recursal/Fanatic-Fandom huggingface dataset:
Mirror World

The Mirror World is a sort of veil between the gods, us, and the other worlds. The Mirror World is much smaller than a world and traveling for 1 hour in there would equate to 10 miles in our world if we exit. Magic itself does not work properly in the Mirror World and is very dangerous to attempt. Weird creatures not of any normal world reside in the Mirror World trapped and unable to exit. The Mirror World is a confusing and dangerous place but with the right knowledge and power could be very useful.

Entering the Mirror World requires one to perform a ritual and bleed onto a mirror. The one opening the way serves as the link and must continue to bleed throughout the duration.

> *"There's a saying; if you want it gone for good, toss it in the Mirror World."*
>
>
Alicorn Lance

Alicorn Lance (2nd Level Spell)

A transparent alicorn (unicorn horn) forms about 2 inches from your brow. Starting the turn you cast this spell, for the duration you can use a bonus action during each of your turns to launch the horn at a creature you can see within range. The target must make a Dexterity saving throw, taking (3d6) Radiant Damage on a failed save. It is also outlined in silver faerie fire on a failed save, causing any attacks against it to be made with advantage until the start of your next turn. On a successful save the target takes half damage and suffers no other effects.

## ***`At Higher Levels`***

When you cast this spell using a spell slot of 3rd level or higher, the amount of Radiant Damage increases by (1d6) for each slot above 2nd level.
Rathal's Blood Mist

Rathal's Blood Mist (9th Level Spell)

Choose a point within 100ft. to cause a 60-foot radius cloud of mist to form. Each creature of your choice must make a Constitution saving throw for full or half damage of (21d4) Necrotic Damage. Creatures that take (33) or more damage must make a Wisdom saving throw or become Charmed by the caster.
彭琝

彭琝
--

**彭琝** （英文名：**Wayne Perng**，生於2003年4月14日），臺灣新北市永和人，博恩喜歡的好友之一。臺北市私立復興實驗高級中學畢業，現讀國立臺灣大學電機工程學系。

傳記
--

彭琝2003年4月14日出生於臺灣新北市永和區。他有一位姐姐，名叫彭琳（英文名：Elaine Perng，生於1999年11月），是一位描寫個人大學生活的YouTuber（現已畢業）。

他從小在新北市私立育才雙語小學就讀，由於課業表現良好，獲得了不少獎狀，尤其對物理感到極大的興趣。他發布了他小學時參加「網博專題製作」的分享影片，來表達出他的研究、聚集想法、表演以及專題製作的體驗。2015年6月自育才雙語小學畢業。

2015年9月，進入臺灣臺北市私立復興實驗高級中學附設國中就讀，並且考上了該校的數理資優班。跟小學一樣，課業成績仍表現良好，總是在班上名列前茅，遇到問題時都會找老師解決。2018年2月透過該校的教務處宣布，他直升該校的高中部，同年6月2日以金質直升獎自國中部畢業。

升上高中的他，在課業方面上表現得很出色；他除了在物理方面上獲得了無數的獎項之外，高中二年級時，他在「臺北市2019～2020中等學校學生英語創意Youtuber比賽」獲得了高中組第二名（亞軍）。高中三年級時，他取得「第21屆亞洲物理奧林匹亞競賽」的國手資格，代表國家出賽，這可真是得來不易的一件事情，唯有高手才能做得到。

2021年1月22及23日，他參加大學學測，同年5月，學測放榜之後，錄取了臺灣頂尖科系──國立臺灣大學電機工程學系，同年6月4日在私立復興實驗高中畢業。

2021年9月，進入國立臺灣大學電機工程學系就讀。在大學生活期間，他仍然喜歡解開物理題目，並且曾經有在台上講解題目，在台下的同學們都覺得他講解的題目很精細、很專業，有「彭教授」的稱呼。他也在他的YouTube頻道上發布影片，來講解物理題目或是他對一些數理方面感到興趣的東西，以增加他對物理知識的印象。

彭琝目前居住在臺灣新北市永和區，年紀為20歲285天。
Cataract Of Fire

Cataract Of Fire (12th Level Spell)

A giant flame strike of fire, divine, and arcane energy strikes the targeted area for (100d100) Damage. The effected area is a 2,000-foot radius 300-foot tall pillar centered on the caster. Any magical effects in the area are all burnt away. Creatures within a quarter mile can feel the intense heat and are blinded if they look in its direction for a whole day.

> *"This spell has only been cast twice. Once by someone who was never seen or heard of again in which all forms of contact or resurrection has failed on. And another by some unknown entity as it was only seen from a distance."*
>
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Sudden Disposition

Sudden Disposition (2nd Level Spell)

With a single word of magical power, you cause two creatures to swap places. Choose two small or medium creatures that you can see within range. You can only choose two creatures which are either standing on the same surface or standing on surfaces which are physically connected by solid ground or structures. A creature which is unwilling to be transposed makes a Charisma saving throw against this effect. If neither creature makes a successful saving throw, both creatures are teleported, with each reappearing in the space previously occupied by the other.
8 Primal Gods

Intermediate Deities previously known as the 8 Primal Gods were deities that were the only ones active during the majority of the first 1500 years until other deities put them in their place and actively prevent them from climbing divine ranks as punishment. Intermediate Deities have a divine rank between 11-15.
Demi-Gods

Demi-Gods are entities that have passed the threshold into the beginnings of God-Hood. Demi-Gods hold a divine rank between 1-5 but still lack their own plane of existence and followers. They are immortal like a Quasi-Deity and have improved physical and mental capabilities compared to mortal beings. They also cant be killed from an entity that has no divine ranks without the use of Epic High Magic.

Demi-Gods Rankings
 Eryn
Greater Ruin

Greater Ruin (11th Level Spell)

This spell costs 1 million gold worth of tribute and the casting time can be reduced by 1 round per extra 1 million gold worth of tribute down to a minimum casting time of 1 round.

