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5 Changeling
24 Genasi
100 Warforged
96 Shifter
95 Minotaur
4 Water Genasi
Goliath
Starling
2-4 Aasimar
3 Longstride Shifter
Goblin
BugbearPrefix is a child name, and suffix is the name one gets as an adult. Children are all non-gendered, and are given their suffix by clan elders.
For mountain dwarves, gender is based only on their name and starting position in the world.
For hill dwarves, gender is decided by the dwarf when they become adults.
<<print either("A/Al = forge", "An = enemy/giant", "Ar/Ara = blood", "Az = rock", "B/Bal = anger/wrath", "Bar/bari = crushing/mighty", "Baz = fire/of the flame", "Bel = first", "Bof = great/ancient", "Bol = hidden/secret", "D/dal = stout/heavy", "Dar/dare = burned/burning", "Del = steel", "Dol = weapon/sword", "Dor/dura = red", "Duer = dark/darkness", "Dur/duri = wolf", "Dw/dwo = Fierce", "El = goblin/foe", "Er/eri = elder/old", "Fal/fall = strong/strongest/strength", "Far = of the stronghold", "Gar = bear/of the bear", "Gil = fire/fiery", "Gim = glad/cheerful", "Glan = forgotten/lost", "Glor/glori = silver/glitter/glittering", "Har = hearty/stalwart", "Hel = god’s/of the gods", "Jar = orc/ugly", "Kil = proud/powerful", "Ma/mar = gold/golden", "Mor/mari = brave/bold", "Nal = honored/honorable", "Nor/nora = mithral", "Nur/nura = steady/sure", "o/ol = large/fat", "Or/ori = gem", "Ov = cunning/wise", "Rei = vermin", "Th/ther = oath/of oaths", "Tho/thor = noble/loyal", "Thr/thra = black", "Tor/tore = soul", "Ur/urni = death/skull", "Val = dragon/magic/magical", "Von = tunnel/of the tunnel", "Wer/wera = battle/war", "Whur = Iron", "Yur = Rune")>>
Male: <<print either("Aim/and = slayer/killer", "Ain/arn = fist/striker", "Ak = axe/cutter", "Ar/ard = guard/guardian", "Auk = clansman/crafter", "Bere = gauntlet/hand", "Bir/bin = keeper/warden", "Dak/dek = mine/miner", "Dal = ale/drink/drinker", "Din = smith/blacksmith", "El = warrior", "Ent = mountain", "Erl = father", "Gal = shield", "Gan = mason", "Gar/gath = lurker/thief", "Gen = stone/monolith", "Grim = eternal/lasting", "Gur/guk = boar/steed", "I/ik = brother/ally", "Ias = anvil", "Ili/li = beard/pride", "Im/rim = king", "In/rin = dwarf/dwarves/people", "Ir/init = giver", "Kas = scout/seeker", "Kral = hall/stronghold", "Lond = friend", "o/oak = barrow/tomb", "On/lon = raid/raider", "Or/ror = riddle/riddle master", "Oril/oric = judge/lawgiver", "Rak = hammer/smasher", "Ral = heart/spirit", "Ric = chest/belly", "Rid = craft worker/craft master", "Rim = spear/stabber", "Ring = armor/hide/skin", "Ster/stili = kin/cousin", "Sun = rider", "Ten = son/child of", "Thal = mattock/crusher", "Then = earth/earthen/of the earth", "Thic = champion/victor", "Thur = hunter/way finder", "Ur/rur = master/craftsman", "Urt = berserker/battlerager", "Ut/unt = highborn/nobleman", "Val = messenger", "Var/villi = outcast/exile")>>
Female: <<print either("a/aed = hearth", "Ala/la = blessing", "Alsia = partner/wife", "Ana = eye/eyes", "Ani = bearer", "Astr = ring/jewelry", "Bela = ally/sister", "Bera/bena = will/faith", "Bo = hair/braid", "Bryn = wisewoman", "Deth = guard/guardian", "Dis = gift/riches", "Dred = maiden", "Drid = spinner/weaver", "Dris = heart/love/lovely", "Esli = hand/skill", "Gret = daughter/child of", "Gunn = warrior", "Hild = speech/voice", "Ia = priestess/holy woman", "Ida = air/breath", "Iess = mother/matriarch", "Iff = beauty/jewell", "Ifra = craftswoman/cook/seamstress", "Ila = joy", "Ild = fair/kindness", "Ina = art/artisan/craft", "Ip/ippa = pledge/promise", "Isi = treasure/treasure of", "Iz = fox", "Ja = mistress", "Kara = healer", "Li/ili = twin/twin sister of", "Lin = song/singer", "Lydd = vindicator", "Mora/moa = seer/prophetess", "Ola = brewer/brew/ale", "On/ona = white/pure", "Ora/oa = tender/protector", "Re/rra = tree/root", "Ren = life/living/birth of", "Serd = virtue/virtuous", "Shar/sha = moon", "Thra = escort/matron", "Tia = river/pool", "Tryd = heroine", "Unn = highborn/noblewoman", "Wynn = grace/gracious", "Ya = guest/hostess", "Ydd = queen")>>
<<silently>><<display "Traits">><</silently>><<print either($t1)>>, <<print either($t1)>>, <<print either($t1)>>.
