recursal/Fanatic-Fandom huggingface dataset:
Banishment

A 4th Level
Abjuration spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: 60’

Components: V, S, M
(an item distasteful to the target)

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

You attempt to send one
creature that you can see within range to another place of existence. The
target must succeed on a Charisma save or be banished. If the target is native
to the plane of existence you’re on, you banish the target to a harmless
demiplane. While there, the target is incapacitated. The target remains there
until the spell ends, at which point the target reappears in the space it left
or in the nearest unoccupied space if that space is occupied.

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

When this spell is
cast using a spell slot of 5th level or higher, you can target one
additional creature for each slot level above 4th.
Fetid Cloud

A 2nd Level Necromancy spell

Casting Time: 1 Action

Duration: Concentration, up to 10 minutes

Range: 60’

Components: V, S, M (a bit of rotten flesh or fresh feces)

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

A cloud of brown, putrid smelling gases rises from the
ground and casts a murky haze in a 30’ radius sphere around a point of your
choice within range. The cloud spreads around corners and is almost completely
opaque, making the area heavily obscured. It lasts for the duration or until
wind of moderate or greater speed (at least 10mph) disperses it.

Creatures that enter the cloud for the first time on their
turn or starts their turn inside it must make a Constitution save, taking 2d4
poison damage on a failure or half as much on a success. Furthermore, creatures
that failed on the save immediately loses half its remaining movement speed for
that turn.

If this spell is cast using a spell slot of 3rd
level or higher, the radius of the fog increases by 10’ for each slot level
above 2nd.

This spell is a Lost Spell.
Creation

A 5th
Level Illusion spell

Casting time: 1
minute

Duration: Varies

Range: 30’

Components: V, S, M
(a tiny piece of matter of the same type of the item you plan to create)

Can be learnt by: Sorcerer, Wizard

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

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

 Stone/crystal/common metals
 Precious metals
 Gems
 Adamantine/Mithril

Using any material
created by this spell as the material component for another spell causes that
spell to fail.

When this spell is
cast using a spell slot of 6th level or higher, the cube increases
by 5’ on each side for each slot level above 5th.
Blur

A 2nd
Level Illusion spell

Casting time: 1 Action

Duration: Concentration, up to 1 minute

Range: Self

Components: V

Can be learnt by: Sorcerer, Wizard

Your body becomes blurred, shifting and wavering to all who
can see you. For the duration, any creature has disadvantage on attack rolls
against you. An attacker is immune to this effect if it doesn’t rely on sight,
as with blindsight, or can see through illusions, as with truesight.
Ball Lightning

A 1st Level Conjuration spell

Casting Time: 1 Action

Duration: Instantaneous

Range: 60’

Components: S, M (a drop of water or piece of ice)

Can be learnt by: Druid, Sorcerer, Wizard

You create a ball of lightning and throw it at a one
creature within range. Make a ranged spell attack against the target. On a hit,
the target takes 1d10 lightning damage.

Hit or miss, the ball then explodes. The target and each creature
within 5’ of it must succeed on a Dexterity save or take 1d6 lightning and 1d6
thunder damage.

If this spell is
cast using a spell slot of 2nd level or higher, the initial
lightning damage increases by 1d10 for each slot level above 1st.

This spell is a Lost Spell.
Aid

A 2nd
Level Abjuration spell

Casting time: 1 Action

Duration: 8 hours

Range: 30’

Components: V, S, M (a tiny strip of white cloth)

Can be learnt by: Cleric, Paladin

Your spell bolsters your allies with toughness and resolve.
Choose up to three creatures within range. Each target’s max HP and current HP
increase by 5 for the duration.

When this spell is cast using a spell slot of 3rd
level or higher, a target’s HP increase by an additional 5 for each slot level
above 2nd.
Bane

A 1st Level Enchantment spell

Casting time: 1 Action

Duration: Concentration, up to 1 minute

Range: 30’

Components: V, S, M (a drop of blood)

Can be learnt by:
Bard, Cleric

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

When you cast this spell using a spell slot of 2nd
level or higher, you can target one additional creature for each slot level above
1st.
Fabricate

A 4th
Level Transmutation spell

Casting time: 10
minutes

Duration:
Instantaneous

Range: 120’

Components: V, S

Can be learnt by: Wizard

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

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

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

A Deepwarden is a ranger of the earth, who explores the deepest tunnels to keep his/her people safe. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the Dwelf.

