Casting Time: 1 bonus action

Range: 30 feet

Duration: Concentration, up to 1 minute

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.

Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

**Source:** *PHB*, page 246
Crafter's Day

Crafter's Day is in place to celebrate the myriad of creative, hardworking people in the Broken Earth. Any given marketplace is explosively large on this day, as anyone is free to sell whatever it is they have made. Many apprentices will have the opportunity to place their items for sale, or will run the show for the day while their master watches over to quietly guide them.

All sorts of interesting items can be found or requested on this day due to old, new, retired, amateur, and any other sort of creator are given the opportunity to sell their wares.
Blade Barrier

Level: 6

Casting Time: 1 action

Range: 90 feet

Duration: Concentration, up to 10 minutes

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.

**Source:** *PHB*, page 218. Available in the SRD.
Lucina Lowell

**Lucina Lowell** (ルキナ・ローエル *Rukina Rōeru*) is one of the main characters of the sequel series, *Awakening Chronicles: Future Tone*.

## Equipment

**Secret Sword: Mercurius** (裏剣・メリクリウス, *Riken: Merikuriusu*):

## Powers & Abilities

### Physical Abilities

#### Ways of Combat

**Master Swordmanship Specialist**:

**Expert Spearmanship Specialist**:

#### Physical Prowess

**High Strength**:

**High Durability & Endurance**:

**High Speed**:

* **Incredible Reflexes & Acrobatics**:

#### Other Abilities

**Advanced Growth Rate**:

**Highly Perceptive Combatant**:

**Natural Charisma**:

### Magical Abilities

**High Magical Power**:

* **Aura Skill: Zero Instinct** (霊気術・ゼロ本能, *Reikijutsu: Zero Hon'nō*):

**Crest** (紋章, *Monshō*):

* **Divine Dragon King, Naga** (神の龍王・ナーガ, *Kami no Ryūō: Nāga*):

#### Divine Blade Susanoo

**Art of the Sword: Divine Blade Susanoo** (剣術・神刃須佐之男, *Kenjutsu: Kamujin Susanoo*):
Fabricate

Level: 4

Casting Time: 10 minutes

Range: 120 feet

Duration: Instantaneous

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.

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

Level: 5

Casting Time: 1 action

Range: 120 feet

Duration: Concentration, up to 1 minute

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

The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

**Clenched Fist.** The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.

**Forceful Hand.** The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.

**Grasping Hand.** The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.

**Interposing Hand.** The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

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

Level: 1

Casting Time: 1 action

Range: 90 feet

Duration: Instantaneous

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

***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:** *PHB*, page 221
Fire Bolt

Level: Cantrip

Casting Time: 1 action

Range: 120 feet

Duration: Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

**Source:** *PHB*, page 242. Available in the SRD.
Dream

Level: 5

Casting Time: 1 minute

Range: Special

Duration: 8 hours

This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.

If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.

**Source:** *PHB*, page 236. Available in the SRD.
Friends (Spell)

Level: Cantrip

Casting Time: 1 action

Range: Self

Duration: Concentration, up to 1 minute

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

**Source:** *PHB*, page 244
Find Greater Steed

Level: 4

Casting Time: 10 minutes

Range: 30 feet

Duration: Instantaneous

You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.

The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.

You can't have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.

Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.

**Source:** *XGE*, page 156
Cure Wounds

Level: 1

Casting Time: 1 action

Range: Touch

Duration: Instantaneous

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

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

**Source:** *PHB*, page 230. Available in the SRD.
Demiplane

Level: 8

Casting Time: 1 action

Range: 60 feet

Duration: 1 hour

You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.

Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.

**Source:** *PHB*, page 231. Available in the SRD.
Butterflies

Did you know that 1st June is Butterfly Education and Awareness Day?

It's the perfect day to dive in and see what you can learn with the children, and then have a go at some fun butterfly activities from the collection below.

## **About the Butterfly:**

Butterflies are beautiful, flying insects with large wings, and make up the order of insects called ***Lepidoptera*** along with moths.

There are several differences between butterflies and moths.

Butterflies usually have clubbed antennae, in comparison to moths which have fuzzy or feathery antennae.

Butterflies are usually active during the daytime while most moths are active at night.

Adult butterflies feed on various liquids and drink through a *tube-like tongue* called a proboscis.

Most butterflies prefer flower nectar, but others may feed on other liquids such as those found in rotting fruit.

Perhaps the most fascinating thing about butterflies is how they change from a caterpillar into a butterfly.

This process is called metamorphosis.

A butterfly begins life as an egg, which hatches into a caterpillar.

Caterpillars eat and eat (*like in the famous story The Very Hungry Caterpillar!)*, then form a pupa (*or chrysalis)*.

Metamorphosis happens inside the pupa, this is where the caterpillar has an incredible transformation ready to emerge as a beautiful butterfly!

There are thought to be about 17,500 species of butterflies spread throughout almost the entire world (*except for the continent of Antarctica*).

Many species migrate to avoid adverse conditions, and certain species such as the Monarch migrate thousands of miles.

Most butterflies protect themselves from predators by using camouflage, and some blend into their environment so well that is it almost impossible to spot them when they are resting on a branch or foliage.

