recursal/Fanatic-Fandom huggingface dataset:
Prehistoric Vow

*Mundane tier (Advanced Fusion), primary material: Tin*

**Weapons: longsword, greatsword**

Requires Attuning

Infused with the energies of Elemental Earth and the spark of life from some ancient Earthen Elemental creature, this weapon strikes with unnatural force that strives to crush and obliterate all in its way. Whenever this weapon is used to make a melee attack, it grants a +3 bonus to both the attack and damage rolls, and on a hit it deals an extra 8d8 bludgeoning damage. If the target of the attack is a creature whose size is Large or smaller, it must succeed on a DC 17 Strength save or take an additional 12d8 bludgeoning damage and be knocked prone. A creature knocked prone this way can only get up by using all its movement on a subsequent turn.

Once per day, the attuned creature can involk the life force of whatever ancient elemental that sleeps within this blade to empower itself. As an action, the attuned creature is encased in slabs of rock and is empowered by eneries of Elemental Earth for 1 minute. During this time, the attuned creature enjoys the following benefits:

* Its size incresaes by one category (if there is enough space to do so)
* It gains immunity against all nonmagical physical (bludgeoning, piercing, and slashing) damage
* It gains 200 temporary HP (that disappear when this effect ends)
* It gains a +3 bonus to AC, and
* It deals an additional 3d6 bludgeoning damage with each weapon (melee or ranged) attack

During this transformation, the Prehistoric Vow fuses with the hand(s) that the attuned creature is using to wield it, thus they cannot be disarmed, willingly or otherwise, while the effect lasts.
Talon of Tiamat

A Talon of Tiamat is a savage warrior of the Chromatic Dragon Queen and lives to feed her endless hunger. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the Dragonborn.

## Class Features

Talon of Tiamat Features

Level
Level
No attribute scores less than 9
 2nd
No attribute scores less than 12
 3rd
No attribute scores less than 15

### Chromatic Smite

Whenever you attack and hit a good-aligned creature, you can deal an additional 2d10 Fire, Cold, Lightning, Poison, or Acid damage (your choice) to said creature. You can use this feature a number of times equal to 3 + twice your Talon of Tiamat level per long rest, and no more than once per turn.

### Elemental Resistance

You gain resistance to Fire, Cold, Acid, Poison, and Lightning damages, the element for which you are already resistant against changes to become an immunity (e.g.: if you are a Red Dragonborn you become immune to Fire damage).

### Frightful Presence

Once per turn, as part of an attack, you can try to inflict the Frightened condition to any creature of your choice within 30’ of you. The chosen creatures must make a Wisdom save with a DC equalling 10 + your Talon of Tiamat level + your Intimidation skill score, becoming frightened on a failure. Creatures frightened this way can repeat the save at the end of each of their turns, ending the effect on themselves on a success. Creatures that succeed in the save or have the effect end for them are immune to being Frightened by your Frightful Presence for the next 24 hours. Dragon-type creatures are immune to this feature.

### Chromatic Breath

You gain the Chromatic Breath as an alternate Breath Weapon. The Chromatic Breath is an emulation of the dreaded power of the Chromatic Dragon Queen herself, instead of dealing just the damage that is consistent with your draconic heritage, your breath deals the same amount of damage in all five elements (e.g.: if you are a level 20 Blue Dragonborn, your normal Breath Weapon would have dealt 15d6 Lightning damage, however with the Chromatic Breath you would instead deal 15d6 Lightning damage + 15d6 Fire damage + 15d6 Cold damage + 15d6 Acid damage + 15d6 Poison damage). To compensate for the devastating power of the breath, you can only use this feature once between long rests and you are extremely fatigued after you use it. Each time you use this feature, your exhaustion level increases by 2. You can use this feature once per long rest.
Speak with Animals

A 1st Level Divination spell

This spell can be cast as a Ritual

Casting time: 1 Action

Duration: 10 minutes

Range: Self

Components: V, S

Can be learnt by: Bard,
Druid, Ranger

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

The spells listed here are learnable by all characters with Ranger class levels, regardless of which Conclave they are a member of.

## Common Ranger Spells

### Level 4 Spells

 Freedom of Movement | Abjuration
 Grasping Vine | Conjuration

### Level 5 Spells

 Conjure Volley | Conjuration
 Steel Wind Strike | Conjuration

## Lost Ranger Spells

 Thunderous Shout | Evocation
 Banshee's Wail | Necromancy
 Spore Cloud | Conjuration
 Acid Cloud | Conjuration
Mordenkainen's Private Sanctum

A 4th
Level Abjuration spell

Casting time: 10
minutes

Duration: 24 hours

Range: 120’

Components: V, S, M
(a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and
powdered chrysolite)

Can be learnt by: Wizard

You make an area
within range magically secure. The area is a cube that can be as small as 5’ to
as large as 100’ on each side. The spell lasts for the duration or until you
use an Action to dismiss it. When you cast the spell, you decide what sort of
security the spell provides, choosing any or all the following properties:

* Sound can’t pass through the barrier at the edge of the warded area
* The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it
* Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter
* Creatures in the area can’t be targeted by divination spells
* Nothing can teleport in or out of the warded area
* Planar travel is blocked within the warded area

Casting this spell
on the same spot every day for a year makes this effect permanent.