## Class Features

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

### Trap Sense

You are especially alert to the presence of traps. You receive a +10 bonus to Passive Perception when it comes to noticing traps or hidden dangers. This bonus does not extend to any creature that may be laying in ambush.

### Tunnel Vision

While you are underground or in a cavernous environment, your Investigation, Survival, and Nature checks receive a bonus equal to twice your Deepwarden level. You only receive this bonus to a skill check if you are proficient in that skill.

### Sturdy Mind

You are especially resilient against mentally crippling effects. Whenever you are making a save against an effect that attempts to Charm, Frighten, or Stun you and you roll less than your Constitution score, you can choose to use your Constitution score as your roll. You can use this ability a number of times equal to your Deepwarden level per long rest.

### Swift Tracker

Whenever you are following the tracks of something, you can move at your normal speed without suffering any penalty, you also cannot be surprised by the target you are tracking. You can also choose to track at doubled speed, and if the target you are tracking attempts to surprise you, you have advantage on the save required to avoid being surprised.
Healing Grace

A 3rd Level
Evocation spell

Casting time: 1 Bonus
Action

Duration: Concentration, up to 10 minutes

Range: Self

Components: V, S, M (a sprig of mint and some unburnt incense)

Can be learnt by: Cleric

All creatures of your choice within 60 feet of you regain HP equal to 1d4 + your spellcasting ability modifier at the end of each of their turns. This spell has no effect on undead or constructs.

When this spell is
cast using a spell slot of 4th level or higher, the healing
increases by 1d4 for each slot level above 3rd.
Etherealness

A 7th Level Transmutation spell

Casting time: 1 Action

Duration: Up to 8 hours

Range: Self

Components: V, S

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

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

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

You ignore all objects and effects that aren’t on the Ethereal
Plane, allowing you to move through objects you perceive on the plane you
originated from. When the spell ends, you immediately return to the plane you
originated from in the spot you currently occupy. If you occupy the same spot
as a solid object or creature when this happens, you are immediately shunted to
the nearest unoccupied space that you can occupy and take force damage equal to
twice the number of feet you are moved.

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

If this spell is cast using a spell slot of 8th
level or higher, you can target up to two other willing creatures for each slot
level above 7th. The creatures must be within 10’ of you when you
cast this spell to be targeted.
Divination

A 4th Level
Divination spell

This spell can be cast as a Ritual

Casting time: 1
Action

Duration:
Instantaneous

Range: Self

Components: V, S, M
(incense and a sacrificial offering appropriate to your religion or the entity
you are invoking, together worth at least 25gp, which the spell consumes)

Can be learnt by: Cleric

Your magic and an
offering put your in contact with a god, a divine servant, or another extremely
powerful otherworldly being. You ask a single question concerning a specific
goal, event, or activity to occur within 7 days. The DM offers a truthful
reply. The reply must be a short phrase, a cryptic rhyme, or an omen.

The spell doesn’t
consider any possible circumstance that might change the outcome, such as the
casting of additional spells or the loss or gain of a companion.

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

A 9th Level Evocation spell

Casting Time: 1 hour

Duration: Instantaneous

Range: 100 miles

Components: V, S, M (a holy symbol of a good-aligned deity which must be
destroyed during the casting)

Can be learnt by: Sorcerer, Warlock, Wizard

You gather a fist-sized orb of destructive energy into the
palm of your hand, which you then launch at a point within range, the holy symbol
must be destroyed before you launch the orb. After 1d4 minutes, the orb lands
at the chosen point and explodes, causing the following events to occur:

* All creatures within 50’ of the point takes 50d8+200 force damage.
* All creatures within 150’ of the point must make a Constitution save, taking 20d8+50 radiant and 20d8+50 necrotic damage on a failure, or half as much on a success
* All creatures within 400’ of the point must make a Dexterity save, taking 16d8+50 fire and 16d8 thunder damage on a failure, or half as much on a success
* All non-magical wooden or stone structures within 100’ of the point are instantly destroyed
* All non-magical plant life within 500’ of the point withers and dies instantly
* The 30’ radius area around the point becomes a *Dead Magic Zone* as the Weave in the area is catastrophically disrupted. Any creature that enters this area within the next 2d6 days take 1d10 radiant and 1d10 necrotic damage at the start of each of its turns
* The 1 mile radius area around the point becomes tainted with arcane toxins for the next year, all creatures that remain within the area for more than 1 hour becomes poisoned for 24 hours, creatures that remain poisoned for 10 consecutive days are killed; plants also refuse to grow in this area

At the next midnight following your casting of this spell,
the deity whose holy symbol you destroyed to cast this spell appears to you in
a vision/dream and berates you for the damage you’ve caused. You take an
unavoidable 10d10 psychic damage and loses the ability to cast any spells for
the next 3d10 days, you also gain no benefits from short and long rests for
this duration (you do not suffer the penalties for not taking long rests).
Furthermore, you can no longer be resurrected if you die, as the deity actively
works against any forces that seeks to return you to life. The only methods to
resurrect you are:

1. Casting the Wish spell, and even so you can only be resurrected once via this method
2. After pledging yourself to a more powerful deity and be accepted by said deity as a vassal

This spell is a Lost Spell.
Grasping Vine

A 4th Level
Conjuration spell

Casting time: 1
Bonus Action

Duration:
Concentration, up to 1 minute

Range: 30’

Components: V, S

Can be learnt by: Druid, Ranger

You conjure a vine
that sprouts form the ground in an unoccupied space of your choice that you can
see within range. When you cast this spell, you can direct the vine to lash out
at a creature within 30’ of it that you can see. That creature must succeed on
a Dexterity save or be pulled 20’ directly toward the vine and be grappled by
it (the escape DC is equal to your spellcasting DC).

The vine has 15AC,
100HP, immunity to poison and psychic damage, and resistance to all other
damage types except fire, necrotic, and magical slashing.

Until the spell
ends, you can direct the vine to lash out at a creature as a Bonus Action on
each of your turns. If it lashes out while grappling a creature, that creature
is freed.
Find Steed

A 2nd Level
Conjuration spell

Casting time: 10
minutes

Duration:
Instantaneous

Range: 30’

Components: V, S

Can be learnt by: Paladin

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

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

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

When your steed is
within 1 mile of you, you can communicate with it telepathically. You can’t
have more than one steed bonded by this spell at a time. As an Action, you can
release the steed from its bond at any time, causing it to permanently disappear.
Clone

An 8th Level Necromancy spell

Casting time: 1 hour

Duration: Instantaneous

Range: Touch

Components: V, S, M (a diamond worth at least 1,000gp and at least 1 cubic
inch of flesh of the creature that is to be cloned, which the spell consumes,
and a vessel worth at least 2,000gp that has a sealable lid and is large enough
to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the
ground, or crystal container filled with salt water)

Can be learnt by: Wizard

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

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

This spell can allow a creature that has died of natural causes, such as
old age, to continue on living.
Cattle Chaos

A 3rd Level Conjuration spell

Casting Time: 1 Action

Duration: 10 minutes

Range: Self

Components: V, S, M (a strand of elven hair and some grass or hay)

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

This spell summons a heard of Chaos Cows, female bovines
from the elven plane of Arvandor. The Chaos Cows appear within 100’ of the
caster, but no two can be further than 30’ apart. The spell summons six Chaos
Cows, plus one Chaos Cow per the caster’s character level, up to a maximum of
30 cows. The Chaos Cows are passive and non-aggressive, and will simply mull
about the area, grazing or resting. A Chaos Cow will only fight in self
defense. The caster has no control over the Chaos Cows summoned by this spell.

For the most part, the Chaos Cows simply get in the way,
take up space, make noise and eat nearby vegetation. They can prove rather
distracting, and it is possible to make them stampede.