The spell deals (80d12) Damage to the target or area or 2 target creatures.. Everything in the area is disintegrated including magical items that were not created with the aid of epic high magic. A creature reduced to (0) hit points by this spell is also disintegrated and has its soul frayed twice as bad as usual. If the spell fully soul frays the target they leave behind 2 soul shards that are capable of fueling high magic spells.
Tearing Claws

Tearing Claws (1st Level Spell)

Spectral draconic claws strike out from your body, slashing at your foes and shoving them backward. Each creature in a 15-foot cone emanating from you must make a Dexterity saving throw. On a failed save, a creature takes (2d10) Slashing damage and is pushed 5-feet away from you. On a successful save, the creature takes half damage and isn't pushed. Creature's that only have hit points equal to half their hit point maximum or fewer have disadvantage on the saving throw, and are pushed back 15-feet on a failed saving throw.

## ***`At Higher Levels`***

When you cast this spell using a spell slot of 2nd level or higher, the damage dealt is increased by (1d10) Slashing damage for each slot above 1st level.
Blood Origin

## Blood Origin (1st Level)

At 1st level, you learn a unique cantrip called blood siphon. As an action you can make a spell attack at a creature you can see within 60ft. On a hit, you deal (1d10) Necrotic damage. This damage increases by (1d10) at levels 5, 11, & 17. Starting at 3rd level, you are able to heal with this cantrip equal to half the damage dealt.

## Blood Ripple (6th Level)

At 6th level, you may spend a sorcery point to attempt to charm a creature you can see. The charm lasts for 1 minute or until you damage the target. Starting at 10th level, you may spend (3) sorcery points to erupt with a barrage of blood siphons. You make a single blood siphon attack at each creature within 15ft. of you.

## Untamed Lust (14th Level)

At 14th level, you may spend (6) sorcery points to transform into a Succubus for 1 minute. This transformation does not work like a polymorph. Your stats remain the same and you merely gain the same abilities and appearance of a succubus.

## Blood Lust (18th Level)

At 18th level, any time you are hit by a critical hit, you are able to make a blood siphon attack a critical hit. You can not save up more than one use of this.
Manacritter

A being made of pure magical energy. (former spellcasters that were consumed by a spell they could not control) They are unstable beings that last about 60 years.

## Traits

* **Size/Type:** *Elemental Creature Type Of Your Former Race.*
* **Speed:** *30ft. Walking*
* **Languages:** *Common, Primordial*
* **Ability Bonus:** *Based Of Former Race.*
* **Glowing:** *You naturally shed dim light up to 15ft. from you.*
* **Innately Magic:** *You gain proficiency in Arcana & may cast the "Detect Magic" spell at will without the need of components. You also have advantage on saves against spells that provoke a mental save. On the downside, magic suppressing areas give you disadvantage on everything and reduce your speed to 10ft. If you are effected by "Dispel Magic" you take (1d8) damage per level of the spell.*
* **Immunity:** *You are immune to diseases.*

## Unique Features

As a Manacritter, you may pick one of the following features to further define yourself.

1. **Levitate:** *You innately levitate 5ft. off the ground making you immune to difficult terrain and no longer have to spend movement getting up from being prone.*
2. **Shapechange:** *You can take the shape of any medium or smaller creature but do not gain their abilities and your stats remain the same.*
3. ***Fate:** You can re-roll 1's once per turn.*
4. **Magical Knowledge:** *You may innately cast "Identify" at will without the need for components.*

## Flaws

Every Manacritter has one or multiple flaws. Pick one or more of the following flaws.

* *Occasionally refer to yourself in 3rd person and that you are the result of a former creature that perished.*
* *Panic instantly whenever you are placed in the spotlight of any situation.*
* *You get drunk off even a single drop of alcohol & while drunk, you talk in exotic languages and say stuff that you shouldn't.*
* *You idly stack objects or critters when you are bored or waiting for something to happen.*
* *Whenever you get too flustered, you start singing.*
Chilling Scythe

Chilling Scythe (2nd Level Spell)

You create a weightless 7ft. scythe. As part of the action casting this spell, and as an action on each of your turns for the duration, you can make a melee spell attack. If the target is undead, you inflict force damage equal to (4d6) Plus your spellcasting ability modifier on a hit. Otherwise if you hit something not undead, you deal (2d6) Plus your spellcasting ability modifier as Magical Slashing Damage.

Undead hit by the scythe must also make a successful Strength saving throw or be hurled 20ft. away from you.
Path Of The Cursed

## Purple Curse (3rd Level)

At 3rd level, your first three attacks after entering a rage deal extra damage equal to your level in necrotic damage.

## Purple Skin (6th Level)

At 6th level, you gain temporary hit points when entering a rage equal to your constitution modifier times three. You also gain immunity to force damage until the start of your next turn anytime you use reckless attack.

## Enlarged Rage (10th Level)

At 10th level, you grow one size larger and gain an extra (D4) to hit and damage. Additionally, your purple skin feature now grants temporary hit points equal to your constitution modifier times six.

## Cursed Body (14th Level)

At 14th level, you rebound melee damage to the attacker equal to the amount of damage you negated by your rage. Only for the first three attacks made against you.
Duergar

Gray dwarves with slight innate magic.

## Traits

* **Size/Type:** *Medium Or Smaller Humanoid*
* **Speed:** *25ft. Walking*
* **Senses:** *120ft. Darkvision*
* **Languages:** *Common, Dwarven, Undercommon*
* **Ability Bonus:** *+1 Strength & Constitution & +1 To An Ability Of Choice.*
* **Duergar Resilience:** *You have resistance to poison damage.*
* **Sunlight Sensitivity:** *While in sunlight, you have disadvantage on attack rolls as well as perception checks that rely on sight.*
* **Enlarge:** *Once per short or long rest, as a free action you may grow one size larger for 1 minute. While enlarged, you double your damage dice with strength based weapons and have advantage on strength checks and saves.*

## Unique Features

As a Duergar, you may pick one of the following features to further define yourself.