## **Some Interesting Facts:**

* Butterflies taste with their feet, which have receptors to help them find plants and locate food.
* Some butterflies such as the Monarch eat poisonous plants as caterpillars and become poisonous themselves as adult butterflies, and birds learn quickly not to eat them!
* The Queen Alexandra Birdwing is the largest living butterfly, with a wingspan that stretches almost a foot across and is only found in the rain forests of New Guinea.
Divination Spells By Level

## Divination Cantrips

Guidance

True Strike

## Divination Lvl 1

Beast Bond

Comprehend Languages

Detect Evil and Good

Detect Magic

Detect Poison and Disease

Gift of Alacrity

Hunter's Mark

Identify

Speak with Animals

## Divination Lvl 2

Augury

Beast Sense

Detect Thoughts

Find Traps

Fortune's Favor

Locate Animals or Plants

Locate Object

Mind Spike

See Invisibility

## Divination Lvl 3

Clairvoyance

Tongues

## Divination Lvl 4

Arcane Eye

Divination

Locate Creature

## Divination Lvl 5

Commune

Commune with Nature

Contact Other Plane

Legend Lore

Scrying

Telepathic Bond

## Divination Lvl 6

Find the Path

True Seeing
Create Homunculus

Level: 6

Casting Time: 1 hour

Range: Touch

Duration: Instantaneous

While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can't be reduced in any way. You then drip your blood on the spell's other components and touch them, transforming them into a special construct called a homunculus.

The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus's hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus's hit points ends when you finish your next long rest. The reduction to your hit point maximum can't be removed by any means before then, except by the homunculus's death.

You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.

**Source:** *XGE*, page 152
Conjure Celestial

Level: 7

Casting Time: 1 minute

Range: 90 feet

Duration: Concentration, up to 1 hour

You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.
The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, 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 celestial, it defends itself from hostile creatures but otherwise takes no actions.

The GM has the celestial's statistics.

At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.

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

Chaos is the god of his namesake. They are credited with first creating the Broken Earth in an explosion of matter and energy. They are said to be responsible for little else of the physical world. They are represented as wild, unpredictable, and impossible to reason with. Chaos' area of influence is not outside the world, but held deep within the core of our land. Because they laid everything into motion, there is a little bit of chaos stretched throughout the very fabric of our reality. Many worship when they are going up against chance.

## Appearance

Chaos is not easily put down into any one physical box. Because of this, they are often not depicted at all, or will be shown as a fire, lightening bolt, or other source of unstable energy. There are no reports of directly seeing Chaos' form, as it is blindingly bright to humanoids. Artistic discretion has led to various nonsensical attempts to personify Chaos. There is nothing consistent enough to be conclusive.

## Relationships

Chaos does not see to have any maintained relationships with the gods. Ordus is occasionally shown in myth to have some strength over the madness the deity thrives on, but those times seem to have come to an end. Chaos is not easily reasoned with, and the gods have given up on trying to do so. They either get along well enough to accept that Chaos' influence runs beneath them all, or there is nothing to be done and there is no choice but to eventually accept it.

Among humanoids, Chaos has few worshipers. The creatures that do follow him tend to turn out just a little bit luckier than their counterparts, but they are also impulsive and characterized by poor decision making, so any apparent luck is quickly leveled by their other choices.

## Offering Preferences

#### Disliked Alchemic Properties

Conjuration | No further known preferences
Clone

Level: 8

Casting Time: 1 hour

Range: Touch

Components: At least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes

Duration: Instantaneous

This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.

At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.

**Source:** *PHB*, page 222. Available in the SRD.
Animal Friendship

Level: 1

Casting Time: 1 action

Range: 30 feet

Duration: 24 hours

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spells ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast t level above 1st.

**Source:** *PHB*, page 212. Available in the SRD.
Armor of Agathys

Level: 1

Casting Time: 1 action

Range: Self

Duration: 1 hour

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

***At Higher Levels.***

When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

**Source:** *PHB*, page 215
Fireball

Level: 3

Casting Time: 1 action

Range: 150 feet

Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites 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 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

**Source:** *PHB*, page 241. Available in the SRD.
Beaten Civility

The dwarves in Northern Ebbensile at one point decided to further their political reach to try reach the untouched Du-Kah. The orcs remained extremely close to their traditions and their land. Aside from the goblin slave trade they had established with the Elodian Empire, the orcs had not been interested in touching the rest of the Broken Earth's technological advancement.

The dwarven attempt to make contact was not well met. Both dwarves and orcs are known for their stubbornness, hot hotheadedness, and general hesitance to get along. On the 26th of Kippom, the dwarves landed on the shoreline of Du-Kah, a spot that would soon come to bare the name Beaten Civility. The orcs met the dwarves with the same contempt they held towards the soft orcs they had run out of Du-Kah centuries ago.

The dwarves held up a long fight, but in the end, the orcs took out the entirety of their party. Their numbers had suffered steeply as well, but a close battle is more celebrated than an easy one in an orc's culture. This date is celebrated almost exclusively in Du-Kah, and will be either unheard of or severely taboo in Ebbensile.