<<silently>><<display "Stats">><</silently>>Str: $Str +2 mountain dwarf Dex: $Dex Con: $Con +2 Int: $Int Wis: $Wis +1 hill dwarf Cha: $Cha<<set $t1 = ["adventurous", "affectionate", "aggressive", "ambitious", "angry", "anxious", "apologetic", "arrogant", "articulate", "attentive", "bad-mannered", "bold", "bossy", "brilliant", "calm", "careful", "carefree", "careless", "caring", "cautious", "charming", "cheerful", "clumsy", "coarse", "compassionate", "compliant", "conceited", "conscientious", "confident", "considerate", "courageous", "cowardly", "critical", "cruel", "curious", "dangerous", "daring", "decisive", "demanding", "demure", "dependable", "depressive", "determined", "devious", "disagreeable", "dictatorial", "dishonest", "disrespectful", "domineering", "dull", "dutiful", "easy-going", "efficient", "energetic", "evil", "faithful", "fearless", "fearful", "foolish", "friendly", "funny", "fussy", "fun-loving", "gentle", "generous", "graceful", "greedy", "hardworking", "happy", "harsh", "hateful", "helpful", "honest", "humanitarian", "humorous"< "humble", "idealistic", "imaginative", "impatient", "impolite", "inconsiderate", "independent", "industrious", "innocent", "interfering", "intelligent", "jealous", "judgemental", "kindly", "lazy", "leader", "likeable", "lively", "loving", "lovable", "loyal", "manipulative", "materialistic", "mature", "melancholic", "meticulous", "miserable", "mysterious", "naive", "nervous", "opinionated", "optimistic", "overbearing", "pacifist", "passive", "patient", "personable", "petulant", "polite", "proud", "prudent", "prying", "rational", "realistic", "rebellious", "reckless", "reflective", "reliable", "reserved", "responsible", "restless", "rigid", "sarcastic", "secretive", "selfish", "sensible", "sensitive", "sensuous", "serious", "shy", "sly", "solitary", "stable", "stingy", "strict", "stubborn", "submissive", "thoughtful", "thoughtless", "timid", "tolerant", "trailblazing", "trusting", "trustworthy", "unfriendly", "unkind", "unstable", "untidy", "wary", "wicked", "wise", "witty"]>><<set $r1 to random(1,6)>> <<set $r2 to random(1,6)>> <<set $r3 to random(1,6)>> <<set $r4 to random(1,6)>>
Strength
<<if $r1 is 1>><<set $Str to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 1>><<set $Str to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 1>><<set $Str to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 1>><<set $Str to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 2>><<set $Str to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 2>><<set $Str to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 2>><<set $Str to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 2>><<set $Str to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 3>><<set $Str to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 3>><<set $Str to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 3>><<set $Str to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 3>><<set $Str to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 4>><<set $Str to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 4>><<set $Str to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 4>><<set $Str to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 4>><<set $Str to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 5>><<set $Str to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 5>><<set $Str to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 5>><<set $Str to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 5>><<set $Str to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 6>><<set $Str to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 6>><<set $Str to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 6>><<set $Str to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 6>><<set $Str to $r2 + $r3 +$r1>><<else>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<set $r1 to random(1,6)>> <<set $r2 to random(1,6)>> <<set $r3 to random(1,6)>> <<set $r4 to random(1,6)>>
Dex
<<if $r1 is 1>><<set $Dex to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 1>><<set $Dex to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 1>><<set $Dex to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 1>><<set $Dex to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 2>><<set $Dex to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 2>><<set $Dex to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 2>><<set $Dex to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 2>><<set $Dex to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 3>><<set $Dex to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 3>><<set $Dex to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 3>><<set $Dex to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 3>><<set $Dex to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 4>><<set $Dex to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 4>><<set $Dex to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 4>><<set $Dex to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 4>><<set $Dex to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 5>><<set $Dex to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 5>><<set $Dex to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 5>><<set $Dex to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 5>><<set $Dex to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 6>><<set $Dex to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 6>><<set $Dex to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 6>><<set $Dex to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 6>><<set $Dex to $r2 + $r3 +$r1>><<else>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<set $r1 to random(1,6)>> <<set $r2 to random(1,6)>> <<set $r3 to random(1,6)>> <<set $r4 to random(1,6)>>
Con
<<if $r1 is 1>><<set $Con to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 1>><<set $Con to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 1>><<set $Con to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 1>><<set $Con to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 2>><<set $Con to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 2>><<set $Con to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 2>><<set $Con to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 2>><<set $Con to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 3>><<set $Con to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 3>><<set $Con to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 3>><<set $Con to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 3>><<set $Con to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 4>><<set $Con to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 4>><<set $Con to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 4>><<set $Con to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 4>><<set $Con to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 5>><<set $Con to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 5>><<set $Con to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 5>><<set $Con to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 5>><<set $Con to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 6>><<set $Con to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 6>><<set $Con to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 6>><<set $Con to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 6>><<set $Con to $r2 + $r3 +$r1>><<else>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<set $r1 to random(1,6)>> <<set $r2 to random(1,6)>> <<set $r3 to random(1,6)>> <<set $r4 to random(1,6)>>
Int
<<if $r1 is 1>><<set $Int to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 1>><<set $Int to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 1>><<set $Int to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 1>><<set $Int to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 2>><<set $Int to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 2>><<set $Int to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 2>><<set $Int to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 2>><<set $Int to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 3>><<set $Int to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 3>><<set $Int to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 3>><<set $Int to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 3>><<set $Int to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 4>><<set $Int to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 4>><<set $Int to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 4>><<set $Int to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 4>><<set $Int to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 5>><<set $Int to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 5>><<set $Int to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 5>><<set $Int to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 5>><<set $Int to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 6>><<set $Int to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 6>><<set $Int to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 6>><<set $Int to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 6>><<set $Int to $r2 + $r3 +$r1>><<else>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<set $r1 to random(1,6)>> <<set $r2 to random(1,6)>> <<set $r3 to random(1,6)>> <<set $r4 to random(1,6)>>
Wis
<<if $r1 is 1>><<set $Wis to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 1>><<set $Wis to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 1>><<set $Wis to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 1>><<set $Wis to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 2>><<set $Wis to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 2>><<set $Wis to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 2>><<set $Wis to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 2>><<set $Wis to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 3>><<set $Wis to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 3>><<set $Wis to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 3>><<set $Wis to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 3>><<set $Wis to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 4>><<set $Wis to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 4>><<set $Wis to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 4>><<set $Wis to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 4>><<set $Wis to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 5>><<set $Wis to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 5>><<set $Wis to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 5>><<set $Wis to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 5>><<set $Wis to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 6>><<set $Wis to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 6>><<set $Wis to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 6>><<set $Wis to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 6>><<set $Wis to $r2 + $r3 +$r1>><<else>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<set $r1 to random(1,6)>> <<set $r2 to random(1,6)>> <<set $r3 to random(1,6)>> <<set $r4 to random(1,6)>>
Cha
<<if $r1 is 1>><<set $Cha to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 1>><<set $Cha to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 1>><<set $Cha to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 1>><<set $Cha to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 2>><<set $Cha to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 2>><<set $Cha to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 2>><<set $Cha to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 2>><<set $Cha to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 3>><<set $Cha to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 3>><<set $Cha to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 3>><<set $Cha to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 3>><<set $Cha to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 4>><<set $Cha to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 4>><<set $Cha to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 4>><<set $Cha to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 4>><<set $Cha to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 5>><<set $Cha to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 5>><<set $Cha to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 5>><<set $Cha to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 5>><<set $Cha to $r2 + $r3 +$r1>><<else>>
<<if $r1 is 6>><<set $Cha to $r2 + $r3 +$r4>><<else>>
<<if $r2 is 6>><<set $Cha to $r1 + $r3 +$r4>><<else>>
<<if $r3 is 6>><<set $Cha to $r2 + $r1 +$r4>><<else>>
<<if $r4 is 6>><<set $Cha to $r2 + $r3 +$r1>><<else>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
$Str $Dex $Con $Int $Wis $Cha''Elf''
All chosen names. Combine peices of the names however you like. Credit to http://www.angelfire.com/rpg2/vortexshadow/names.html for all the possibilities!