No one knows for what reason this spell was created, though
it is likely a joke spell made by some ancient elven archmage to annoy other
races, particularly humans, dwarves, orcs, and goblins.

The cows disappear at the end of the spell, returning to
Arvandor. Cows reduced to 0HP are automatically returned to Arvandor.

This spell is a Lost Spell.
Blade Barrier

A 6th Level Evocation spell

Casting time: 1 Action

Duration:
Concentration, up to 10 minutes

Range: 90’

Components: V, S

Can be learnt by: Cleric

You create a
vertical wall of whirling, razor-sharp blades made of magical energy. The wall
appears within range and lasts for the duration. You can make a straight wall
up to 100’ long, 20’ high, and 5’ thick, or a ringed wall up to 60’ in
diameter, 20’ high, and 5’ thick. The wall provides ¾ cover to creatures behind
it, and its space is difficult terrain.

When a creature
enters the wall’s area for the first time on a turn or starts its turn there,
the creature must make a Dexterity save. The creature takes 6d10 slashing
damage on a failure, or half as much on a success.
Half-gnome

Half-gnomes are the halfbreed hybrids of Halfling and Gnome. Perhaps due to their size similarities, Halflings and Gnomes have been known throughout history to intermarry and interbreed. In fact, some scholars have argued that if not for the fact that neither races are especially numerous, nor do they often share a common boarder, Half-gnomes would have long ago replaced the two races. Inheriting both their parent races' outlook on life, Half-gnomes are friendly to the extreme and get along with just about any race, stories abound of Half-gnomes captives of Orcs and Goblins, even evil cultists, who have charmed their way out of their dire situations.

## Half-gnome Traits

***Ability Score Increase.*** DEX + 2, INT + 2

***Age.*** Half-gnomes mature at around 20 and tend not to settle down until well past 200, they can live to be 500

***Alignment.*** Half-gnomes are almost exclusively Good; most tend
towards Law as per their Halfling ancestral traditions

***Size.*** Small; same in both height and weight as Gnomes

***Speed.*** 25’

***Darkvision.*** Accustomed to life underground, you can see in dim
light as if in bright, and darkness as if in dim light, for 60’; you cannot
tell color, only shades of grey

***Natural Agility.*** Gain proficiency in Dexterity Saving Throw and the
Acrobatics skill

***Lucky.*** Whenever you roll a 1 on a d20 you can choose to reroll the dice and must use the new roll

***Subcategories.*** Depending on which parent played a more important role in the younger years of a Half-gnome's life, two separate subcategories of Half-gnomes exist: Halfling Family and Gnome Ancestry. Choose one of these.

## Half-gnome Subcategories

### Halfling Family

Halfling Family Half-gnomes grew up primarily in the company of their Halfling family, and as such share many similarities with other young Halflings.

***Ability Score Increase.*** CON + 1

***Brave.*** Gain advantage on Saving Throws against being Frightened

### Gnome Ancestry

Gnome Ancestry Half-gnomes grew up primarily in the company of their Gnome family, and as such share many similarities with other young Gnomes.

***Ability Score Increase.*** WIS + 1

***Gnome Cunning.*** You have advantage on all Intelligence, Wisdom, and Charisma Saving Throws against magic
Greater Infernal Calling

An 8th Level Conjuration spell

Casting Time: 1 minute

Duration: Concentration, up to 1 hour

Range: 90’

Components: V, S, M (a ruby worth at least 9,999gp)

Can be learnt by: Wizard

Uttering a dark incantation, you summon a devil from the
Nine Hells. You choose the devil’s type, which must be one of a CR that is
equal to or less than half your character level. The devil appears in an
unoccupied space that you can see within range. The devil disappears when it
drops to 0HP or when the spell ends.

The devil is unfriendly toward you and your companions. Roll
initiative for the devil, which has its own turns. It is under the DM’s control
and acts according to its nature on each of its turns, which might result in
attacking you if it thinks it can prevail or trying to tempt you to undertake
an evil act in exchange for limited service. The DM has the creature’s
statistics.

