recursal/Fanatic-Fandom huggingface dataset:
Absorb Elements

**Absorb Elements** (1st, abj.)

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

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

Components: *S*            Effect: *Multiple*

When you are hit with a spell that deals acid, cold, fire, lightning, or thunder damage, you may spend a reaction to gain resistance against the triggering damage type. The first time you hit with a melee attack on your next turn, a target takes an extra 1d6 damage of the triggering type, and the spell ends.

   *At higher levels*: The damage increases with 1d6 for each spell slot above 1st.
Fast Friends

**Fast Friends** (3rd, ench., conc.)

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

Duration: *Conc., up to 1 hour*        Attack/Save: *Comp save*

Components: *V* Effect: *Charmed*

When you cast this spell, choose one humanoid or human within range that can see and hear you, and that can understand you. The creature must succeed on a Composure saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.

You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Composure saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.

When the spell ends, the creature knows it was charmed by you.

*At higher levels*: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Naturalist

***Origin***: Eastcreek

Naturalists can have many different names, and many paths can lead you to become a naturalist in Eastcreek. Essentially, a naturalist is someone who has devoted their life to the land. You can be a religious figure of Gera, a technically outlawed profession but a tradition that is barely surviving through the use of deception. Or you can be someone who worships the World itself. You can be a healer, someone who studies the earth and its plants and animals, or a wise advisor to a Vision.

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

***Equipment***: A quarterstaff, a Herbalism Kit, a Tattoo Kit, a set of traveler's clothes, a holy symbol, or a random trinket from the Random Trinket table, and a pouch containing 10 gp.

***Background Trait***: Let Nature Guide You

You have a special kind of relationship with nature that allows you to gain simple premonitions or questions answered by searching in the right place. Once per seven days and if you spend an hour, observing how the river fish jump, the clouds play on a windy sky or how a fowl is born, you can glean some insight into the natural realm. This works as a very basic form of divination, where the GM is free to reveal as much as they like to and in what manner.
Criminal

*Origin*: Anywhere

You possess a rich history of breaking the law, and you are certainly not a puppy in the seeding underbelly of society. You also gained some criminal contacts through your exploits, even if you have decided to distance yourself from your old life. Or you might still be in full swing, trying to thrive in a world you can only describe as cutthroat.

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

***Equipment***: Thieves' Tools, a gaming set of your choice, a set of dark common clothes including a hood, and a belt pouch containing 15 gp.

***Background Trait***: Criminal Contacts

Your criminal contacts may come in handy in many different situations. You know how to communicate with your contacts, even over vast distances, as you can easily recognize which caravaneer, sailor, or message service you can trust. You may have several minor and untrustworthy contacts and one significant contact that is reliable.

***Bond***: Criminal Activity

If the authorities learn of your activities they will attempt to apprehend you and punish you for your crimes.
Greater Restoration

**Greater Restoration** (5th, abj.)

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

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

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

You touch one creature to reduce the target's exhaustion level by one, or end one of the following effects on the target:

* One effect that charmed or petrified the target
* One curse, including the target's attunement to a cursed magic item
* Any reduction to one of the target's ability scores
* One effect reducing the target's hit point maximum
Illusory Dragon

**Illusory Dragon** (7th, ill., conc.)

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

Duration: *Conc., up to 1 min*        Attack/Save: *Res save*

Components: *S* Effect: *Multiple*

You create a Huge dragon in an unoccupied space that you can see within range. The illusion lasts for the spell’s duration and occupies its space as if it were a creature.

When the illusion appears, any of your enemies that can see it must succeed on a Resolve saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.

As a bonus action on your turn, you can move the illusion up to 12 m. At any point during its movement, you can cause it to exhale a blast of energy in a 12 m cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Int/Cun saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.

The illusion is tangible, but attacks miss it automatically. it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Investigation (Cun) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.
Message

**Message** (0, trans.)

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

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

Components: *V* Effect: *Communication*

You target a creature within range and whisper a message. The target, and only the target, hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical Silence, 0.5 m of stone, 2 cm of common metal, a thin sheet of lead, or 1 m of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Forcecage

**Forcecage** (7th, evo.)

Casting Time: *1 action*        Range/Area: *20 m (square)*

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

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

This spell can create a force cage or a solid box, as you choose. The shape of a cage can be up to 4 m on a side and is made from 0.1 m diameter bars spaced 0.1 m apart. The shape of a box can be up to 2 m on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.