<<print either("Ael: knight", "Aer : law, order", "Af : ring", "Ah : crafty, sly", "Al : sea", "Am : swan", "Ama : beauty, beautiful", "An : hand", "Ang : glitter", "Ansr : rune", "Ar : gold, golden", "Arì : silver", "Arn : south", "Aza : life, lives", "Bael : guardian", "Bes : oath", "Cael : archer, arrow", "Cal : faith", "Cas : herald", "Cla : rose", "Cor : legend, legendary", "Cy : onyx", "Dae : white", "Dho : falcon", "Dre : hound", "Du : crescent", "Eil : azure, blue", "Eir : sharp", "El : green", "Er : boar", "Ev : stag", "Fera : champion", "Fi : rain", "Fir : dark", "Fis : light", "Gael : pegasus", "Gar : owl", "Gil : griffin", "Ha : free, freedom", "Hu : horse", "Ia : day", "Il : mist", "Ja : staff", "Jar : dove", "Ka : dragon", "Kan : eagle", "Ker : spell", "Keth : wind", "Koeh : earth", "Kor : black", "Ky : ruby", "La : night", "Laf : moon", "Lam : east", "Lue : riddle", "Ly : wolf", "Mai : death, slayer", "Mal : war", "Mara : priest", "My : emerald", "Na : ancient", "Nai : oak", "Nim : deep", "Nu : hope, hopeful", "Ny : diamond", "Py : sapphire", "Raer : unicorn", "Re : bear", "Ren : west", "Rhy (Ry): jade", "Ru : dream", "Rua : star", "Rum : meadow", "Rid : spear", "Sae : wood", "Seh : soft", "Sel : high", "Sha : sun", "She : age, time", "Si : cat, feline", "Sim : north", "Sol : history, memory", "Sum : water", "Syl : faerie", "Ta : fox", "Tahl : blade", "Tha : vigil, vigilance", "Tho : true, truth", "Ther : sky", "Thro : lore, sage", "Tia : magic", "Tra : tree", "Ty (Try): crystal", "Uth : wizard", "Ver : peace", "Vil : finger, point", "Von : ice", "Ya : bridge, path, way", "Za : royal", "Zy : ivory")>>
<<print either("-ae (-nae) : whisper", "-ael : great", "-aer / -aera : singer, song", "-aias / -aia : mate, husband / wife", "-ah / -aha : wand", "-aith / -aira : home", "-al / -ala (-la; -lae; -llae) : harmony", "-ali : shadow", "-am / -ama : strider", "-an / -ana (-a; -ani; -uanna) : make, maker", "-ar / -ara (-ra) : man / woman", "-ari (-ri) : spring", "-aro (-ro) : summer", "-as (-ash; -sah) : bow, fletcher", "-ath : by, of, with", "-avel : sword", "-brar (-abrar; -ibrar) : craft, crafter", "-dar (-adar; -odar) : world", "-deth (-eath; -eth) : eternal", "-dre : charm, charming", "-drim (-drimme; -udrim) : flight, flyer", "-dul : glade", "-ean : ride, rider", "-el (ele / -ela) : hawk", "-emar : honor", "-en : autumn", "-er (-erl; -ern) : winter", "-ess (-esti) : elves, elvin", "-evar : flute", "-fel (-afel; -efel) : lake", "-hal (-ahal; -ihal) : pale, weak", "-har (-ihar; -uhar) : wisdom, wise", "-hel (-ahel; -ihel) : sadness, tears", "-ian / ianna (-ia; -ii; -ion) : lord / lady", "-iat : fire", "-ik : might, mighty", "-il (-iel; -ila; -lie) : gift, giver", "-im : duty", "-in (-inar; -ine) : sibling, brother / sister", "-ir (-ira; -ire) : dusk", "-is (-iss; -ist) : scribe, scroll", "-ith (-lath; -lith; -lyth) : child, young", "-kash (-ashk; -okash) : fate", "-ki : void", "-lan / -lanna (-lean; -olan / -ola) : son / daughter", "-lam (-ilam; -ulam) : fair", "-lar (-lirr) : shine", "-las : wild", "-lian / -lia : master / mistress", "-lis (-elis; -lys) : breeze", "-lon (-ellon) : chief", "-lyn (-llinn; -lihn) : bolt, ray", "-mah / -ma (-mahs) : mage", "-mil (-imil; -umil) : bond, promise", "-mus : ally, companion", "-nal (-inal; -onal) : distant, far", "-nes : heart", "-nin (-nine; -nyn) : rite, ritual", "-nis (-anis) : dawn", "-on/onna: Keep/Keeper", "-or (oro): Flower", "-oth (-othi) : gate", "-que : forgotten, lost", "-quis : branch, limb", "-rah(-rae; -raee) : beast", "-rad(-rahd) : leaf", "-rail/-ria (-aral; -ral; -ryl) : hunt, hunter", "-ran (-re; -reen) : binding, shackles", "-reth (-rath) : arcane", "-ro (-ri; -ron) : walker, walks", "-ruil (-aruil; -eruil) : noble", "-sal (-isal; -sali) : honey, sweet", "-san : drink, wine", "-sar (-asar; -isar) : quest, seeker", "-sel (-asel; -isel) : mountain", "-sha (-she; -shor) : ocean", "-spar : fist", "-tae (-itae) : beloved, love", "-tas (-itas) : wall, ward", "-ten (-iten) : spinner", "-thal /-tha (-ethal / -etha) : heal, healer, healing", "-thar (-ethar; -ithar) : friend", "-ther (-ather; -thir) : armor, protection", "-thi (-ethil; -thil) : wing", "-thus /-thas (-aethus / -aethas) : harp, harper", "-ti (-eti;-til) : eye, sight", "-tril /-tria (-atri; -atril / -atria) : dance, dancer", "-ual (-lua) : holy", "-uath (-luth; -uth) : lance", "-us /-ua : cousin, kin", "-van /-vanna : forest", "-var /-vara (-avar / -avara) : father / mother", "-vain (-avain) : spirit", "-via (-avia) : good fortune, luck", "-vin (-avin) : storm", "-wyn : music, muscian", "-ya : helm", "-yr / -yn : bringer", "-yth : folk, people", "-zair /-zara (-azair / -ezara) : lightning")>>
<<print either("Ael: knight", "Aer : law, order", "Af : ring", "Ah : crafty, sly", "Al : sea", "Am : swan", "Ama : beauty, beautiful", "An : hand", "Ang : glitter", "Ansr : rune", "Ar : gold, golden", "Arì : silver", "Arn : south", "Aza : life, lives", "Bael : guardian", "Bes : oath", "Cael : archer, arrow", "Cal : faith", "Cas : herald", "Cla : rose", "Cor : legend, legendary", "Cy : onyx", "Dae : white", "Dho : falcon", "Dre : hound", "Du : crescent", "Eil : azure, blue", "Eir : sharp", "El : green", "Er : boar", "Ev : stag", "Fera : champion", "Fi : rain", "Fir : dark", "Fis : light", "Gael : pegasus", "Gar : owl", "Gil : griffin", "Ha : free, freedom", "Hu : horse", "Ia : day", "Il : mist", "Ja : staff", "Jar : dove", "Ka : dragon", "Kan : eagle", "Ker : spell", "Keth : wind", "Koeh : earth", "Kor : black", "Ky : ruby", "La : night", "Laf : moon", "Lam : east", "Lue : riddle", "Ly : wolf", "Mai : death, slayer", "Mal : war", "Mara : priest", "My : emerald", "Na : ancient", "Nai : oak", "Nim : deep", "Nu : hope, hopeful", "Ny : diamond", "Py : sapphire", "Raer : unicorn", "Re : bear", "Ren : west", "Rhy (Ry): jade", "Ru : dream", "Rua : star", "Rum : meadow", "Rid : spear", "Sae : wood", "Seh : soft", "Sel : high", "Sha : sun", "She : age, time", "Si : cat, feline", "Sim : north", "Sol : history, memory", "Sum : water", "Syl : faerie", "Ta : fox", "Tahl : blade", "Tha : vigil, vigilance", "Tho : true, truth", "Ther : sky", "Thro : lore, sage", "Tia : magic", "Tra : tree", "Ty (Try): crystal", "Uth : wizard", "Ver : peace", "Vil : finger, point", "Von : ice", "Ya : bridge, path, way", "Za : royal", "Zy : ivory")>>
<<print either("-ae (-nae) : whisper", "-ael : great", "-aer / -aera : singer, song", "-aias / -aia : mate, husband / wife", "-ah / -aha : wand", "-aith / -aira : home", "-al / -ala (-la; -lae; -llae) : harmony", "-ali : shadow", "-am / -ama : strider", "-an / -ana (-a; -ani; -uanna) : make, maker", "-ar / -ara (-ra) : man / woman", "-ari (-ri) : spring", "-aro (-ro) : summer", "-as (-ash; -sah) : bow, fletcher", "-ath : by, of, with", "-avel : sword", "-brar (-abrar; -ibrar) : craft, crafter", "-dar (-adar; -odar) : world", "-deth (-eath; -eth) : eternal", "-dre : charm, charming", "-drim (-drimme; -udrim) : flight, flyer", "-dul : glade", "-ean : ride, rider", "-el (ele / -ela) : hawk", "-emar : honor", "-en : autumn", "-er (-erl; -ern) : winter", "-ess (-esti) : elves, elvin", "-evar : flute", "-fel (-afel; -efel) : lake", "-hal (-ahal; -ihal) : pale, weak", "-har (-ihar; -uhar) : wisdom, wise", "-hel (-ahel; -ihel) : sadness, tears", "-ian / ianna (-ia; -ii; -ion) : lord / lady", "-iat : fire", "-ik : might, mighty", "-il (-iel; -ila; -lie) : gift, giver", "-im : duty", "-in (-inar; -ine) : sibling, brother / sister", "-ir (-ira; -ire) : dusk", "-is (-iss; -ist) : scribe, scroll", "-ith (-lath; -lith; -lyth) : child, young", "-kash (-ashk; -okash) : fate", "-ki : void", "-lan / -lanna (-lean; -olan / -ola) : son / daughter", "-lam (-ilam; -ulam) : fair", "-lar (-lirr) : shine", "-las : wild", "-lian / -lia : master / mistress", "-lis (-elis; -lys) : breeze", "-lon (-ellon) : chief", "-lyn (-llinn; -lihn) : bolt, ray", "-mah / -ma (-mahs) : mage", "-mil (-imil; -umil) : bond, promise", "-mus : ally, companion", "-nal (-inal; -onal) : distant, far", "-nes : heart", "-nin (-nine; -nyn) : rite, ritual", "-nis (-anis) : dawn", "-on/onna: Keep/Keeper", "-or (oro): Flower", "-oth (-othi) : gate", "-que : forgotten, lost", "-quis : branch, limb", "-rah(-rae; -raee) : beast", "-rad(-rahd) : leaf", "-rail/-ria (-aral; -ral; -ryl) : hunt, hunter", "-ran (-re; -reen) : binding, shackles", "-reth (-rath) : arcane", "-ro (-ri; -ron) : walker, walks", "-ruil (-aruil; -eruil) : noble", "-sal (-isal; -sali) : honey, sweet", "-san : drink, wine", "-sar (-asar; -isar) : quest, seeker", "-sel (-asel; -isel) : mountain", "-sha (-she; -shor) : ocean", "-spar : fist", "-tae (-itae) : beloved, love", "-tas (-itas) : wall, ward", "-ten (-iten) : spinner", "-thal /-tha (-ethal / -etha) : heal, healer, healing", "-thar (-ethar; -ithar) : friend", "-ther (-ather; -thir) : armor, protection", "-thi (-ethil; -thil) : wing", "-thus /-thas (-aethus / -aethas) : harp, harper", "-ti (-eti;-til) : eye, sight", "-tril /-tria (-atri; -atril / -atria) : dance, dancer", "-ual (-lua) : holy", "-uath (-luth; -uth) : lance", "-us /-ua : cousin, kin", "-van /-vanna : forest", "-var /-vara (-avar / -avara) : father / mother", "-vain (-avain) : spirit", "-via (-avia) : good fortune, luck", "-vin (-avin) : storm", "-wyn : music, muscian", "-ya : helm", "-yr / -yn : bringer", "-yth : folk, people", "-zair /-zara (-azair / -ezara) : lightning")>>
<<set $Subrace to either("Wood","High")>>Subrace: $Subrace elf
<<silently>><<display "Traits">><</silently>>Personality traits: <<print either($t1)>>, <<print either($t1)>>, <<print either($t1)>>.<<display "Background Generator">>
<<silently>><<display "Stats">> <<set $Dex += 2>> <<if $Subrace is "High">><<set $Int +=1>><<endif>> <<if $Subrace is "Wood">><<set $Wis +=1>><<endif>> <</silently>>Str: $Str Dex: $Dex Con: $Con Int: $Int Wis: $Wis Cha: $Cha<<display "SN2">>
<<if $Ran is "true">><<else>>[[Again|Elf]]
[[Back|Generate NPC]]<<endif>>''Gnome''
Gnomes have many names, given to them from every gnomish friend they have. This is just one they choose to give to non-gnomes who don't know the custom.
Name example: "Fidgets with hands" could lead you to name them Fiddle, Futz, Tapper, Scritch, or any other number of things that loosely or directly link back to the prompt.
Name comes from: <<set $Name to random(1,5)>><<if $Name is 1>>Habit (<<print either("Pulls hair", "Twirls hair", "Tilts head", "Rocks back and forth", "Pulls out hair", "Avoids eye contact", "Keeps nose high", "Lifts shoulders", "Rolls shoulders", "Rolls head", "Cracks neck", "Rubs neck", "Shrugs", "Adjusts clothing", "Excessive blinking", "Rolls eyes", "Picks at face", "Wipes sweat", "Re-applies makeup", "Wipes nose", "Pinches nose", "Covers face", "Rubs temples", "Plays with facial hair", "Pulls at ear", "Raises eyebrows", "Furrows eyebrows", "Rubs eyes", "Dozes off", "Scratches chin", "Scratches head", "Scratches nose", "Winks a lot", "Cries easily", "Licks lips", "Bits lips", "Bites tongue", "Bites objects (pen/pincil/wand/etc)", "Chews gum/ice/tobacco/something", "Clears throat", "Grinds teeth", "Clenches jaw", "Gulps", "Smacks lips", "Picks at chapped lips", "Plays with food", "Purses lips", "Touches face in thought", "Always humming/singing", "Chugs drinks", "Nervously smiles", "Fidgets with hands", "Spits often", "Spits when surprsied/caught off-guard", "Sticks tongue out", "Picks teeth", "Bites nails", "Always yawning", "Chews hair", "Pushes hair behind ears", "Adjusts bangs/fringe", "Adjusts other people's hair", "Cracks knuckles", "Cleans nails", "Clips nails", "Leans against others", "Rubs/rolls joints", "Pushes at bruises", "Picks at scabs", "Fiddles with small objects", "Rubs hands together", "Rubs hands along arms/legs", "Snaps fingers", "Clicks tongue", "Bites or sucks at fingers", "Taps fingers", "Pats self/objects with hands like a drum", "Tosses objects between hands", "Traces/touches scars", "Hugs self", "Bounces leg", "Kicks feet", "Checks items often", "Cleans glasses", "Crosses legs", "Dances in place", "Dances around", "Shifts weight restlessly", "Doodles on skin", "Always drawing", "Plays with jewlery", "Freezes up", "Always touches interesting textures", "Laughs when nervous", "Cries when happy", "Shakes when excited", "Wiggles often", "Twitches", "Sighs", "Squirms when sitting still", "Talks to self", "Takes notes")>>)<<endif>><<if $Name is 2>>A fear (<<print either("Spiders (Arachnophobia)", "Snakes (Ophidiophobia)", "Heights (Acrophobia)", "Crowds (Agoraphobia)", "Dogs (Cynophobia)", "Thunder/Lightning (Astraphobia, Brontophobia, Tonitrophobia, Ceraunophobia)", "Small spaces (Claustrophobia)", "Germs (Mysophobia)", "Holes (Trypophobia)", "Public speaking (Glossophobia)", "Being left alone (Monophobia)", "Failure (Atychiphobia)", "Birds/a species of birds (Ornithophobia)", "Needles (Trypanophobia)", "Water (Aquaphobia)", "Abandonment (Autophobia)", "Blood (Hemophobia)", "Cats (Ailurophobia/Gatophobia)", "Darkness (Nyctophobia)", "Insects (Entomophobia)", "Fire (Pyrophobia)", "Doctors/Medical professionals (Iatrophobia)", "Dolls (Pediophobia)", "Fish (Ichthyophobia)", "Animals (Zoophobia)", "Ghosts (Phasmophobia)", "Mirrors (Catoptrophobia)", "Pain (Agliophobia)", "Loud noises (Ligyrophobia)", "Rain (Ombrophobia)", "The ocean (Thalassophobia)")>>)<<endif>><<if $Name is 3>> An interest/hobby (<<print either("Beading", "Blacksmithing", "Bridge building", "Calligraphy", "Candle making", "Carving", "Crochet", "Cross Stich", "Drawing", "Embroidery", "Engraving", "Glass blowing", "Graphic Design", "Jewelry making", "Knitting", "Leather crafting", "Macramé", "Map making", "Model Ships", "Needlepoint", "Origami", "Painting", "Pottery", "Quilting", "Sculpting", "Sewing", "Soap making", "Stained Glass", "Taxidermy", "Tie dying", "Weaving", "Woodworking", "Collecting antiques", "Collecting artwork", "Doll collecting", "Books", "Button collection", "Clothing/fashion", "Coins collection", "Insects", "Music", "Rocks", "Seashells", "Toys", "Exercise", "Aerobics", "Cardio", "Kickboxing", "Pilates", "Sports", "Weight training", "Yoga", "Zumba", "Baking", "Brewing Beer", "Cake Decorating", "Cooking", "Board games", "Card games", "Chess", "Puzzles", "Darts", "Riddles", "Astrology", "Body art", "Construction", "Electronics", "Foreign languages", "Gambling", "Garage Saleing", "Genetics", "Journaling", "Juggling", "Knot tying", "Magic tricks", "Arcana", "Modeling", "Reading", "Travel", "Stories", "Writing", "Archery", "Astronomy", "Bird Watching", "Boating", "Bonzai trees", "Building Sandcastles", "Butterfly watching", "Camping", "Canoeing", "Cave Diving", "Dumpster Diving", "Fishing", "Flowers", "Gardening", "Geology", "Racing", "Hiking", "Horseback riding", "Hunting", "Kayaking", "Kites", "Mountain climbing", "Rodeo", "Sailing", "Diving", "Sunbathing", "Surfing", "Treasure hunting", "Singing", "Acting", "Baton Twirling", "Choir", "Comedy", "Dancing", "Orchestra/band", "Playing an instrument", "Puppetry", "Bee keeping", "Birds", "Cats", "Dogs", "Cows", "Falconry", "Fish", "Guinea pigs", "Hamsters", "Horses", "Sheep", "Lizards", "Pigs", "Snakes", "Spiders", "Turtles", "Animal