On each of your turns, you can try to issue a verbal command
to the devil (no action required by you). It obeys the command if the likely
outcome is in accordance with its desires, especially if the result would draw
you towards evil. Otherwise, you must make a Deception, Intimidation, or
Persuasion check contested by its Insight check. You make the check with
advantage if you say the devil’s true name. If your check fails, the devil becomes
immune to your verbal commands for the duration of the spell, though it can
still carry out your commands if it chooses. If your check succeeds, the devil
carries out your command – such as “attack my enemies”, “explore the room
ahead”, or “bear this message to the queen” – until it completes the activity,
at which point it returns to you to report having done so.

If your concentration ends before the spell reaches its full
duration, the devil doesn’t disappear if it has become immune to your verbal
commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and
then it disappears.

If you possess an individual devil’s talisman, you can
summon that devil if its CR is equal to or less than your character level, and
it obeys all your commands, with no checks required. However, if the devil you
summon is an Archdevil or Infernal Duke, you still must make checks to order it
to do anything, though you make such checks with advantage and the devil does
not become immune to your commands even on a failed check.

This spell is a Lost Spell.
Dream

A 5th
Level Illusion spell

Casting time: 1
minute

Duration: 8 hours

Range: Unlimited

Components: V, S, M
(a bit of fur; a piece of amber, glass, or a crystal rod; and three silver
pins) or (a handful of sand, a dab of ink, and a writing quill plucked from a
sleeping bird)

Can be learnt by: Bard, Warlock, Wizard

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

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

You can make the
messenger appear monstrous and terrifying to the target. If you do, the
messenger can deliver a message of no more than ten words and then the target
must make a Wisdom save. On a failed save, echoes of the phantasmal monstrosity
spawn a nightmare that lasts the duration of the target’s sleep and prevents
the target from gaining any benefit from that rest. In addition, when the
target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair,
clipping from a nail, or similar portion of the target’s body, the target makes
its save with disadvantage.
Chromatic Orb

A 1st Level Evocation spell

Casting time: 1 Action

Duration: Instantaneous

Range: 90’

Components: V, S, M (a diamond worth at least 50gp)

Can be learnt by: Sorcerer,
Wizard

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

When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d8 for each slot level above 1st.
Detect Thoughts

A 2nd
Level Divination spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: Self

Components: V, S, M
(a copper piece)

Can be learnt by: Bard, Sorcerer, Wizard

For the duration,
you can read the thoughts of certain creatures. When you cast the spell and as
your action on each turn until the spell ends, you can focus your mind on any
one creature that you can see within 30’ of you. If the creature you choose has
an Intelligence of 3 or lower or doesn’t speak any language, the creature is
unaffected.

You initially learn
the surface thoughts of the creature—what is most on its mind in that moment.
As an action, you can either shift your attention to another creature’s
thoughts or attempt to probe deeper into the same creature’s mind. If you probe
deeper, the target must make a Wisdom save. If it fails, you gain insight into
its reasoning (if any), its emotional state, and something that loom s large in
its mind (such as something it worries over, loves, or hates). If it succeeds,
the spell ends. Either way, the target knows that you are probing into its
mind, and unless you shift your attention to another creature’s thoughts, the
creature can use its action on its turn to make an Intelligence check contested
by your Intelligence check; if it succeeds, the spell ends. Questions verbally
directed at the target creature naturally shape the course of its thoughts, so
this spell is particularly effective as part of an interrogation.

You can also use
this spell to detect the presence of thinking creatures you can’t see. When you
cast the spell or as your action during the duration, you can search for
thoughts within 30’ of you. The spell can penetrate barriers, but 2’ of rock,
2” of any metal other than lead, or a thin sheet of lead blocks you. You can’t
detect a creature with an Intelligence of 3 or lower or one that doesn’t speak
any language. Once you detect the presence of a creature in this way, you can
read its thoughts for the rest of the duration as described above, even if you
can’t see it, but it must still be within range.
Fire Bolt

An Evocation cantrip

Casting time: 1 Action

Duration: Instantaneous

Range: 120'