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

A creature inside the cage can't leave it by nonmagical means. If the creature tries to use Teleportation or inter-realm travel to leave the cage, it must first make a Pre/Man saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can't be dispelled by Dispel Magic.
Noble

***Origin***: Anywhere except Beornhelm, Eastcreek, Malgrave, Sirendale, and Stormholme

You have been born with or granted a noble title. You are familiar with influence, duty, privilege, collecting taxes, and owning land. Work with your GM to establish the general history and members of your noble house. Or maybe you performed some kind of heroic deed, perhaps as a knight, that elevated you to landowner and nobility.

***Skill Points***: You gain four skill points, assign them in the Academics, Animal Handling, Leadership, and Persuasion skills in a manner of your choice.

***Equipment***: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp.

***Background Trait***: High Society

* ***Income***: If you are still in good standing with your taxpayers, you can earn a comfortable lifestyle.
* ***Reputation***: By the grace of your noble title you wield influence in society. Those lower than you in the social hierarchy tries their best to serve you and not displease you. The higher social ranks see you as one of their own and you are granted access into their circles.

***Variant***: Knight

Another path to nobility is a knighthood. From heroic acts of service or many years of singular dedicated service, a soldier or civilian may be granted knighthood, equivalent to the lowest rank of nobility. As a knight, you are given some land that you have the right to tax. However, higher nobility might still view you as more of a commoner rather than equals. If you select this variant, exchange your background trait High Society to the Attendant trait below.

***Variant Background Trait*: Attendant**

When you select the Noble as your background, you may choose this trait instead of High Society.

* ***Followers***: In your employ, there are three attendants dedicated to you and your household. You decide how these attendants serve, but examples could include squire, majordomo, stable hand, servant, cook, messenger, etc. The attendants are commoners who will not join you in battle or endanger themselves, but they will perform mundane tasks for you as long as they are paid. They will leave their service if they are frequently endangered or abused.
* ***Income***: As long as you remain in good standing with your taxpayers you earn a comfortable lifestyle. After your attendant’s salaries have been paid, your effective lifestyle becomes modest instead.

***Bond*** *(Not a requirement)*: My Name

You may select this bond to gain two extra skill points to distribute between the skills provided by the Noble background. You feel responsible for your noble house, at every turn trying to increase its influence and protect its name.
Imprisonment

**Imprisonment** (9th, abj.)

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

Duration: *Until dispelled*        Attack/Save: *Res save*

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

The target must succeed on a Resolve saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.

When you cast the spell, you choose one of the following forms of imprisonment.

* ***Burial***: The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use Realm or planar travel to get into or out of it.
* ***Chaining***: Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.
* ***Minimus Containment***: The target shrinks to a height of 2 cm and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even utilizing teleportation or Realm or planar travel. The gemstone can't be cut or broken while the spell remains in effect.
* ***Slumber***: The target falls asleep and can't be awoken.

During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.

A Dispel Magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.
Feather Fall

**Feather Fall** (1st, trans.)

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

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

Components: *V* Effect: *Exploration*

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 12 meters per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Heal

**Heal** (6th, vis.)

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

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

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

Choose a creature that you can see within range. The creature regains 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell does not affect constructs.

*At higher levels*: When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.
Foresight

**Foresight** (9th, div.)

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

Duration: *8 hours*            Attack/Save: *None*

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

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

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

To learn a new language, spend a skill point in Academics, and name it after the language you want to learn. One skill point denotes a basic understanding of the language, and you carry a distinct accent. Two skill points in the Academics skill transforms this knowledge to fluency in the language.

In the Age of Riahn, there were few languages used at large on Frostmark. Modern Markish is the language that has survived to become the common tongue on Frostmark. Priests of Riahn learn Rianish through ancient traditions, but the language is not that widespread. Priests speak it during ceremonies and sermons, and the upper echelon of the Church converses with it as a sign of respect and superiority. Many geographical areas on Frostmark used to have their own language before Empress Leana eradicated most of them. Only Eastcreek has kept their old language, Creekish, and few records of other old languages exist. Maybe a select few scholars in Malgrave or Stormholme may have learned these languages. These languages spawned out of the geographical kingdoms during the Age of the Seven. If you're interested in one of these, ask the GM.

Most common languages of Frostmark: Modern Markish. Rianish and Creekish

Beyond Frostmark there are hundreds of languages who have risen, and some who have already disappeared. The two most important languages of World are Copta, the language of the gods and magic which the Enneade jealously guard, and Ancient Markish which is the trade language between the Realms. Knowing Ancient Markish means that your character had a proper education in the Realms. Modern Markish evolved from Ancient Markish to the language that the inhabitants of Frostmark share today. Modern and Ancient Markish sounds similar but is mostly incomprehensible for a speaker of the opposite version. Then all the Realms have a common language which their presiding god has created for inter-Realm business.