1. **Improved Resilience:** *You gain advantage on saves against being poisoned, charmed, or frightened. Once per long rest, you can grant yourself advantage on a save against a single spell as a reaction.*
2. **Invisibility:** *Once per short or long rest, as a bonus action, you can turn invisible for 1 hour.*
Beastial Rogue

## Beastial (3rd Level)

At 3rd level, your successful sneak attacks create a temporary displacement. After a sneak attack, you create a temporary clone of yourself that gives attacks disadvantage against you until the end of your turn.

## Chimera Dance (9th Level)

At 9th level, you may choose to forgo your sneak attack bonus to make three swift attacks each with a different style. If you land all three you deal an extra (3d6) force damage.

## Remorhaz Slice (13th Level)

At 13th level, you may use your reaction to attempt to parry an attack coming at you. If you roll a higher attack roll, the attack is parried as you slice the hand causing it to burn for (1d4) damage per turn until treated.

## Purple Worm Strike (17th Level)

At 17th level, you make a tunneling strike with poison. The creature must make a DC 15 Constitution save. On a failed save, the target begins bleeding out for (1d12) per turn until treated and removed of poison. Until the target succeeds the save to remove the poison, it has disadvantage on all rolls it makes. On a successful save, the poison does not take place, but the target still bleeds out for (1d12) damage per turn until treated.
Jackalwere

Jackals tainted by demonic power.

## Traits

* **Size/Type:** *Medium Or Smaller Humanoid*
* **Speed:** *40ft. Walking*
* **Languages:** *Common*
* **Ability Bonus:** *+2 Dexterity, +1 Intelligence*
* **Shapechange:** *A jackalwere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal). Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.*
* **Keen Senses:** *You have advantage on Perception checks that rely on hearing and smell.*
* **Pact Tactics:** *A jackalwere has advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.*
* **Bite:** *Your bite is a natural weapon that deals (1d4) plus your dexterity or strength modifier.*

## Unique Features

As a Jackalwere, you may pick one of the following features to further define yourself.

1. **Immunity:** *You are immune to damage from non-magical attacks or weapons that are not silvered.*
2. **Sleep Gaze:** *A jackalwere gazes at one creature it can see within 30 feet of it. The target must make a DC 10 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere's gaze for the next 24 hours. Undead and creatures immune to being charmed aren't affected by it.*
Whip Of Flame

Whip Of Flame (2nd Level Spell)

A whip of flame extends from one of your hands. The whip is a melee weapon with a reach of 10-feet, with which you are considered proficient with. It sheds bright light in a 10-foot radius and dim light for an additional 10-feet. As part of the action of casting this spell, and again as an action on each of your turns for the spell's duration, you can make a melee spell attack with the whip. If you hit, the whip deals fire damage equal to (3d4) Plus your spellcasting ability modifier.
盧柏瑜

2022年的盧柏瑜

**盧柏瑜** （英文名：**Daniel Lu**，生於2003年3月16日），美國人兼臺灣臺北人，博恩的好友之一。臺北市私立復興實驗高級中學畢業，現讀國立政治大學資訊管理學系。

傳記
--

盧柏瑜2003年3月16日出生於美國，後來跟隨家人移居臺灣。他有一位大他4歲的哥哥（生於1999年3月）。僅比邱稚荃小一天生日。

小學三年級時，轉入臺灣臺北市私立復興實驗高級中學附設小學就讀，2015年6月小學畢業。

2015年9月，直升同校的國中部就讀。喜歡游泳的他，加入了游泳校隊。國中的他功課不錯、品學兼優，總是在班上獲得不少成就。2018年2月透過該校的教務處宣布，他直升該校的高中部。直升高中部的他，仍然很喜歡游泳。同年6月2日自國中部畢業。

2018年9月，升上高中的他熱愛流行音樂，於是加入了熱音社，演奏吉他，每當有活動時，會上台公開演出，2020年6月自熱音社畢業。翌年1月22及23日他參加大學學測，同年5月學測放榜之後錄取了國立政治大學資訊管理學系，同年6月4日正式從私立復興實驗高中畢業。

2021年9月，進入國立政治大學資訊管理學系就讀。除了課業之外，他偶爾也會參與學校或是系上的一些活動。

盧柏瑜目前居住在臺灣臺北市，年紀為20歲314天。
Jinx Shot

Jinx Shot (Cantrip)

As part of the action used to cast the spell, make a ranged weapon attack against a creature within range. On a hit, the target suffers the attack's normal effects and your enchanted shot renders your foe unaccountably clumsy. It has disadvantage on the next attack roll it makes before the start of your next turn. If that attack misses, it falls prone and the spell ends.

## ***`At Higher Levels`***

At 5th level, the attack also deals an extra (1d4) Psychic damage to the target. This extra damage is increased to (2d4) Psychic damage at 11th level and increases one last time at 17th level to (3d4) Psychic damage.
2nd 100

## ***`Zephyr Memorial Wall (2nd 100)`***

Crackboom
Manacritter Cleric
Sorial
Smol Rogue
Tadd
Tiefling Fighter
Velora
Tiefling Sorcerer
Rosalind
Human Cleric
Kross
Human Mystic
Glynn
Bullywug Fighter
Ja'Zir Whispertail
Tabaxi Rogue
Kimmy
Tiefling Fighter
Tedd
Kern
Human Monk
Octavia
Cambion Witch
Maeve
Aasimar Sorcerer
Agnarr
Warforged Paladin
Wig Plowhim
Human Barbarian
Leam
Giant Barbarian
Knotdye
Half Elf Cleric
Miyuki
Wood Elf Rouge/Ranger
Chipa Fikessoo
Aasimar Paladin
Tadd
 121
Cook
Elf Bouncer
Aetxes
Cambion Warlock
Untitled Goose
Aarakroca Rogue
Tinkey
Kobold Arcane Engineer
Thob
Tiefling WizLock
Thob
Tiefling WizLock
Takk
Tiefling Fighter
Velora
Tiefling Sorcerer
Rat
Kobold Druid
Alanna
 131
Taz
Manacritter WizLock
Ignis
Tiefling SorLock
Oscar Graves
Human Cleric
Georgie
Wereboar
Sutha
Hal-Orc Fighter
Argo
Spiderboi Wizard
Spellmonger
Human Wizard
Booshka
Half-Elf Paladin
Poppinjay
Kenku Rogue
Spellmonger
 141
Farzu
Cambion Summoner
Solara Havenheart
Wild Magic Barbarian
Poppinjay
Kenku Rogue
Poppinjay
Kenku Rogue
Kachow
Half Elf Paladin
Wally
Gold Wizard
Natthaphong
Human Rogue
Ahzrielos ha'Fiend
Cambion Fighter Rogue
Agnarr
Warforged Pala-Sorc
Arum Godspeaker
 160
Drake
Half-Drow
Rogue
Fenn'Vhold
Kobold Fighter
Karkan
Tiefling Warlock
B00M3R
Autognome Warlock
Willie
Human Druid
Rainbow Beam