When this spell is
cast using a spell slot of 5th level or higher, you can increase the
size of the cube by 100’ for each slot level beyond 4th. Thus, you
could protect a cube that can be up to 200’ on each side by using a 5th
level spell slot, up to a maximum of a cube that can be up to 600’ on each side
by using a 9th level spell slot.
Magic Weapon

A 2nd Level
Transmutation spell

Casting time: 1
Bonus Action

Duration:
Concentration, up to 1 hour

Range: Touch

Components: V, S

Can be learnt by: Paladin, Wizard

You touch a
nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon
with a +1 bonus to attack and damage rolls.

When this spell is
cast using a spell slot of 4th level or higher, the bonus increases
by +1 for every two levels.
Staggering Smite

A 4th Level
Evocation spell

Casting time: 1
Bonus Action

Duration:
Concentration, up to 1 minute

Range: Self

Components: V

Can be learnt by: Paladin

The next time you
hit a creature with a melee weapon attack during this spell’s duration, your weapon
harms both body and mind, and the attack deals an extra 4d6 psychic damage to
the target and forces them to make a Wisdom save. On a failure, it has
disadvantage on attack rolls and ability checks, and can’t take Reactions,
until the end of its next turn.

When this spell is
cast using a spell slot of 5th level or higher, the damage increases
by 1d6 for each slot level above 4th.
Menacing Brute

A Menacing Brute is a ruffian who has mastered the ways of surviving in urban settings through both intimidation and resourcefulness. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the Half-orc.

## Class Features

Menacing Brute Features

Level
Level
No attribute scores less than 9
 2nd
No attribute scores less than 12
 3rd
No attribute scores less than 15

### Demoralizing Glare

Whenever you make an Intimidation check, you add twice your Menacing Brute level to the roll. Furthermore, creatures who are intimidated by you suffer disadvantage on all attacks, saves and skill checks against you and your abilities for the next minute.

### Ruthless Attack

When you score a critical hit with a melee weapon attack, roll a d4, if the roll is equal to or less than your Menacing Brute level you deal max damage on the attack.

### Resourceful Search

You are extremely adept at finding “discarded” items in urban environments. Once per day you can make an Investigation check and, depending on what your result is, you can find a piece of nonmagical item of varying worth:

 1-5
 6-10
 11-15

Depending on the size of the city/town where you use this feature, some of the more expensive options may not be available. Your DM has the final say on how successful your search is.

Be aware, however, that repeated "searches" will unavoidably attract unwanted attention and suspicion. For every 10 uses of this feature, roll a Stealth check, and if the roll was less than the average Investigation roll of the last 10 searches someone would have caught sight of you during one or more of your searches.

### Making an Example

When you reduce a target’s HP to 0, you can use a bonus action to force all other hostile creatures within 30 feet of you who can see you and saw you reduce the target to 0HP make a Wisdom saving throw with the DC equal to 10 + your Charisma modifier (minimum of 1) + twice your Menacing Brute level. On a failure, a creature is Frightened of you until the end of their next turn. Creatures frightened this way must use their Action to make the Dash action and attempt to move as far away from you as possible, if they cannot move any further and they are still within 30 feet of you they will fall prone and start groveling on the ground. If the attack that reduced the initial target to 0HP was a critical hit, the other creatures make their Wisdom saves with disadvantage. You can use this feature a number of times equal to your Menacing Brute level between short or long rests.
Minor Illusion

An Illusion cantrip

Casting time: 1
Action

Duration: 1 minute

Range: 30’

Components: S, M (a
bit of fleece)

Can be learnt by:
Bard, Sorcerer, Warlock, Wizard

You create a sound
or an image of an object within range that lasts for the duration. The illusion
also ends if you dismiss it as an action or cast this spell again.

If you create a
sound, its volume can range from a whisper to a scream. It can be your voice,
someone else’s voice, a lion’s roar, a beating of drums, or any other sound you
choose. The sound continues unabated throughout the duration, or you can make
discrete sounds at different times before the spell ends.

If you create an image
of an object such as a chair, muddy footprints, or a small chest, it must be no
larger than a 5’ cube. The image can’t create sound, light, smell, or any other
sensory effect. Physical interaction with the image reveals it to be an
illusion, because things can pass through it.