The most common languages of the Realms: Ancient Markish, Rianish (Eternal Suns), Geran (Progenitor), Teranian (Tu’at), Lapish (Atlas), Borian (Kess’Aai), Suhlm (Mirrormark) and Vegomish (Qedseba).

Lastly, Enna races or groups of Enna races have developed their own languages. Several races like elves, dwarfs and orcs have created their own languages. Examples of languages shared between races include Sylvan often used amongst fey creatures and Celestial, spoken between Celestial Enna. To find out which languages Enna speak, consult their race description in the race section or navigate to the adversary section.
Locate Animals or Plants

**Locate Animals or Plants** (2nd, div., ritual)

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

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

Components: *S, V* Effect: *Detection*

Describe or name a specific kind of beast, animal, or plant. You learn the direction and distance to the closest creature or plant of that kind within 8 km if any are present.
Kingdoms

The cultural areas of Frostmark have changed over the ages, and the current geopolitical landscape was formed by the Empire. Empress Leana was mindful of the already existing cultures dotting the map of Frostmark and adequately formed them into kingdoms for her dukes to govern.

* In Applegate, Peelers live.
* In Armathain, the Armathainians (Thainians) live.
* In Beornhelm, the Beornish live.
* In Crowhill, the Crow live.
* In Eastcreek, the Clans and the Iskerians, or Easters, live.
* In Greenfield, the Greens or the Fieldish live.
* In Karthmere, the Karthmerians (Merians) live.
* In Malgrave, the Malgravians (Gravians) live.
* In Oldwood, the Woodlings live.
* In Sirendale, the Sirens or Dalish live.
* In Stormholme, the Stormish live.
Call Lightning

**Call Lightning** (3rd, conj., conc.)

Casting Time: *1 action*         Range/Area: *24 m (12 m cylinder)*

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

Components: *S, V* Effect: *Lightning*

A storm cloud appears in the shape of a cylinder that is 2 m tall with a 12 m radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).

When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 1 m of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns, until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.

*At higher levels*: When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Contagion

**Contagion** (5th, vis.)

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

Duration: *7 days*            Attack/Save: *Vit save*

Components: *S, V* Effect: *Blinded*

Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned.

At the end of each of the poisoned target's turns, the target must make a Vitality saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell's duration.

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.

* ***Blinding Sickness***: Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on mental checks and Resolve saving throws and is blinded.
* ***Bloody Doom***: The creature begins to bleed uncontrollably. The creature has disadvantage on Vitality checks and Vitality saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
* ***Fever***: A raging fever sweeps through the creature's body. The creature has disadvantage on Brawn checks, Brawn saving throws, and attack rolls that use Brawn.
* ***Flesh Rot***: The creature's flesh decays. The creature has disadvantage on social checks and vulnerability to all damage.
* ***Mindfire***: The creature's mind becomes feverish. The creature has disadvantage on mental checks and Int/Cun saving throws, and the creature behaves as if under the effects of the Confusion spell during combat.
* ***Seizure***: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use dexterity.
Awaken

**Awaken** (5th, trans.)

Casting Time: *8 hours*        Range/Area: *Touch*

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

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

You touch a Huge or smaller beast, animal or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the Awakened Shrub or the Awakened Tree.

The Awakened Beast, Animal or Plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
Elemental Armor

**Elemental Armor** (1st, abj.)

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

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

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

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 acid, cold, fire, lightning, poison, or thunder 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*.*
Color Spray

**Color Spray** (1st, ill.)

Casting Time: *1 action*        Range/Area: *Self (3 m cone)*

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

Components: *S, V* Effect: *Blinded*

Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 3-m cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

*At higher levels*: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Mislead

**Mislead** (5th, ill., conc.)

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

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

Components: *S* Effect: *Deception*

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened regarding your own surroundings.
Create or Destroy Food and Water

**Create or Destroy Food and Water** (2nd, conj.)

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

Duration: *Intant*            Attack/Save: *None*

Components: *S, V* Effect: *Creation*

You create or destroy food and/or water. Choose either create or destroy when you cast this spell.

* You create 20 kg of food and 140 liters of clean water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing and spoils if uneaten after 24 hours. Alternatively, the waterfall as rain in a 6 m cube within range, extinguishing exposed flames in the area.
* You destroy up to 20 kg of food or 140 liters of water in an open container within range. Alternatively, you destroy fog in a 6 m cube within range.