Rainbow Beam (2nd Level Spell)

A ray of rainbow colored light streaks from your hand. Make a ranged spell attack. On a hit, the target takes damage equal to (2d12) Plus your spellcasting ability modifier, and it is stunned until the end of its next turn. A successful Constitution saving throw negates the stunning effect.

The type of damage dealt is rolled randomly from the following table:

If the result indicates the beam is multi-colored, then the target takes the spell damage twice, once for each damage type.

## ***`At Higher Levels`***

When you cast this spell using a spell slot of 4th level or higher, the damage of the type rolled increases by (1d12) for every two slot levels above 2nd.
Magic Item Crafting

***Downtime Activity: Crafting Items***

A character who has the time, the money, and the needed tools can use downtime to craft armor, weapons, clothing, or other kinds of gear.

Post the details of the item you are making or putting time into here: https://discord.com/channels/1169516316332404766/1169516317531967634

Half Cost For Consumables Like Potions & Scrolls (Use Either Gold OR Material For Consumables)
 Uncommon
 Rare
 Very Rare
 Legendary

Potions
 Greater Healing
 Superior Healing
 Supreme Healing
Rare Creation

Rare Creation (6th Level Spell)

This spell allows you to craft an existing rare magic item if you have the proper item component to consume throughout the creation. You may also attempt to create your own rare magical item by working with the DM to come up with one and what the item component you would need would be.

You will have to cast this spell 70 times to complete the item. (10 Weeks)

35 Timed for consumables (5 Weeks)
Archfey

## ***`Xemos, The God Of Riddles`***

Once a Lesser Deity but now a Chaotic Greater Deity that very little is known about. Someone who in mortal life that loved pranks to an extreme degree has carried this trait in spades into his ascension into god-hood. Researchers have been trying to figure out more about this god since he first emerged in the year 1009.

## ***`Zesh, The Traveler`***

A powerful member of a rare mysterious race that resides between realms. This entity is known for his extensive interest in traveling the ethereal plane from world to world in seek of absolute knowledge on the multiverse and will not rest until there is nothing he does not know.
Weave Barrier

Weave Barrier (10th Level Spell)

This spell costs the use of a 9th level spell slot in the form of the Wish spell as well as 2 million gold worth of tribute. Alternate component cost is 1 soul shard and 12 hours of casting time.

The spell allows the caster to temporarily or permanently alter the area to always scry on the selected creature type and record everything they do while inside the area within a designated tome when cast.
Delphinium's Vault

Delphinium's Vault (8th Level Spell)

You conjure an extra-dimensional dwelling that acts as a portable vault somewhere in range for the duration or until dismissed as a bonus action. There is no visible building from the outside other than a 10ft. wide and 20ft. tall gate that is guarded by two scorpion people. The gate can only be opened by its corresponding clockwork scorpion key which is created the first time one casts this spell. The vault floor plan is determined by the caster when it is first made an is an extra-dimensional space of 62,500 square feet made up of multiple rooms that are 10ft. by 10ft. each. The owner is able to know the location of any items they seek inside the vault and may even summon it to them while within the vault. While the vault is summoned, any creature may enter it if the gates are open or if they have the key to it. One may even summon another creature's vault if they knew this spell and also held that creature's key when casting it. The owner of a vault may determine who is welcomed inside and who is not. Any creatures not welcomed trying to enter must succeed a Constitution saving throw against the vault owner's spell save DC. On a failed save they take (11d10) Force Damage and fail to enter. On a success, they take half damage and force their way inside. While inside, they must repeat the save at the end of each of their turns. Succeeding the save results in half damage and remaining inside while a failed save results in full damage and being expelled from the vault. If one tries to wish themselves inside the vault it still triggers the saving throw if they are not welcomed. Whether or not they are welcomed, if the wish inside the vault while it is not currently summoned they become suspended in animation as if frozen in time until it is summoned. Upon which the scorpion will escort them outside of the vault, thus removing the time frozen effect. (At the cost of a 7th level spell slot or higher, you may have the scorpions teleport them to a random location before removing the time stop on them).
Magic Item Shopping

***Downtime Activity: Buying A Magic item***

Purchasing a magic item requires time and money to seek out and contact people willing to sell items. Even then, there is no guarantee a seller will have the items a character desires.

Finding magic items to purchase requires at least one workweek of effort and 100 gp in expenses. Spending more time and money increases your chance of finding a high-quality item.

A character seeking to buy a magic item makes a Charisma (Persuasion) check to determine the quality of the seller found. The character gains a +1 bonus on the check for every workweek beyond the first that is spent seeking a seller and a +1 bonus for every additional 100 gp spent on the search, up to a maximum bonus of +10. The monetary cost includes a wealthy lifestyle, for a buyer must impress potential business partners.

If seeking a specific magic item, you may quote 1 item you are trying to look for and depending on the rarity of the item and the outcome of the check, that item could be included in the list of items found.

Post the details of your request and check here: https://discord.com/channels/1169516316332404766/1169516317531967634
Gold Port

## Leader

Wally

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Killing Wind

Killing Wind (10th Level Spell)

This spell costs 400,000 gold worth of tribute and some of your hit points per charge up to 4. Alternate component cost replaces the gold cost with one soul shard.