rescue", "Tutoring/Teaching", "Fencing", "Fighting", "Skating", "Martial Arts", "Running", "Swimming", "Wrestling", "News", "Playwriting", "Plays", "Poetry")>>)<<endif>><<if $Name is 4>>Looks (<<print either("Round face", "Sharp features", "Delicate features", "Delicate", "Well-dressed", "Poorly dressed", "Elegant", "Fashionable", "Neat", "Clean", "Dirty", "Scattered/untidy", "Tall", "Short", "Thin", "Underweight", "Bulky", "Chubby", "Stout", "Broad-shouldered", "Muscular", "Feeble", "Dark hair", "Black hair", "Brown hair", "Red hair", "Blond hair", "Light hair", "White hair", "Gray hair", "Long hair", "Short hair", "Straight hair", "Curly hair", "Thick hair", "Thinning hair", "Bald", "Oily", "Greasy", "Disheveled", "Large beard", "Strange facial hair", "Blue eyes", "Gray eyes", "Green eyes", "Brown eyes", "Strangely colored eyes", "Big eyes", "Small eyes", "Thick eyebrows", "Thin eyebrows", "No eyebrows", "Missing eye(s)", "Strange glasses", "Babyfaced", "Very old", "Scarred face", "Missing limb", "Missing teeth", "Large scar", "Soft body")>>)<<endif>><<if $Name is 5>>Personality (Look below for personality traits)<<endif>>
<<set $Subrace to either("Rock","Forest")>>Subrace: $Subrace gnome
<<silently>><<display "Traits">><</silently>>Personality traits: <<print either($t1)>>, <<print either($t1)>>, <<print either($t1)>>.<<display "Background Generator">>
<<silently>><<display "Stats">> <<set $Int += 2>> <<if $Subrace is "Rock">><<set $Con +=1>><<endif>> <<if $Subrace is "Forest">><<set $Dex +=1>><<endif>> <</silently>>Str: $Str Dex: $Dex Con: $Con Int: $Int Wis: $Wis Cha: $Cha<<display "SN2">>
<<if $Ran is "true">><<else>>[[Again|Gnome]]
[[Back|Generate NPC]]<<endif>>[[<|Starling Sprites][$Base -=1]] Base: $Base [[>|Starling Sprites][$Base +=1]] | | [[<|Starling Sprites][$Markings -=1]] Markings: $Markings [[>|Starling Sprites][$Markings +=1]] | [[<|Starling Sprites][$White -=1]] White: $White [[>|Starling Sprites][$White +=1]]
[[<|Starling Sprites][$Body -=1]] Body: $Body [[>|Starling Sprites][$Body +=1]] | [[<|Starling Sprites][$Claws -=1]] Claws: $Claws [[>|Starling Sprites][$Claws +=1]] | [[<|Starling Sprites][$Hair -=1]] Hair: $Hair [[>|Starling Sprites][$Hair +=1]] | [[<|Starling Sprites][$Tail -=1]] Tail: $Tail [[>|Starling Sprites][$Tail +=1]]
[[<|Starling Sprites][$Mouth -=1]] Mouth: $Mouth [[>|Starling Sprites][$Mouth +=1]] | [[<|Starling Sprites][$Eyes -=1]] Eyes: $Eyes [[>|Starling Sprites][$Eyes +=1]]
[[<|Starling Sprites][$Shirt -=1]] Shirt: $Shirt [[>|Starling Sprites][$Shirt +=1]] | [[<|Starling Sprites][$Pants -=1]] Pants: $Pants [[>|Starling Sprites][$Pants +=1]] | [[Shirt on top|Starling Sprites][$Top = "Shirt"]] | [[Pants on top|Starling Sprites][$Top = "Pants"]]
<div
style="position: relative; width: 362px; height: 362px; padding: 5px; border: 2px solid grey">
<<if $Base is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\base\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>><<if $Base is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\base\2.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>><<if $Base is 2>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\base\3.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<if $Markings is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\markings\0.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Markings is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\markings\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<if $White is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\white\0.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $White is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\white\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<if $Body is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\bodies\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Body is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\bodies\2.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Body is 2>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\bodies\3.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<if $Claws is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\claws\0.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Claws is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\claws\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<if $Top is "Pants">> <<if $Shirt is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\shirts\0.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Shirt is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\shirts\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Shirt is 2>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\shirts\2.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Shirt is 3>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\shirts\3.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Shirt is 4>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\shirts\4.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<if $Pants is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\pants\0.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Pants is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\pants\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Pants is 2>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\pants\2.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Pants is 3>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\pants\3.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>><<else>>
<<if $Pants is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\pants\0.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Pants is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\pants\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Pants is 2>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\pants\2.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Pants is 3>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\pants\3.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<if $Shirt is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\shirts\0.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Shirt is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\shirts\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Shirt is 2>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\shirts\2.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Shirt is 3>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\shirts\3.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Shirt is 4>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\shirts\4.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<if $Mouth is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\mouths\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Mouth is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\mouths\2.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Mouth is 2>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\mouths\3.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<if $Eyes is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\eyes\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Eyes is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\eyes\2.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Eyes is 2>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\eyes\3.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<if $Tail is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\tail\0.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Tail is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\tail\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Tail is 2>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\tail\2.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<if $Hair is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\hair\0.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Hair is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Starlings\hair\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