*At higher levels*: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 40 additional liters of water, or the size of the cube increases by 1 m, for each slot level above 1st.
Earthen Grasp

**Earthen Grasp** (2nd, trans., conc.)

Casting Time: *1 action*        Range/Area: *6 m (1 m cube)*

Duration: *Conc., up to 1 min*        Attack/Save: *Br save*

Components: *S, V* Effect: *Force*

You choose a 1 m square unoccupied space on the ground that you can see within range. A Medium earthen hand reaches for one creature you can see within 1 m of it. The target must make a Brawn saving throw. On a failed save, the target takes 2d6 force damage and is restrained for the spell’s duration.

As an action, you can cause the hand to crush the restrained target, who must make a Brawn saving throw. It 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 Brawn 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.
Destructive Wave

**Destructive Wave** (5th, evo.)

Casting Time: *1 action*        Range/Area: *Self (6 m radius)*

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

Components: *V* Effect: *Multiple*

Each creature you choose within 6 m of you must succeed on a Vitality saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
Acid Arrow

**Acid Arrow** (2nd, evo.)

Casting Time: *1 action*        Range/Area: *18 m*

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

Components: *S, V* Effect: *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.
Crow Priest

***Origin***: Crowhill

As a priest from Crowhill, you have a unique perspective and relationship to the Church. In addition to their spiritual duties, most of the priesthood in Crowhill also manage the administrational work of the Church. These duties include overseeing the food imports from Applegate, the pressure on the House of Representatives in Karthmere, the salvation of Eastcreek, the initiatives to regain popularity in Oldwood and Malgrave, the strong diplomatic ties with Armathain, etc. Besides working as a priest in Crowhill, you can be a missionary in another kingdom, a priest independently conducting their investigations about troubling news, a priest sent out on a mission, a priest who experienced a call from Riahn, or even a priest who has defected the Church for his or her reasons.

***Skill Points***: You gain two skill points, assign them in the Academics (your choice), Empathy, Investigation, Occult, and Persuasion skills in a manner of your choice. You gain 1 rank in the Academics (Church of Riahn) skill and 1 rank in the Academics (Rianish) skill.

***Equipment***: The holy symbol of Riahn (a gift to you when you entered the priesthood), a prayer book, a copy of the Radiance of Geanor, vestments, a Tattoo Kit, a set of common clothes, and a belt pouch containing 15 gp. ***Background Trait***: Partial Soul Drain Ritual You have been taught how to perform the Partial Soul Drain ritual, but chances are that you don’t know the true nature of it. You may combine Soul fragments and Soul power beyond Soul power of level 1.

***Background Trait***: Priest Of The Sun God

* ***Aid***: If you ask your fellow priests for aid they would offer it, provided the assistance is not hazardous and you remain in good standing with your church.
* ***Familiarity***: The Crow Priest has unique insight into the Church's administrational system and operations.
* ***Income***: You command respect among those who share your faith. As long as you work as a priest you gain a comfortable lifestyle.
* ***Residence***: You can expect free healing and care at any establishment of the Riahn faith. In the church or abbey you are serving in, you gain a permanent residence. You may also be borrowed a residence in an establishment of Riahn in your travels.

***Bond***: Devotion To The Sun You have devoted your Soul and work to Riahn and his Church. You are sanctified to perform religious ceremonies of Riahn.
Globe of Invulnerability

**Globe of Invulnerability** (6th, abj., conc.)

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

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

Components: *V* Effect: *Negation*

You create a barrier in a 2 m radius around you. Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher-level spell slot. Such a spell can target creatures and objects within the barrier, but the spell does not affect them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

*At higher levels*: When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.
Coptic Word of Soul Blasting

**Coptic Word of Soul Blasting** (7th, evo.)

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

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

Components: *V* Effect: *Multiple*

You utter a divine word in Copta, which was used to shape the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Resolve saving throw. On a failed save, a creature suffers an effect based on its current hit points:

* 50 hit points or fewer: Deafened for 10 rounds
* 40 hit points or fewer: Deafened and blinded for 10 minutes
* 30 hit points or fewer: Blinded, deafened, and stunned for 1 hour
* 20 hit points or fewer: killed instantly

Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its home Realm (if it isn't there already) and can't return to your current Realm for 24 hours by any means short of a Wish spell.
Charm Person

**Charm Person** (1st, ench.)

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

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

Components: *S, V* Effect: *Charmed*

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

*At higher levels*: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 6 m of each other when you target them.
Black Tentacles

**Black Tentacles** (4th, conj., conc.)

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

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

Components: *S, V*            Effect: *Restrain, bludgeoning*

You designate a 4 m area that becomes 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 Brawn or Dexterity check (it’s choice) against your spell save DC. On a success, it frees itself.
Goodberry

**Goodberry** (1st, trans.)

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

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

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

You create up to ten magical berries for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries disappear if they have not been consumed within 24 hours of the casting of this spell.
Feeblemind

**Feeblemind** (8th, ench.)

Casting Time: *1 action*        Range/Area: *25 m*

Duration: *Instant*            Attack/Save: *Int/Cun save*

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

The target takes 4d6 psychic damage and must make a Resolve saving throw.