The spell summons a fog of death that is carried by the wind to the target and smothering them. The damage depends on the charge level. Each charge deals (10d6) Damage to you that can not be mitigated and can be charged up to 4 levels. Level one makes the spell deal (10d6) Acid Damage and increases by another (10d6) per charge up to a maximum of (40d6) at level 4. After casting the spell there is a chance your soul is frayed in the process and the chance of this happening is increased by each charge level.
Animus Blast

Animus Blast (10th Level Spell)

Choose a point within range to drop a 40-foot radius sphere. creatures inside it are dealt (20d12) cold damage. Up to twenty of those victims that perish as a result of this blast are then instantly animated as skeletons. These skeleton serve the caster indefinitely. Damage is full or half depending on if the target fails or succeeds a Dexterity saving throw.
Fragmented Phylactery

Fragmented Phylactery (11th Level Spell)

Further splits and stores your soul into instead of one phylactery but now 6 in the form of loyal vessels. The sacrificed creatures become a phylactery themself and gain select powers attributed from the heart they are bound to. These phylactery creatures are known as immortal fingers. Your original phylactery acts as your 7th and final one.
A-40

computer noises\*

## Description

He is a basic entity it spawns early and probably the slowest entity that goes from the start to the end

## How to survive him (very very useful)

hide in a locker, blue locker, table isn't recommanded, as it could just murdered you.

## Trivia

• His name is "table slaughter" (Table Hater)

• friends with A-245 for sometime

• he fails running lesson some times!!

• A-245 is beter!!!
Midget Firegiant Dreadnought

An exiled firegiant for being too small.

## Traits

* **Size/Type:** *Large Giant*
* **Speed:** *30ft. Walking*
* **Languages:** *Common, Giant*
* **Ability Bonus:** *+2 Constitution, +1 Strength*
* **Immunity:** *You are immune to fire damage.*
* **Dual Shields:** *You have two shields with which you are proficient with and dual wield. Other dreadnoughts have fire infused with their shields but you are merely mimicking them, so your shields lack the fire aspects as theirs do. You gain the AC bonus from both shields and they deal (1d6) plus your strength modifier.*
Structures/Vehicles

## Additional Details

```
Alchemy Lab/Herbalist: Rarity Upgrades; (Rare: 25,000 Gold) | (Very Rare: 50,000 Gold) | (Legendary: 250,000 Gold)

```

***Garden/Greenhouse/Druidic Grove:*** 1st day of every month, the garden provides enough ingredients to make either 10 potions of common quality, 4 potions of uncommon quality, or one potion of rare quality. After selecting which potions are made they must be successfully brewed as a batch with an alchemist's supplies check. The DC is a 10 for common potions, 15 for uncommon, and 20 for rare. A failed check destroys the herbs for that rotation and yields no potions.

***Poison Grotto:*** 1st Day of every month, this room provides enough ingredients to make a quantity of items (as listed) from one of the following groups:

 3
 3
 2
 2

These must be successfully brewed with a poisoner's kit check. It was considered one batch and on a failed check nothing is made and new ingredients will return on the 1st day of the next month.

***Brewery:*** Generates 5d12 kegs of alcohol each week worth 5 gold each & 3d10 kegs of top quality alcohol each week worth 10 gold each. It also produces an income of 500 gold per week.

***Enchanter/Altar Of Blessings:*** A character with spellcasting or pact magic features may use this room to make any magical item that is not a potion or artifact. Crafting magical items requires the ability to cast at least one spell of a certain level & raw materials from monsters.

## Vehicles

Cannons: (6,000 Gold Each) | (200lb Each)

Ammo: (20 Gold Each) | (2lb Each)

Airship Cannons: (60,000 Gold Each)

## Custom Airship Upgrades

 Disruptive Field
 Reinforced Hull (-1 Speed)
 Threshold Boost
Crimson Sky Nightstalkers

A small portion of previously Argent Order knights. This rogue faction of fallen paladins fought against the Argent Order insisting that Ziku was hiding world threatening information and that more drastic measures must be taken in order to prevent evil in the world. After years of fighting, it is believed all members of this once faction are now dead, but some skeptical people doubt this and think that they are taking advantage of being "presumed gone" to drop off the grid and prepare for a devastating return.
StarKino

Template:WarningTemplate:InfoBox/Mario ID**Star Kino**，“星之奇诺”的英文翻译，"又叫TLL16和小丘，一位年龄永远17的女生。

*“看似是普通的女生，实际上她是三元素魔法使，手中的冰冻锤子——幻水之钻是她的武器，不过因为她的胆小内向和暴脾气，有些人就比较讨厌她，但是她还是以坚定的志向来面对，尽管有一点丧的行为”*

## 性格，形态，爱好等

她很平静，她是有时候很暴躁。只要有人过分惹她，她就会发火（现在这个暴躁的性格还在慢慢改正）

她拥有闪电、寒冰和火焰三元素属性，同时拥有8种形态的特殊人物，分别是：路易吉、塔尔斯、奇诺比奥、卡比、耀西、动物之森的松鼠、泰菲，以及小马设。

称号有“元素使”，不过设子有八个，“X形态之女”这个称号被废除

她喜欢做素漫（全名像素漫画）、吃东西和听音乐。尤其是素漫方面，她的技术虽然还行，但是做出来的素漫能吸引人，虽然会有些ooc的情况

## 朋友（关系）

她与BRM61 是cp关系，与SLC13是闺蜜关系，和KL58是亲姐妹关系，与TLL16宝宝是时光伙伴的关系，和FBM16是基友，最好的朋友是海伦·罗斯、路易塔等等，同时和小蓝猫、星苑与Cloudy组合为四姐妹（她也是最大的）。~~她本来想设定自己是马力欧和路易吉友情向梦女，但不太适合所以就没有设定。~~

## 此角色的经历

据说是从现实世界来的，因为在现实世界经常遭受欺凌，导致她离开现实世界，来到蘑菇王国居住，这就是为什么她的脾气很暴躁。

## 名字以及废弃名字的来历

TLL16：出自全名Timid and Lovely Luigi16的简称

星之奇诺：根据星之卡比的前两个字和奇诺比奥的前两个字的结合,无简称(指不叫奇诺,星奇和星诺)