Components: V, S

Can be learnt by: Sorcerer, Wizard

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

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

A 2nd
Level Transmutation spell

Casting time: 1 Action

Duration: 1 hour

Range: Touch

Components: V, S, M (A handful of oak bark)

Can be learnt by: Druid, Ranger

You touch a willing creature. Until the spell ends, the
target’s skin has a rough, bark-like appearance, and the target receives a +2
bonus to AC as long as it isn’t wearing armor, up to a maximum AC of 18. The
target can still wield a shield and the bonus AC granted by the shield is not
counted against the maximum AC of 18.
Evard's Black Tentacles

A 4th
Level Conjuration spell

Casting time: 1
Action

Duration:
Concentration, up to 1 minute

Range: 90’

Components: V, S, M
(a piece of tentacle from a giant octopus or giant squid)

Can be learnt by: Wizard

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

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

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

A 5th Level Conjuration spell

Casting Time: 1 Action

Duration: 1 minute

Range: 120’

Components: V, S, M (a small vial of acid)

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

This spell calls into existence a pale green cloud of
corrosive vapor at a point within range selected by the caster. The cloud is
30’ radius sphere, creatures inside the cloud must make a Constitution save,
taking 6d6 acid damage on a failure, or half as much on a success.

The effect of the acid is cumulative, and each time a
creature ends its turn inside the cloud, they receive a penalty of -1 on their
save against the effects of the spell.

The cloud can be dispersed with a gust of strong wind (such
as that created by the Gust of Wind spell).

If cast using a spell
slot of 6th level or higher, the radius increases by 10’ and
the acid damage increases by 1d6 for each spell slot level higher than 5th.

This spell is a Lost Spell.
Guiding Bolt

A 1st Level Evocation spell

Casting time: 1 Action

Duration: 1 round

Range: 120’

Components: V, S

Can be learnt by: Cleric

A flash of light streaks toward a creature of your choice
within range. Make a ranged spell attack against the target. On a hit, the
target takes 4d6 radiant damage, and the next attack roll made against this
target before the end of your next turn has advantage, thanks to the mystical
dim light glittering on the target until then.

When this spell is cast using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level above 1st.
Guards and Wards

A 6th Level Abjuration spell

Casting time: 10 minutes

Duration: 24 hours

Range: Touch

Components: V, S, M (burning incense, a small measure of
brimstone and oil, a knotted string, a small amount of umber hulk blood, and a
small silver rod worth at least 10g0)

Can be learnt by: Bard, Wizard

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

When you cast this spell, you can specify individuals that are
unaffected by any or all of the effects that you choose. You can also specify a
password that, when spoken aloud, makes the speaker immune to these effects.

This spell creates the following effects within the warded
area:

* Corridors: fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50% chance that a creature other than you will believe it is going in the opposite direction from the one it chooses
* Doors: all doors in the warded area are magically locked, as if sealed by an Arcane Lock spell. In addition, you can cover up to 10 doors with an illusion (equivalent to the illusory object function of the Minor Illusion spell) to make them appear as plain sections of wall
* Stairs: webs fill all stairs in the warded area from top to bottom, as if the Web spell was used on them. The web strands regrow in 10 minutes if they are burned, torn away, or otherwise destroyed or harmed while this spell lasts.
* Other spell effect: you can place your choice of one of the following magical effects within the warded area of the stronghold:
	+ Place Dancing Lights in four corridors. You can designate a simple pattern that the lights repeat as long as this spell lasts
	+ Place Magic Mouth in two locations
	+ Place Stinking Cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while this spell lasts
	+ Place a constant Gust of Wind in one corridor or room
	+ Place a Suggestion in one location. You select an area of up to 5’ square, and any creature that enters or passes through the area are exposed to the effect

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

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

A Dwarven Defender is a dwarf who have undergone rigorous military training to become a literal living wall. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the Mountain Dwarves.

## Class Features

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

### Defensive Stance

As an Action, you can choose to enter a defensive pose, and you remain in that pose for a number of rounds equal to twice your character level, until you are incapacitated, or until you choose to end it (no action required). For the duration of the stance, you gain advantage on Strength and Constitution saves, you cannot use the Attack action though you can still make attacks of opportunity as Reactions, and you gain immunity to all non-magical weapon damage. After the effect ends, your exhaustion level increases by 1. You can use this ability once per long rest.