If a creature uses
its Action to examine the sound or image, the creature can determine that it is
an illusion with a successful Investigation check against your spell save DC.
If a creature discerns the illusion for what it is, the illusion becomes faint
to the creature.
Web

A 2nd
Level Conjuration spell

Casting time: 1
Action

Duration: Concentration,
up to 1 hour

Range: 60’

Components: V, S, M
(a bit of spiderweb)

Can be learnt by: Sorcerer, Wizard

You conjure a mass
of thick, sticky webbing at a point of your choice within range. The webs fill
a 20’ cube from that point for the duration. The webs are difficult terrain and
lightly obscure their area. If the webs aren’t anchored between two solid
masses (such as walls or trees) or layered across a floor, wall, or ceiling,
the conjured web collapses on itself, and the spell ends at the start of your
next turn. Webs layered over a flat surface have a depth of 5’.

Each creature that
starts its turn in the webs or that enters them during its turn must make a
Dexterity save. On a failure, the creature is restrained as long as it remains
in the webs or until it breaks free. A creature restrained by the webs can use
its Action to make a Strength check against you spell save DC. If it succeeds,
it is no longer restrained.

The webs are
flammable. Any 5’ cube of webs exposed to fire burns away in 1 round, dealing
2d4 fire damage to any creature that starts its turn in the fire.
Paladin Spell List

The spells listed here are learnable by all characters with Paladin class levels, regardless of which Oath they swear by.

## Common Paladin Spells

### Level 2 Spells

 Branding Smite | Evocation
 Find Steed | Conjuration
 Lesser Restoration | Abjuration

### Level 4 Spells

 Aura of Purity | Abjuration
 Banishment | Abjuration
 Death Ward | Abjuration

### Level 5 Spells

 Circle of Power | Abjuration
 Destructive Wave | Evocation
 Dispel Evil and Good | Abjuration

## Lost Paladin Spells

 Caustic Smite | Evocation
 Thunderous Shout | Evocation
 Thunderous Inscription | Abjuration
 Trumpet of the Archon | Conjuration
Terminology

The following are a list of terms used in the world of the Extended Realms that either differs from similar words in traditional Dungeons and Dragons or are concepts found only in this game world.

## Cosmology

These terms are used to define or refer to concepts on a greater, cosmic scale.

 Prime Plane
 Major World

## Game Mechanics

These terms are used in reference to the concepts used during game play.

 Challenge Rating (CR)
 Critical Success
 Critical Failure
In the cast of attack rolls, characters that score a Critical Failure also rolls on the Critical Failure Table for additional penalties.
Phantom Steed

A 3rd
Level Illusion spell

This spell can be cast as a Ritual

Casting time: 1
minute

Duration: 1 hour

Range: 30’

Components: V, S

Can be learnt by: Wizard

A Large quasi-real, horse-like
creature appears on the ground in an unoccupied space of your choice within
range. You decide the creature’s appearance, but it is equipped with a saddle,
bit, and bridle. Any of the equipment created by the spell vanishes in a puff
of smoke if it is carried more than 10’ away from the steed.

For the duration,
you or a creature you choose can ride the steed. The creature uses the
statistics for a riding horse, except it has a speed of 100’ and can travel 10
miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed
gradually fades, giving the rider 1 minute to dismount. The spell ends if you
use an Action to dismiss it or if the steed takes any damage.
Mageblade

*Mundane Tier, primary material: Bronze*

**Weapons: longsword, rapier**

Set with a magical gem upon the hilt and inscribed with arcane runes and sigils, this blade is a great boon for any spellcaster who don't wish to be completely vulnerable in close-quarter combat. When wielded by a creature who has the spellcasting ability or class feature, this weapon uses that creature's spellcasting attribute instead of Strength or Dexterity for its attack and damage bonus, and the creature is proficient in its use regardless of whether the creature is normally proficient with the weapon type. This weapon can also be used as a spellcasting focus for any spellcaster, and spells cast through it gain either a +1 bonus to hit or a +1 bonus to its spell save DC.
Magic Mouth

A 2nd
Level Illusion spell

This spell can be cast as a Ritual

Casting time: 1
minute

Duration: Until
dispelled

Range: 30’

Components: V, S, M
(a small bit of honeycomb and jade dust worth at least 10gp, which the spell
consumes)

Can be learnt by: Bard, Wizard

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 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 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 repeats 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 30’ of the object. For
example, you could instruct the mouth to speak when any creature moves within 30’
of the object or when a silver bell rings within 30’ of it.
List of Equipment Packs

The starting equipment included in the Equipment section of class basics all include a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If a Player Character chooses to buy their starting equipment (with whatever amount of starting funds they have available), they can purchase a pack for the price shown, which might be cheaper than buying the items individually.