星耀之雪：以星耀加上雪来取的，去年就取了，但是去年没有用上，现在已经设为在游戏的名字，不算在
正规名字

小丘：一个平凡的名字，代替星耀之雪这个名字成为第三个名字，据说她的姐妹们经常叫她这个名字

废弃的名字——路塔星耀16：路易基、塔尔斯、星之卡比和耀西名字的第一个字再加的16

## 登场作品

### Rosalinaの极限任务

作为角色登场，第二集中，TLL16与Zhuguli232一块去解密了一个东西，AC2000随后递给她一个线索卡。之后与SLC13闲聊了一会。

第7集里将作为主力去寻找第6件神器。

## 登场的小说&素漫

《马里奥与索尼克：传说中的四位勇者》（已废弃）

《星之奇诺的日常生活》（已废弃）

《蓝色兔子的杀戮危机》（已完结）

《沙雕宿舍系列》（已废弃）

《绿色狐狸的野心》

《斯塔丽的负面危机》（据说还在拖）

历史
--

 BeeUser12

  Quarter 1

 TLL16

 ，间接废弃了

 SCL16

  March
  Quarter 2
  Quarter 3
  Quarter 1
  Quarter 4
  Quarter 1

1. ↑ Mario ID为 TLL16。
2. ↑ Star Kino亲自透漏。

Template:CharacterTemplate:Character
Life Siphon

Life Siphon (9th Level Spell)

With a howl like the damned, several bolts of black lightning leap from your target to you. You drain away its life force and use it to power your own magic. The target must make a Constitution saving throw. The target takes (20d8) Necrotic Damage on a failed save, or half as much on a successful one. In addition, its hit point maximum is reduced by the amount of damage it takes. After a long rest, the target's hit point maximum returns to normal.

For every (20) points of Necrotic Damage you inflict, you regenerate a 1st level spell slot. You can combine spell slots to regenerate higher level spells. For example, if you do (85) points of damage, you could regenerate one 4th level spell slot, four 1st level spell slots, or any combination that does not exceed 4 spell levels.
Ruin

Ruin (10th Level Spell)

The cost of this spell is 250,000 gold worth of tribute. The casting time of the spell can be reduced by 1 round for each extra 250,000 gold of tribute used up. This can reduce the spell down to a minimum casting time of one round.

This spell deals (40d12) Damage to a targeted 10-foot cube of non living matter, or one creature. Everything in the area is disintegrated including magical items that were not created with the aid of epic high magic. A creature reduced to (0) hit points by this spell is also disintegrated and has its soul frayed twice as bad as usual. If the spell fully soul frays the target, they leave behind a soul shard that is capable of fueling more powerful spells.
The Great Old One

## ***`?`***

An ancient entity forgotten through time. This entity seemingly tries to communicate often but translating its language to understand its speech still alludes researches to this day. It was a very long time until recently that is this was an extra Eldritch Terror that was far stronger than the others and the progenitor of the multiverse. Now that the Over Deity has been freed it speaks less often than usual.
Character Creation

## ***`Stat Generating Options`***

1. Roll (4d6) & Drop The Lowest & Re-Roll 1's. (May Re-Roll If Stats Are Under A Total Of 72)
2. Point Buy With (27) Points
3. Standard Array Of (8, 10, 12, 13, 14, 15)

## ***`Rolling Hit Points`***

* You May Take The Average Or Roll
* You May Re-Roll (1's) If You Choose To Roll
* If Your Ability Scores Are Bad Enough, You May Roll & Take The Average Instead After You roll If You Rolled Under Average. (Total Ability Scores Must Be Less Than 72 To Qualify For This Rule)
* Having Your Stats Reduced Below 72 By Any Means Does Not Allow You To Benefit From The Above Rule & You Can No Longer Benefit From It Once Your Stats Are 72 Or Higher

## ***`Feats, Multi-Class, & Homebrew`***

* Feats Are Allowed
* Multi-Classing Is Allowed
* No Outside Homebrew Allowed

## ***`Roll20 Stat Generating Macro`***

&{template:default} {{name= Ability Scores}} {{[[4d6r1kh3]][[4d6r1kh3]][[4d6r1kh3]][[4d6r1kh3]][[4d6r1kh3]][[4d6r1kh3]]}}
Punishing Strike

Punishing Strike (Cantrip)

As part of the action used to cast this spell, you must make an unarmed strike or melee weapon attack against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects. In addition, a black web of necrotic energy radiates across its skin from where it was struck until the start of your next turn. If the target willingly takes a reaction before then, it immediately takes (1d8) Necrotic damage, and the spell ends.

## ***`At Higher Levels`***

At 5th level, the attack deals an extra (1d8) Necrotic damage and the reaction damage is increased by (1d8) Necrotic damage. Both instances of damage increase at 11th and 17th level by (1d8) Necrotic damage.
Avatar

Avatar (13th Level Spell)

This spell costs 1 billion 250 million gold worth of tribute and 1,000 soul shards. Alternate spell component is 5 billion gold worth of tribute.

You shout a deities' name and take on its form becoming a temporary Avatar. When the spell ends you are soul frayed once, fall unconscious, and lose your magic for 1d4+1 years. If you cast the spell with the alternate components of no soul shards, your soul frays by (1d3) and you lose your magic until the gods give it back.
Winged Kobold

A magical kobold with wings but is unable to fly.