</div><<set $Body = 0>>
<<set $Mouth = 0>>
<<set $Eyes = 0>>
<<set $Base = 0>>
<<set $Markings = 0>>
<<set $White = 0>>
<<set $Irridescent = 0>>
<<set $Shirt = 0>>
<<set $Pants = 0>>
<<set $Tail = 0>>
<<set $Hair = 0>>
<<set $Claws = 0>>
[[Starling Sprites]] <<set $Base = 0>>
<<set $Body = 0>>
<<set $Mouth = 0>>
<<set $Eyes = 0>>
<<set $Markings = 0>>
<<set $Irridescent = 0>>
<<set $Shirt = 0>>
<<set $Pants = 0>>
<<set $Nose = 0>>
<<set $Hair = 0>>
<<set $Eyebrows = 0>>
<<set $Overcoat = 0>>
<<set $Shoestop = 0>>
<<set $Shoesbottom = 0>>
[[Elf Sprites]] [[<|Elf Sprites][$Base -=1]] Base: $Base [[>|Elf Sprites][$Base +=1]] | | [[<|Elf Sprites][$Markings -=1]] Markings: $Markings [[>|Elf Sprites][$Markings +=1]]
[[<|Elf Sprites][$Body -=1]] Body: $Body [[>|Elf Sprites][$Body +=1]] | [[<|Elf Sprites][$Hair -=1]] Hair: $Hair [[>|Elf Sprites][$Hair +=1]]
[[<|Elf Sprites][$Mouth -=1]] Mouth: $Mouth [[>|Elf Sprites][$Mouth +=1]] | [[<|Elf Sprites][$Eyes -=1]] Eyes: $Eyes [[>|Elf Sprites][$Eyes +=1]] | [[<|Elf Sprites][$Nose -=1]] Nose: $Nose [[>|Elf Sprites][$Nose +=1]] | [[<|Elf Sprites][$Eyebrows -=1]] Eyebrows: $Eyebrows [[>|Elf Sprites][$Eyebrows +=1]]
[[<|Elf Sprites][$Shirt -=1]] Shirt: $Shirt [[>|Elf Sprites][$Shirt +=1]] | [[<|Elf Sprites][$Pants -=1]] Pants: $Pants [[>|Elf Sprites][$Pants +=1]] | [[<|Elf Sprites][$Overcoat -=1]] Overcoat: $Overcoat [[>|Elf Sprites][$Overcoat +=1]] | [[Shirt on top|Elf Sprites][$Top = "Shirt"]] | [[Pants on top|Elf Sprites][$Top = "Pants"]]
[[<|Elf Sprites][$Shoestop -=1]] Shoes (Top): $Shoestop [[>|Elf Sprites][$Shoestop +=1]] | [[<|Elf Sprites][$Shoesbottom -=1]] Shoes (Bottom): $Shoesbottom [[>|Elf Sprites][$Shoesbottom +=1]]
<div
style="position: relative; width: 362px; height: 362px; padding: 5px; border: 2px solid grey">
<<display "Elf Bases">>
<<if $Markings is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\markings\0.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Markings is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\markings\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Markings is 2>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\markings\2.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Markings is 3>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\markings\3.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<if $Body is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\bodies\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Shoesbottom is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\shoes\0.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Shoesbottom is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\shoes\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Shoesbottom is 2>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\shoes\2.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Shoesbottom is 3>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\shoes\3.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Shoesbottom is 4>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\shoes\4.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<if $Top is "Pants">><<display "Elf Shirts">>
<<display "Elf Pants">>
<<else>>
<<display "Elf Pants">>
<<display "Elf Shirts">>
<<endif>>
<<if $Mouth is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\mouths\0.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Mouth is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\mouths\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Mouth is 2>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\mouths\2.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Mouth is 3>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\mouths\3.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Mouth is 4>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\mouths\4.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Mouth is 5>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\mouths\5.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Mouth is 6>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\mouths\6.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Mouth is 7>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\mouths\7.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Mouth is 8>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\mouths\8.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Mouth is 9>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\mouths\9.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Mouth is 10>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\mouths\10.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<if $Eyes is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\eyes\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Eyes is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\eyes\2.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Eyes is 2>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\eyes\3.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Eyes is 3>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\eyes\4.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Eyes is 4>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\eyes\5.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Eyes is 5>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\eyes\6.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<if $Nose is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\noses\0.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Nose is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\noses\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Nose is 2>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\noses\2.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Nose is 3>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\noses\3.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Nose is 4>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\noses\4.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Nose is 5>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\noses\5.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Nose is 6>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\noses\6.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Nose is 7>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\noses\7.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Nose is 8>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\noses\8.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Nose is 9>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\noses\9.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Nose is 10>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\noses\10.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Nose is 11>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\noses\11.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<if $Eyebrows is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\eyebrows\0.