Packs can still be available once the game starts, depending on the setting. In these instances however, in-game economy will affect the pack's price.
List of Ammo

This page contains all the varieties of ammunition available in most worlds of the Extended Realms.

## Arrows

Arrows are long, sleek projectile-ammunitions typically used with bows. Arrow shafts are generally constructed out of "softer" wood, such as ash or pine, which has the tensile strength required to fly straight over longer distances. Arrows typically have fletching made from feathers.

Listed below are the different arrowheads (or arrow tips) and their corresponding effects.

 Bifurcated Head
 Broadhead
 Field Head
 Grooved Head
+40 feet of Long Range

## Bolts

Bolts are short, thick projectile-ammunitions typically used with crossbows. Crossbow shafts are generally constructed out of hardwood, such as birch, some are made entirely out of metal. Bolts typically have fletching made from the same material as their shaft.

Listed below are the different bolt tips and their corresponding effects.

 Bodkin Tip
 Lanceolate Tip
+40 feet of Long Range
 Target Tip
 Wide Tip

## Stones

Stones are the rounded or geometrically shaped ammunitions used for slings. Despite being called "stones", not all stones are made out of rock, indeed some of the most effective types of stones (especially those with strict shape requirements) are made out of metals. The typical stone weighs roughly one ounce and is around the size of a cow's eye.

Listed below are the different stone shapes/types and their corresponding effects.

+30 feet of Long Range
 Ridged
 Round
 Spiked
 Weighed

## Other Ammunition Types

Aside from the ammunition listed above, there are other weapons that fire ammunition. Below you can find a list for these other types of ammunition.
Nondetection

A 3rd Level
Abjuration spell

Casting time: 1
Action

Duration: 8 hours

Range: Touch

Components: V, S, M
(a pinch of diamond dust worth at least 25gp sprinkled over the target, which
the spell consumes)

Can be learnt by: Bard, Ranger, Wizard

For the duration,
you hide a target that you touch from divination magic. The target can be a
willing creature or a place or object no larger than 10’ in any dimension. The
target can’t be targeted by any divination magic or perceived through magical
scrying sensors.
Light

An Evocation cantrip

Casting time: 1
Action

Duration: 1 hour

Range: Touch

Components: V, M (a
firefly or phosphorescent moss)

Can be learnt by:
Bard, Cleric, Sorcerer, Wizard

You
touch one object that is no larger than 10’ in any dimension. Until the spell
ends, the object sheds bright light in a 20’ radius and dim light for an
additional 20’. The light can be colored as you like. Completely covering the
object with something opaque blocks the light. The spell ends if you cast it again
or dismiss it as an Action. If you target an object held or worn by a hostile
creature, that creature must succeed on a Dexterity save to avoid the spell.
Sunbeam

A 6th Level Evocation spell

Casting time: 1 Action

Duration: Concentration, up to 1 minute

Range: Self (60’ line)

Components: V, S, M (a magnifying glass)

Can be learnt by: Druid, Sorcerer, Wizard

A beam of brilliant light flashes out from your outstretched
hand in a 60’ line that is 5’ wide. Each creature in the line must make a Constitution
save, taking 6d8 radiant damage on a failure or half as much on a success. A
creature that failed on this save is also blinded until the start of your next
turn. Undead and oozes have disadvantage on this save.

You can create a new line of radiance as your Actin on any
turn until the spell ends.

For the duration of this spell, a mote of brilliant radiance
shines from your hand. It sheds bright light in a 30’ radius and dim light for
an additional 30’. The light is considered sunlight and is also inherently
magical.
Simulacrum

A 7th Level Illusion spell

Casting time: 12 hours

Duration: Until dispelled

Range: Touch

Components: V, S, M (snow or ice in quantities sufficient to
make a life-sized copy of the duplicated creature; some hair, a few drops of blood,
finger/toenail clippings, or other piece of that creature’s body placed inside
the snow or ice; and crushed ruby worth 1,500gp, sprinkled over the duplicate
and consumed by the spell)

Can be learnt by: Wizard

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

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

If the simulacrum is damaged, you can repair it either in a
fully furnished alchemical laboratory, or with an alchemist’s set if you are
proficient with it and the Arcana skill. You use rare herbs and minerals worth
100gp per HP you restore to the simulacrum. The simulacrum lasts until it drops
to 0HP, at which point it reverts to snow and melts away instantly.