## Traits

* **Size/Type:** *Small Humanoid*
* **Speed:** *30ft. Walking*
* **Languages:** *Common, Draconic*
* **Ability Bonus:** *+2 Charisma, +1 To Dexterity Or Constitution*
* **Pack Tactics:** *A winged kobold has advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.*
* **Sorcery Points:** *You have (3) sorcery points that you may spend per long rest to use heightened or subtle metamagic on spells you cast.*
* **Spells:** *You are able to cast fire bolt, mage hand, mending, & poison spray cantrips. At 3rd level you are able to cast the 1st level spells; charm person, chromatic orb, & expeditious retreat. At 5th level, you are able to cast the 2nd level spell; scorching ray. You have (4) 1st level spell slots when you obtain 1st level spells & (2) 2nd level spells slots when you obtain that 2nd level spell. If you are a spellcaster then you have spell slots as normal for your class and these spells are added to your known spells automatically. If you are a sorcerer you gain (3) extra sorcery points on top of what you would normally have.*
Demon Lords

## ***`Savage Conquerer, Laedriv`***

The demon lord of war and destruction. She is a ruthless & relentless demon that believes power is all that matters and you either have it or you don't. She sometimes offers power to those that don't have it as a trial to take what they want under the warning that she does not promise her gifts will last for life or until their dream is achieved and that she might take it back anytime without warning if she deems your trial has failed or is a waste of time.

## ***`Dark Queen, Quenvi`***

A wild card of a demon that has no set tone. She treats each of her champions differently as to groom them to perfection or deceive them into their downfall to watch them spiral into madness and despair only to feed off it. She is but a bored queen playing games with mortal beings that dare to gamble on receiving her gifts.
Uncommon Creation

Uncommon Creation (4th Level Spell)

This spell allows you to craft an existing uncommon magic item if you have the proper item component to consume throughout the creation. You may also attempt to create your own uncommon magical item by working with the DM to come up with one and what the item component you would need would be.

You will have to cast this spell 14 times to complete the item. (2 Weeks)

Cast 7 times for consumables (1 Week)
Fey Warden

## Fey Warden (3rd Level)

Starting at 3rd level, you gain proficiency with the Bladed Bow, a unique weapon style exclusive to the Fey Warden. The Bladed Bow is a finely crafted weapon that combines the form of a slender, curved blade with the functionality of a recurve bow. It functions as both a melee weapon and a ranged weapon, and you can use either the Dexterity or Strength modifier for attack and damage rolls when wielding it. It deals (1d8) for ranged attacks and (1d10) for melee attacks.

## Fey Step (3rd Level)

At 3rd level, you learn to harness the fey magic within you to teleport through the ethereal realm. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see, and you can bring one willing creature of your choice within 5 feet of you. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses after completing a long rest.

## Blessing Of The Fairies (7th Level)

At 7th level, you gain the favor of the fey creatures that dwell in the forests and glades. You can cast the spell Misty Step once without expending a spell slot. Additionally, when you cast this spell, you can choose to emanate an aura of magical mist. The mist grants you and friendly creatures within 10 feet of you advantage on Dexterity (Stealth) checks until the end of your next turn.

## Fey's Mark (11th Level)

At 11th level, your strikes become infused with fey magic. Whenever you hit a creature with a weapon attack using your Bladed Bow, you can mark it with the Fey's Mark. The marked creature has disadvantage on attack rolls against targets other than you and has disadvantage on saving throws against your spells until the start of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.

## Ethereal Archery (15th Level)

At 15th level, you gain the ability to briefly phase into the ethereal plane while making ranged attacks. When you make a ranged attack with your Bladed Bow, you can choose to expend a spell slot to imbue your attack with ethereal energy. On a hit, the target takes an additional 2d8 force damage, and you can ignore half or three-quarters cover when making this attack. The extra force damage increases to 4d8 at 18th level.

## Fey's Sanctuary (18th Level)

At 18th level, you become a true guardian of the fey realm. As an action, you can create an area of magical sanctuary within 30 feet of you. The sanctuary has a radius of 30 feet and lasts for 1 minute. While within the sanctuary, you and friendly creatures have advantage on all saving throws and resistance to damage from spells. Once you use this feature, you can't use it again until you finish a long rest.
1st 100

## ***`Xolthu Memorial Wall (1st 100)`***

Shenzi
Hyena Companion
Entropy
Tiefling Ranger
Ornmar
Dragonborn Bard
Salar
Human Ranger
Emeryc
Human Fighter
Kah
Lizardfolk Barbarian
Nexus
Fire Genasi Wizard
Kalech
Tiefling Fighter
Professor Doctor Mandrew Griswald
Corgi Wizard
Professor Doctor Mandrew Griswald
Damysios
Centaur Rogue
Unknown Artificer Dude
Frangipani
Firbolg Druid
Rhuarc Taardad
High Elf Wizard
Ze'Dao
High Elf Monk
Duane Carrieth
Wood Elf Ranger
Speak
Tabaxi Rogue
Ulbrecht
Jackalwere Ranger
Dremorin
Uknown Cleric
Keiroc Magnus
 21
Verdandi
Aasimar Barbarian
Calliope
Tiefling Mesmer
Dahlia
Tiefling Blad Sinner
Quee
Tortle Wizard
Wanda
Human Fighter/Bard
Harleen
Human Monk/Fighter/Bard
Helabore
Aasimar Warlock/Cleric
Lunaria
Firbolg Sorcerer/Paladin
Erys
Eladrin Monk
Rose
 31
Canteen
Grung Barbarian
Aermon
Mountain Dwarf Barbarian
Toriel
Warforged Paladin
Sprix
Forest Gnome Mystic
Speak
Dragonborn Fighter
Tumult
Half Orc Barbarian
Sprix
Forest Gnome Mystic
Tadd
Tiefling Fighter
Peggy
Human Bard
Lady Hope
 41
Peggy
Human Bard
Leam
Midget Firegiant Barbarian
Sprix
Forest Gnome Mystic
Zuk
Half Orc Fighter
Grug
Dragonborn Barbarian
Tadd
Tiefling Fighter
Dookin
Dragonborn Monk
Dookin
Dragonborn Monk
Dookin
Dragonborn Monk
Dookin
 51
Sprix
Forest Gnome Mystic
Tadd
Tiefling Fighter
Tadd
Tiefling Fighter
Uzaruto Numaki
Half Elf Mesmer
Storatel
Shifter Monk/Rogue
Anos
Halfling Ranger
Kern
Human Monk
Morril
Dragonborn Wizard
Kachow
Half Elf Paladin
Ploo
 61
Smiles
Changling Rogue
Tyril
Human Paladin
Drogar
Half Orc Druid
Arali
Halfling Rogue
X4V13R
Warforged Wizard
Leam
Midget Firegiant Barbarian
Morgan
Changling Sorcerer
Leoxil
Jackalwere Soul Hive
Seyr
Eladrin Monk
Erys
 71
Ploo
Frog Monk
Uzaruto
Half Elf Mesmer
Kross
Human Mystic
Whizi
Dragonborn Monk
Whizi
Dragonborn Monk
Dergin
Human Cleric
Peggy
Werewolf Bard
Choozen
Lizardfolk Monk
Capinal
Half Elf Ranger
Gemore
 81
Canteen
Grung Barbarian
Endi
Human Druid
Storatel
Shifter
Knotdye
Half Elf Cleric
Og
Friendly Cyclops
Tessius
Cambion
Toradan
Cambion
Bayaz
Veldakin Wizard
Aiko
Tiefling Cleric
Renge
 91
Peggy
Werewolf Bard
Thob
Tiefling
Vettroth
Wood Elf Bloodmoon Hunter
Illyena
Human Druid
Anos
Halfling Ranger
Rinlis
Githzerai Cleric
Ysif
Satyr Bard/Monk
Elsa
Changling Rogue
Stelia
Tiefling Fighter
Brutt Makat
Lizardfolk Ranger
Fateweaver