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Eyebrows is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\eyebrows\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Eyebrows is 2>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\eyebrows\2.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Eyebrows is 3>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\eyebrows\3.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Eyebrows is 4>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\eyebrows\4.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Eyebrows is 5>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\eyebrows\5.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<if $Hair is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\0.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Hair is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 2>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\2.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 3>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\3.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 4>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\4.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 5>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\5.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 6>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\6.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 7>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\7.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 8>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\8.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 9>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\9.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 10>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\10.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 11>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\11.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 12>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\12.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 13>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\13.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 14>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\14.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 15>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\15.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 16>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\16.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 17>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\17.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 18>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\18.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 19>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\19.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 20>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\20.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 21>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\21.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 22>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\22.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 23>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\23.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 24>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\24.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 25>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\25.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 26>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\26.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 27>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\27.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 28>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\28.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 29>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\29.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 30>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\30.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Hair is 31>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\31.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Hair is 32>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\32.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 33>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\33.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 34>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\34.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 35>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\35.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 36>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\36.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 37>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\37.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 38>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\38.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 39>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\39.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 40>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\40.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 41>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\41.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 42>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\42.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 43>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\43.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 44>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\44.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 45>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\45.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 46>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\46.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 47>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\47.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 48>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\48.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 49>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\49.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 50>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\50.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 51>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\51.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 52>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\52.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 53>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\53.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 54>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\54.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 55>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\55.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 56>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\56.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 57>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\57.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 58>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\58.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 59>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\59.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 60>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\60.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Hair is 61>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\hair\61.