If you cast this spell again, any currently active
duplicates you created with this spell are instantly destroyed, you also can’t
create a simulacrum using parts of another simulacrum.
See Invisibility

A 2nd
Level Divination spell

Casting time: 1
Action

Duration: 1 hour

Range: Self

Components: V, S, M
(a pinch of talc and a small sprinkling of powdered silver)

Can be learnt by: Bard, Sorcerer, Wizard

For the duration,
you see invisible creatures and objects as if they were visible, and you can
see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and
translucent.
Reverse Gravity

A 7th Level Transmutation spell

Casting time: 1 Action

Duration: Concentration, up to 1 minute

Range: 100’

Components: V, S, M (a lodestone and iron filings)

Can be learnt by: Druid, Sorcerer, Wizard

This spell reverses gravity in a 50’ radius, 100’ high
cylinder centered on a point within range. All creatures and objects that
aren’t somehow anchored to the ground in the area fall upward and reach the top
of the area when you cast this spell. A creature can make a Dexterity save to
grab onto a fixed object it can reach, thus avoiding the fall, or to dodge out
of the area if it is within 5’ of the edge.

If some solid object (such as a ceiling) is encountered in this
fall, falling objects and creature strike it just as they would during a normal
downward fall. If an object or creature reaches the top of the area without striking
anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures
fall back down.

If this spell is cast using an 8th level spell
slot, the area affected by this spell changes into an 100’ radius, 100’ high
cylinder; if cast using a 9th level slot, the area changes into an
100’ radius, 500’ high cylinder, creatures who fall the full distance of this
spell without any way of slowing themselves during the fall are killed instantly
regardless of how much HP they have before impact.
Scar Enforcer

A Scar Enforcer is an abandoned and embittered warrior who seeks vengeance against both his/her parents’ people. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the Orlf.

## Class Features

Scar Enforcer Features

Level
Level
No attribute scores less than 9
 2nd
No attribute scores less than 12
 3rd
No attribute scores less than 15

### Sworn to Kill

When you track Elvish or Orc creatures, you gain advantage on Survival and Perception checks against your target, you also gain advantage on any Intelligence skill checks made to recall information about either your targets or the Elvish and Orc races. Furthermore, you add twice your Scar Enforcer level as bonus damage against Elvish and Orc creatures.

### Rend Enemy

When you deal damage to an Elvish or Orc creature, you can choose to focus your fury to deal and extra 3d8 weapon damage against it. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) per long rest. The extra damage increases to 5d8 when you reach 2nd level in Scar Enforcer, and 8d8 when you reach 3rd level in Scar Enforcer.

### Blend In

When you are interacting with Orcs, Elves, or any of their related halfbreeds, you can make a Deception check with a DC equal to 30 - your Intelligence score. Succeeding on this check allows you to mask your hatred and bloodlust towards the person you are speaking to, causing them to suffers disadvantage on Insight checks made against you.

### Blood of my Parents

Within 1 minute after you kill an Elf or Orc, you can use a bonus action to ingest blood and flesh from the corpse. Cannibalizing the corpse in this way grants you advantage on all your attack rolls for the next minute while at the same time enemies have disadvantage on attacks against you. Furthermore, you also gain a damage bonus for all your weapon attacks equal to the CR of the Elf or Orc you've ingested (minimum of 1) for 1 minute. You can ingest the blood and flesh of multiple individuals, though the benefits do not stack. However, each time you ingest blood and flesh the effect of this feature lasts for an additional minute. The bonus damage in based on the Elf or Orc you've most recently ingested.

In the event that you kill and ingest the blood and flesh of one of your actual parents, you receive a permanent damage bonus equal to their CR (minimum of 1). If you kill and ingest the blood and flesh of both of your parents, the permanent damage bonus becomes twice the sum of your parents' CR.
Zuggtmoy's Exhalation

A 6th Level Necromancy spell

Casting Time: 1 Action

Duration: Instantaneous

Range: Self (30’ cone)

Components: V, S, M (a dried poisonous mushroom)

Can be learnt by: Cleric, Druid, Sorcerer, Warlock, Wizard

You exhale a 30’ cone of deadly, maddening black spores.
Each creature in the cone must make a Constitution save, taking 8d6 poison
damage on a failure or half damage on a success. Furthermore, a creature also
loses 1d4 points of Intelligence on a failure.

A creature that loses Intelligence due to the effects of
this spell must repeat the save at the end of each of its turns. On a success,
the spell’s effect ends, though lost Intelligence isn’t recovered. On a
failure, it loses an additional 1d4 points of Intelligence.

* A creature whose Intelligence drops to 3 or below cannot cast spell or activate magical items.
* A creature whose Intelligence drops to 1 cannot speak, read, or understand any language, nor can it communicate in any intelligible way; the creature can, however, identify its friends and allies, follow them, and even protect them.
* A creature whose Intelligence drops to 0 becomes Unconscious until it regains at least one point of Intelligence.

Only restoration spells such as Greater
Restoration can restore the lost Intelligence.

The effects of this spell can stack. For instance, a
creature that failed against three uses of this spell loses 3d4 points of
Intelligence at the end of its turns if it fails the Constitution save.