### Unmoving Wall

While you are in Defensive Stance and you have not moved during the round, you automatically succeed on saves against being moved against your will (e.g. being pushed back). If you are not in Defensive Stance though have not moved in your turn, or if you have moved during the round while in Defensive Stance, you gain advantage on saves against being moved. This ability cannot take effect if you are not in Defensive Stance and have moved or have taken the Dash action regardless of whether you are in Defensive Stance or not.

### Selfless Protector

If a creature within 10’ of you take damage that would have reduced it to 0HP, you can use your reaction to make it so that the creature is reduced to 1 HP instead, while the excess damage is transferred to you. If you are in Defensive Stance, the damage that is transferred to you is halved.

### True Defender

As a reaction, you can decrease the damage you take from an attack targeting you (i.e. not area of effect spells or situations such as Fireball or traps) that you can see by half. If you are in Defensive Stance you can instead negate the damage.
Animal Friendship

A 1st Level Enchantment spell

Casting time: 1 Action

Duration: 24 hours

Range: 30’

Components: V, S, M (a morsel of food)

Can be learnt by:
Bard, Druid, Ranger

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

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

A 4th Level
Abjuration spell

Casting time: 1
Action

Duration: 1 hour

Range: Touch

Components: V, S, M
(a leather strap, bound around the arm or a similar appendage)

Can be learnt by: Bard, Cleric, Druid, Ranger

You touch a willing
creature. For the duration, the target’s movement is unaffected by difficult
terrain, and spells and other magical effects can neither reduce the target’s
speed nor cause the target to become paralyzed or restrained. The target can
also spend 5’ of movement to automatically escape from non-magical restraints,
such as manacles or a creature that has it grappled. Finally, being underwater
imposes no penalties on the target’s movement or attacks.
Half-orc

Half-orcs are the halfbreed hybrid of Orc and Human. Orc raids are common in the world of Erath, and with humans being the most abundant race, it is common for Orc raiders to make off with human maidens for "entertainment purposes". As such, many Half-orcs are the result of rape.

Due to the circumstances of their birth, Half-orcs are often shunned and feared in human society, and many Half-orcs experienced love-less childhoods, despised by their own mothers for the sins of their fathers. Many Half-orcs find their place among their Orc relatives, since Orcs, as a race, honor only one thing: strength. One's parentage matters little, if one has the strength to defeat all challengers and the wits to bring about the downfall of their enemies, then they are worth of respect and, in many instances, fit to lead.

## Half-orc Traits

***Ability Score Increase.*** STR + 2, CON + 2

***Age.***
Half-orcs mature at around 14, they age faster than humans due to their Orcish
blood and rarely live pass 80

***Alignment.*** Half-orcs commonly lean towards Chaos, the influence
of the evil Orcish god Gruumsh makes it hard for them to resist Evil tendencies

***Size.*** Medium; taller (8”) and a lot bulkier (250bl) than
humans

***Speed.*** 30’

***Darkvision.*** Thanks to your Orcish blood, you can see in dim light
as if in bright light, and darkness as if in dim light, for 60’; you cannot tell
color, only shades of grey

***Menacing.*** Gain proficiency in Intimidation

***Savage Attacks.*** When you roll a critical with a melee weapon attack,
roll an additional damage dice for your weapon and add it to the extra damage
of the critical

***Languages.*** Common and Orcish, along with one additional language
of your choice

***Subcategories.*** Depending on which parent played a more important role in the younger years of a Half-orc's life, two separate subcategories of Half-orcs exist: Child of Men and Orc Born. Choose one of these.

## Half-orc Subcategories

### Child of Men

Child of Men Half-orcs grew up primarily in the company of their Human family, and as such share many similarities with other young Humans.

***Ability Score Increase.*** Increase one ability score of your choice by 1

***Skill Versatility.*** Gain proficiency in 2 skills of your choice

### Orc Born

Orc Born Half-orcs grew up primarily in the company of their Orc family, and as such share many similarities with other young Orcs.