On a failed save, the creature's mental and social ability 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 7 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 the *Greater Restoration*, *Heal*, or *Wish* spells.
Animate Object

**Animate Object** (5th, trans., conc.)

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

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

Components: *S, V* Effect: *Creation*

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

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 150 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

An animated object is a construct with AC, hit points, attacks, Brawn, and Dexterity determined by its size. Its Vitality is 10 and its mental and social scores are 3. Its speed is 6 meters; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 6 meters and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 6 m and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

*At higher levels;* If you cast the spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.
Coptic Word of Stun

**Coptic Word of Stun** (8th, ench.)

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

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

Components: *V* Effect: *Stunned*

You speak the Coptic word for stun. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.

The stunned target must make a Composure saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
Magic Mouth

**Magic Mouth** (1st, ill., ritual)

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

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

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

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 6 m of the object. For example, you could instruct the mouth to speak when any creature moves within 6 m of the object or when a silver bell rings within 6 m of it.
Meld into Stone

**Meld into Stone** (3rd, trans., ritual)

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

Duration: *8 hours*            Attack/Save: *None*

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

Using your movement, you step into stone at a point you can touch as long as the stone is large enough to contain your whole body and equipment. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, your equipment merges with you, you can't see what occurs outside it, and any Perception (Int) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.

Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.
Gaseous Form

**Gaseous Form** (3rd, trans., conc.)

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

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

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

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 2 meters. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Brawn, Dexterity, and Vitality 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 to hover in the air even when stunned or otherwise incapacitated.
Cone of Cold

**Cone of Cold** (5th, evo.)

Casting Time: *1 action*        Range/Area: *Self (12 m cone)*

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

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

Each creature in a 12 m cone must make a Vitality saving throw. A creature takes 7d8 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.
Dominate Person

**Dominate Person** (5th, ench., conc.)

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

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

Components: *S, V* Effect: *Charmed*

A humanoid or human that you can see within range must succeed on a Resolve 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 within the same Realm. 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. 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 Resolve 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.
Armor Feats

#### Lightly Armored

*Ability score*: Increase your Brawn or Dexterity score by 1, to a maximum of 20

You gain proficiency with light armor and shields.

#### Light Armor Master

*Prerequisite*: Light Armor Proficiency

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

Increase your AC by +1 and your Dexterity saving throw score by +4.

#### Moderately Armored

*Prerequisite*: Light Armor Proficiency

*Ability score*: Increase your Brawn or Dexterity score by 1, to a maximum of 20

You gain proficiency with medium armor and shields.

#### Medium Armor Master

*Prerequisite*: Medium armor proficiency

* ***Stealthy***: Wearing medium armor doesn't impose disadvantage on your Stealth (Dex) checks.
* ***Maneuverability***: When you wear medium armor, you can add +3, rather than +2, to your AC if you have a Dexterity of 16 or higher.

#### Heavily Armored

*Prerequisite*: Medium armor proficiency

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

You gain proficiency with heavy armor and shields.

#### Heavy Armored Master

*Prerequisite*: Heavy armor proficiency

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

While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by -3 points of damage.
Dispel Soul Aspect

**Dispel Soul Aspect** (5th, abj. conc.)

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

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

Components: *V* Effect: *Buff*

For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.

You can end the spell early by using either of the following special functions.

* ***Break Enchantment***: As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.

***Dismissal***: As your action, make a melee spell attack against a celestial, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home Realm. The creature must succeed on a Pre/Man saving throw or be sent back to its home Realm (if it isn't there already).
Animal Connection

**Animal Connection** (1st, ench., ritual)

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

Duration: *24 hours*            Attack/Save: *Comp save*

Components: *S* Effect: *Charmed*

You gain the ability to comprehend and verbally communicate with beasts and animals for the duration. The knowledge and awareness of many beasts and animals are limited by their intelligence, but at minimum, beasts and animals can give you information about nearby locations and creatures, including whatever they can perceive or have perceived within the past day.

In addition, you may attempt to charm the animal or beast you are communicating with. Choose a beast or animal that can see and hear you and vice versa. If the beast's or animal’s Intelligence is 4 or higher, the charm condition automatically fails. Otherwise, the beast must succeed on a Composure saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.

*At higher levels*: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.