If this spell is cast using a spell slot of 7th
level or higher, the poison damage increases by 2d6 for each slot level above 6th.

This spell is a Lost Spell.
Prismatic Spray

A 7th Level Evocation spell

Casting time: 1 Action

Duration: Instantaneous

Range: Self (60’ cone)

Components: V, S

Can be learnt by: Sorcerer, Wizard

Eight multicolored rays of light flash from your hand. Each
ray is a different color and has a different power and purpose. Each creature
in a 60’ cone must make a Dexterity save. For each affected target, roll a d8
to determine which color ray affects it.

1. Red: the target takes 10d6 fire damage on a failed save, or half as much damage on a successful one
2. Orange: the target takes 10d6 acid damage on a failed save, or half as much damage on a successful one
3. Yellow: the target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one
4. Green: the target takes 10d6 poison damage on a failed save, or half as much damage on a successful one
5. Blue: the target takes 10d6 cold damage on a failed save, or half as much damage on a successful one
6. Indigo: on a failed save, the target is restrained. It must then make a Constitution save at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind
7. Violet: on a failed save, the target is blinded. It must then make a Wisdom save at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence at random and is no longer blinded (typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral Sea or Far Ethereal)
8. Special: the target is struck by two rays. Roll twice more, rerolling any 8

If this spell is
cast using an 8th level spell slot, the range of the spell becomes a
100’ cone centered on you; if cast using a 9th level slot, the range
of the spell becomes a 100’ radius sphere centered on you.
Wall of Stone

A 5th Level
Evocation spell

Casting time: 1
Action

Duration:
Concentration, up to 10 minutes

Range: 120’

Components: V, S, M
(a small block of granite)

Can be learnt by: Druid, Sorcerer, Wizard

A nonmagical wall of
solid stone springs into existence at a point you choose within range. The wall
is 6” thick and is composed of ten 10’x10’ panels. Each panel must be
contiguous with at least on other panel. Alternatively, you can create 10’x20’
panels that are only 3” thick.

If the wall cuts
through a creature’s space when it appears, the creature is pushed to one side
of the wall (your choice). If a creature would be surrounded on all sides by
the wall (or the wall and another solid surface), that creature can make a
Dexterity save. On a success, it can use its Reaction to move up to its speed
so that it is no longer enclosed by the wall.

The wall can have
any shape you desire, though it can’t occupy the same space as a creature or
object. the wall doesn’t need to be vertical or resting on any firm foundation.
It must, however, merge with and be solidly supported by existing stone. Thus,
you can use this spell to bridge a chasm or create a ramp. If you create a span
greater than 20’ in length, you must halve the size of each panel to create
supports. You can crudely shape the wall to create crenellations, battlements,
and so on.

The wall is an
object made of stone that can be damaged and thus breached. Each panel has 15AC
and 30HP per inch of thickness. Reducing a panel to 0HP destroys it and might
cause connected panels to collapse at the DM’s discretion.

If you maintain your
concentration on this spell for its whole duration, the wall becomes permanent
and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Sanctuary

A 1st level Abjuration spell

Casting time: 1 Bonus Action

Duration: 1 minute

Range: 30’

Components: V, S, M (a small silver mirror)

Can be learnt by: Cleric

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
Silence

A 2nd Level
Illusion spell

This spell can be cast as a Ritual

Casting time: 1 Action

Duration:
Concentration, up to 10 minutes

Range: 120’

Components: V, S

Can be learnt by: Bard, Cleric, Ranger

For the duration, no
sound can be created within or pass through a 20’ radius sphere centered on a
point you choose within range. Any creature or object entirely inside the
sphere is immune to thunder damage, and creatures are deafened while entirely
inside it. Casting a spell that includes a verbal component is impossible
there.
Wind Wall

A 3rd Level
Evocation spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: 120’

Components: V, S, M
(a tiny fan and a feather of exotic origin)

Can be learnt by: Druid, Ranger

A wall of strong
wind rises from the ground at a point you choose within range. You can make the
wall up to 50’ long, 15’ high, and 1’ thick. You can shape the wall in any way
you choose so long as it makes one continuous path along the ground. The wall
lasts for the duration. When the wall appears, each creature within its area
must make a Strength save. A creature takes 3d8 bludgeoning damage on a
failure, or half as much on a success.

The strong wind
keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or
objects can’t pass through the wall. Loose, lightweight materials brought into
the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at
targets behind the wall are deflected upward and automatically miss (boulders
hurled by giants or siege engines and other similar projectiles are
unaffected). Creatures in gaseous form can’t pass through it.
Nystul's Magic Aura

A 2nd
Level Illusion spell

Casting time: 1
Action

Duration: 24 hours

Range: Touch

Components: V, S, M
(a small square of silk)

Can be learnt by: Wizard

You place an
illusion on a creature or object you touch so that divination spells reveal
false information about it. The target can be a willing creature or an object
that isn’t being carried or worn by another creature. When you cast the spell,
choose one or both of the following effects. The effect lasts for the duration.
If you cast this spell on the same creature or object every day for 30 days,
placing the same effect on it each time, the illusion will last until it is dispelled.