***Ability Score Increase.*** STR + 1

***Relentless Endurance.*** When you are reduced to 0 HP but is not killed outright, you drop to 1 HP
instead; you cannot use this ability again until you finish a long rest
Blade Bravo

A Blade Bravo is a gnome fighter specializing in taking down larger humanoids with skillful feinting. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the Sea Gnomes.

## Class Features

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

### Flourish

You can substitute one of your attacks to Feint, which does not hit and thus deals no damage, though it grants advantage to hit for all attacks made by you against the same target you used the Feint against until the start of your next turn.

### Mobile Fighter

If you move at least 10’ while remaining in melee range with an enemy, you can add your proficiency bonus to the melee weapon attack damage you deal against them. If you have the Weaponry Savant feat and you are attacking with one of the weapons you chose for that feat, you instead add twice your proficiency bonus to the damage.

### Small but Deadly

If you attack a creature who is at least one size category larger than you, your attack rolls of 18, 19, and 20 are all considered to be critical hits. This ability cannot take effect if your size increases to Medium or larger.

### Lethal Riposte

When an enemy attack you but misses, you can use your Reaction to make an attack of opportunity against said enemy. This attack has advantage to hit, and on a hit it is automatically considered as a critical hit.
Fireball

A 3rd
Level Evocation spell

Casting time: 1
Action

Duration:
Instantaneous

Range: 150’

Components: V, S, M
(a tiny ball of bat guano and sulfur)

Can be learnt by: Sorcerer, Wizard

A bright streak
flashes from your pointing finger to a point you choose within range then
blossoms with a low roar into an explosion of flame. Each creature in a 20’
radius must make a Dexterity save, taking 8d6 fire damage on a failure, or half
as much on a success. The fire spreads around corners. It ignites flammable
objects in the area that aren’t being worn or carried.

When this spell is
cast using a spell slot of 4th level or higher, the damage increases
by 2d6 for each slot level above 3rd.
Armor of Agathys

A 1st Level Abjuration spell

Casting time: 1 Action

Duration: 1 hour

Range: Self

Components: V, S, M (a cup of water)

Can be learnt by:
Warlock

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

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

An 8th Level Conjuration spell

Casting time: 1 Action

Duration: 1 hour

Range: 60’

Components: S

Can be learnt by: Warlock, Wizard

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

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

A Giant Slayer is a gnome warrior experienced in fighting larger foes and using their size against them. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the Rock Gnomes.

## Class Features

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

### Crafty Fighter

When you are fighting a creature that is at least two size categories larger than you, you gain a +2 bonus to AC against said creature’s attacks. This ability cannot take effect if you cannot move, if you are suffering disadvantage to Dexterity saves, or if your size increases to Medium or larger.

### Slippery

You can freely move through spaces occupied by hostile creatures that are at least two size categories
larger than you. If you are grappled by creatures who are at least two size categories larger than you, you can
add your Giant-slayer level to the Strength or Dexterity checks required to escape.

### Opportunistic Attack

When a hostile creature within your attack range attacks a creature that is not you, you can use your reaction to make one weapon attack against it; if you have the Sentinel feat, you can make the attack without using your reaction. If you are attacked by a creature that is at least two size categories larger than you and the attack misses, you can use your Reaction to either make one melee weapon attack against the creature before moving up to half your movement speed (not provoking attacks of opportunity from said creature), or move up to half your movement speed (not provoking attacks of opportunity from said creature) and make one ranged weapon attack against the creature.

### Defensive Roll

If you are hit by a critical hit, if you take damage that would have lowered you to 0HP, or if you are subjected to an attack, spell, or effect that deals more than 50% of your max HP in damage, you can use your Reaction to make a DC 20 Dexterity save. On a success you take no damage from the attack/effect, while on a failure you take only half damage. You can use this ability a three times between long rests.
Main cast

On ***Ways and Means***, main cast is a casting designation for actors who are contracted to appear in any episode of the season at the request of the producers. Main cast actors, despite being first-billed, rarely appear in all the episodes of a given season. Some appear in relatively few episodes.