## Lucky Strikes (3rd Level)

At 3rd level, you gain the ability to manipulate fate to increase your chances of success. Whenever you make an attack roll and the result is a natural 1, you can choose to re-roll the die. You must use the new roll, and if it is a hit, you deal maximum damage.

## Twist Of Fate (3rd Level)

Starting at 3rd level, you gain the ability to alter the outcomes of events by manipulating luck. As a bonus action, you can impose disadvantage on the next attack roll, ability check, or saving throw made by a creature within 30 feet of you. You can use this feature a number of times equal to your Dexterity modifier (minimum of once). You regain all expended uses of this feature after finishing a short or long rest.

## Fated Defense (9th Level)

At 9th level, your mastery over fate extends to protecting yourself. When you are hit by an attack or fail a saving throw, you can use your reaction to re-roll the triggering roll. You must use the new roll. Additionally, if you roll a natural 20 on a saving throw, you suffer no effects from the source of the saving throw and can use your reaction to make an immediate attack against the creature that triggered the saving throw.

## Threads Of Destiny (13th Level)

Starting at 13th level, you can see the invisible threads of destiny that connect all things. As an action, you can examine a creature or object and learn one of the following pieces of information:

* *The creature's current hit point total and any damage immunities, resistances, or vulnerabilities it possesses.*
* *The magical properties of an object or the requirements for attuning to it.*
* *The general outcome of a specific course of action or decision.*
* You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of this feature after finishing a long rest.

## Twist Of Fortune (17th Level)

At 17th level, you gain the ability to dramatically alter the course of fate. Once per long rest, as an action, you can force all creatures within 30 feet of you to re-roll any attack rolls, ability checks, or saving throws they make for the next minute. The creatures must use the new rolls. Additionally, you and your allies have advantage on all saving throws during this time. The effects of this feature last for 1 minute or until you are incapacitated.
Bonfire Of Insanity

Bonfire Of Insanity (11th Level Spell)

This spell requires that it be raining as well as the consumption of 20 soul shards and 1 million gold worth of tribute.

The smoke from this fire infects the clouds and rains down disease rain over the area. Starting or ending a turn in the rain triggers a Constitution saving throw. Diseased creatures turn into ghouls within 6 hours and can only be cured with the heal spell or a wish. The undead created with this spell serve the caster.
Way Of The Soul Stealer

## Way Of The Soul Stealer (3rd Level)

At 3rd level, you can spend (2) Ki Points to disrupt an enemies energy. On a successful hit, the target must succeed a Constitution saving throw. On a failed save, the target can not cast spells other can cantrips on their next turn.

## Spell Thief (6th Level)

At 6th level, you may spend (2) Ki Points to attempt to siphon a spell from the enemy. On a successful hit, you gain the use of a random spell they know for the next minute and can only use it once. On a hit, you may spend an extra (2) Ki Points to expend a spell slot equal to the spell you stole from the enemy as if they had cast the spell.

## Critical Blows (11th Level)

At 11th level, whenever you get a critical hit, you may spend Ki Points to expend spell slots from the enemy you hit. You may spend (1-3) Ki Points to expend a random spell slot level. A (d3) for 1 point, (d6) for 2 points, & (d9) for 3 points.

## Spell Siphon (17th Level)

At 17th level, whenever you are hit by a spell, you may regain 1 Ki Point.
Dragon Soul

Dragon Soul (7th Level Spell)

When you cast this spell, spectral black scales appear and form a protective coat all over your body. Attack rolls made against you are made at disadvantage for the duration. In addition, spectral claws sprout from your fingers, allowing you to use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes, and to roll a (d6) in place of the normal damage from your unarmed strikes. Finally, as an action on each of your turns, you can either project a 30-foot cone of fear, or cast inflict wounds as a 3rd level spell without using a spell slot. The cone of fear has the same effect as the fear spell.
Catalan tales

**Catalan folktales** are those folktales collected in the Catalan-speaking areas, which not only includes the region of Catalonia, located in the eastern end of Spain, but also Northern Catalonia, a small province in the French Pyrenees.

**Balearic** and **Valencian folktales**, coming from Catalan-speaking areas, or at least areas where Catalan dialects are commonplace, also tend to be grouped under the same umbrella as folktales from Catalonia.
Dire Winter

Dire Winter (10th Level Spell)

The creature or object targeted emanates bitter cold to a radius of 1,000ft. for 20 hours. The emanated cold deals (2d6) Cold Damage per round against unprotected creatures (the target is susceptible if not magically protected or otherwise resistant to the energy). The intense cold freezes water out of the air, causing constant snowfall and wind. The snow and wind produce a blizzard effect within the area.