* False Aura: You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
* Mask: You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
Mind Sliver

An Enchantment cantrip

Casting time: 1 Action

Duration: 1 round

Range: 60’

Components: V

Can be learnt by: Bard, Sorcerer, Warlock, Wizard

You drive a disorienting spike of psychic energy into the
mind of one creature you can see within range. The target must make an
Intelligence save, taking 1d6 psychic damage on a failure, and the first time
it makes a save before the end of your next turn it must roll a d4 and subtract
the number rolled from the save.

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

An Abjuration
cantrip

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: Touch

Components: V, S, M
(a miniature cloak)

Can be learnt by:
Cleric, Druid

You touch one willing
creature. Once before the spell ends, the target can roll a d4 and add the
number rolled to one saving throw of its choice. It can roll the die before or
after the save, but before the results are known. The spell then ends.
Shatter

A 2nd
Level Evocation spell

Casting time: 1
Action

Duration:
Instantaneous

Range: 60’

Components: V, S, M
(a chip of mica)

Can be learnt by: Bard, Sorcerer, Warlock, Wizard

A sudden loud
ringing noise, painfully intense, erupts from a point of your choice within
range. Each creature in a 10’ radius sphere centered on that point must make a
Constitution save. A creature takes 3d8 thunder damage on a failure, or half as
much on a success. A creature made of inorganic material such as stone,
crystal, or metal has disadvantage on this save. A nonmagical object that isn’t
being worn or carried also takes the damage if it’s in the spell’s area.

When this spell is
cast using a spell slot of 3rd level or higher, the damage increases
by 1d8 for each slot level above 2nd.
Ray of Sickness

A 1st Level Necromancy spell

Cast time: 1 Action

Duration: Instantaneous

Range: 60’

Components: V, S

Can be learnt by: Sorcerer,
Wizard

A ray of sickening greenish energy lashes out toward a
creature within range. Make a ranged spell attack against the target. On a hit,
the target takes 2d8 poison damage and must make a Constitution save. On a
failure, it is also poisoned until the end of your next turn.

When this spell is cast using a spell slot of 2nd
level or higher, the damage increases by 1d8 for each slot level above 1st.
Pass Without Trace

A 2nd Level
Abjuration spell

Casting time: 1
Action

Duration:
Concentration, up to 1 hour

Range: Self

Components: V, S, M
(ashes from a burned leaf of mistletoe and a sprig of spruce)

Can be learnt by: Druid, Ranger

A veil of shadows
and silence radiates from you, masking you and your companions from detection.
For the duration, each creature you choose within 30’ of you (including
yourself) has a +10 bonus to Stealth checks and can’t be tracked except by
magical means. A creature that receives this bonus leaves behind no tracks or
other traces of its passage.
Sludge Wave

A 3rd Level Conjuration spell

Casting Time: 1 Action

Duration: Instantaneous

Range: 120’

Components: V, S, M (a vial of swamp mud)

Can be learnt by: Sorcerer, Wizard

You conjure up a wave of toxic sludge that crashes down on
an area within range. The area can be up to 30’ long, up to 10’ wide, and up to
10’ tall. Each creature in that area must make a Dexterity save. On a failure,
a creature takes 3d10 poison damage and is knocked prone, while on a success a
creature takes half damage and isn’t knocked prone. If a creature is knocked
prone, it must also make a Constitution save, becoming poisoned until the end
of their next turn on a failure.

The sludge remains in place for one minute, and the area it
covers is considered difficult terrain. Any creature that enters the
sludge-covered area the first time on its turn or starts its turn there must
succeed on a Dexterity save or fall prone.

If this spell is
cast using a spell slot of 4th level or higher, the damage
increases by 1d10 for each slot level above 3rd.

This spell is a Lost Spell.
Wall of Ice

A 6th Level Evocation spell

Casting time: 1 Action

Duration: Concentration, up to 10 minutes

Range: 120’

Components: V, S, M (a small piece of quartz)

Can be learnt by: Wizard

You create a wall of ice on a solid surface within range.
You can form it into a hemispherical dome or a sphere with radius of up to 10’,
or you can shape a flat surface made up of ten 10’ square panels. Each panel
must be contiguous with another panel. In any form, the wall is 1’ thick and
lasts for the duration.

If the wall cuts through a creature’s space when it appears,
the creature within its area is pushed to one side of the wall (your choice)
and must make a Dexterity save, taking 10d6 cold damage on a failure or half as
much on a success.

The wall is an object that can be damaged and thus breached.
It has 12AC and 30HP per 10’ square panel, and it is vulnerable to fire damage
while immune to cold damage. Reducing a 10’ square panel to 0HP destroys it and
leaves behind a sheet of frigid air in the space the wall occupied. A creature
moving through the sheet of frigid air for the first time on a turn or ends its
turn in that space must make a Constitution save, taking 5d6 cold damage on a
failure or half as much on a success.

If this spell is cast using a spell slot of 7th
level or higher, the damage the wall deals when it appears increases by 2d6,
and the damage from passing through the sheet of frigid air increases by 1d6,
for each slot level above 6th.
List of Mounts and Vehicles

This page contains the varying types of transportation methods available in most worlds of the Extended Realms.

## Animal Barding

Barding, or armor designed for and used by animals, provides protection to mounts or war beasts in the heat of battle. Similar to normal humanoid armor, barding are not meant to be worn during travel due to their weight and the limits they place upon the animal's movements.
Soul Assimilation

An 8th Level Necromancy spell

Casting Time: 1 hour

Duration: Instantaneous

Range: Touch

Components: V, S, M (ashes of a lotus flower and a red gemstone worth
5,000gp, all of which the spell consumes)

Can be learnt by: Cleric, Wizard

When you finish casting this spell, you touch the forehead
of a still-living creature (cannot be construct, elemental, ooze, or undead)
with one hand while holding the gem in your other hand. The target must make a
Wisdom save, taking 20d8+40 necrotic damage on a failure or half as much on a
success, if the target is not incapacitated it has advantage on the save. If
the target is reduced to 0HP by the effects of this spell, it is killed
instantly, and its soul is trapped within the gem.

Once
the target’s soul has been trapped within the gem, you can ask it up to three
questions within 1 minute before the gem shatters, and a random piece of the
target’s soul binds itself to your soul permanently. Roll a d6 and consult the
following table to determine what benefits you gain:

 2
 3
 4
 5
 6

This spell is a Lost Spell.
Warding Bond

A 2nd Level
Abjuration spell

Casting time: 1
Action

Duration: 1 hour

Range: Touch

Components: V, S, M
(a pair of platinum rings worth at least 50gp each, which you and the target
must wear for the duration)

Can be learnt by: Cleric

This spell wards a
willing creature you touch and creates a mystic connection between you and the
target until the spell ends. While the target is within 60’ of you, it gains a
+1 bonus to AC and saves, and it has resistance to all damage. Also, each time
it takes damage, half of the damage is deducted and dealt to you instead.

The spell ends if
you drop to 0HP or if you and the target becomes separated by more than 60’. It
also ends if the spell is cast again on either of the connected creatures. You
can also dismiss the spell as an Action.
Tempting Feast

A 4th Level Conjuration spell

Casting Time: 10 minutes

Duration: Instantaneous

Range: 30’

Components: V, S M (an earthen bowl that contains various spoiled and/or
decomposing foodstuffs, which the spell consumes)

Can be learnt by: Druid, Warlock

You summon a feast similar to that of a Heroes’ Feast spell.
The only way to distinguish the effects of this spell from that of the Heroes’
Feast (aside from eating it) is to succeed on an Arcana check against your
spellcasting DC while investigating the feast, taking up at least 1 minute of
careful examination.

The feast takes 1 hour to consume and disappears at the end of
that time, and the penalties don’t set in until this hour is over, just like
the Heroes’ Feast spell. Up to 12 creatures can partake of the feast.

A creature that partakes of this feast must make a
Constitution save after the 1 hour is up, on a failure the creature takes 12d6 poison
damage and is poisoned until the end of their next long rest. While poisoned
this way, a creature also recovers half as much HP from HP restoring effects
such as spells, potions, or expending hit dice.

If this spell is cast with a 7th level spell slot,
the first creature that examines the feast suffers disadvantage on their Arcana
check to discern the feast’s true nature.

This spell is a Lost Spell.
Stoneskin

A 4th Level
Abjuration spell

Casting time: 1
Action

Duration: 1
hour

Range: Touch

Components: V, S, M
(diamond dust worth 100gp, which the spell consumes)

Can be learnt by: Druid, Ranger, Sorcerer, Wizard

This spell turns the
flesh of a willing creature you touch as hard as stone. Until the spell ends,
the target has resistance to nonmagical bludgeoning, piercing, and slashing
damage.
List of Armors

This page contains all the varieties of armor/protective gear available in most worlds of the Extended Realms.

## Armor/Shield Enhancement

Note that not all locals have blacksmiths or craftsmen will have the skills required for item enhancements. Also, magical items cannot be enhanced, and enhanced items cannot be enchanted into magical items.