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<if $Shoestop is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\shoes\0.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Shoestop is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\shoes\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Shoestop is 2>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\shoes\2.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Shoestop is 3>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\shoes\3.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Shoestop is 4>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\shoes\4.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<if $Overcoat is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\overcoats\0.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Overcoat is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\overcoats\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Overcoat is 2>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\overcoats\2.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Overcoat is 3>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\overcoats\3.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Overcoat is 4>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\overcoats\4.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Overcoat is 5>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\overcoats\5.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Overcoat is 6>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\overcoats\6.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Overcoat is 7>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\overcoats\7.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Overcoat is 8>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\overcoats\8.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Overcoat is 9>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\overcoats\9.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Overcoat is 10>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\overcoats\10.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
</div><<set $Base to random(0,35)>>
<<set $Markings to random(0,5)>>
<<set $Body = 0>>
<<set $Shoesbottom to random(0,5)>>
<<set $Mouth to random(0,10)>>
<<set $Eyes to random(0,5)>>
<<set $Shirt to random(0,10)>>
<<set $Pants to random(0,5)>>
<<set $Nose to random(0,10)>>
<<set $Eyebrows to random(0,5)>>
<<set $Hair to random(0,40)>>
<<set $Shoestop to random(0,5)>>
<<set $Overcoat to random(0,5)>>
[[Elf Sprites]] <<if $Base is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\0.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>><<if $Base is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>><<if $Base is 2>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\2.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Base is 3>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\3.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Base is 4>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\4.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Base is 5>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\5.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Base is 6>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\6.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>><<if $Base is 7>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\7.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>><<if $Base is 8>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\8.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Base is 9>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\9.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Base is 10>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\10.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Base is 11>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\11.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Base is 12>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\12.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>><<if $Base is 13>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\13.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>><<if $Base is 14>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\14.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Base is 15>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\15.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Base is 16>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\16.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Base is 17>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\17.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Base is 18>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\18.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>><<if $Base is 19>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\19.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>><<if $Base is 20>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\20.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Base is 21>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\21.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Base is 22>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\22.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Base is 23>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\23.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Base is 24>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\24.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>><<if $Base is 25>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\25.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>><<if $Base is 26>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\26.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Base is 27>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\27.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Base is 28>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\28.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Base is 29>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\29.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Base is 30>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\30.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>><<if $Base is 31>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\31.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>><<if $Base is 32>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\32.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Base is 33>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\33.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Base is 34>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\34.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Base is 35>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\base\35.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>><<if $Shirt is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\shirts\0.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Shirt is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\shirts\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Shirt is 2>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\shirts\2.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Shirt is 3>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\shirts\3.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Shirt is 4>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\shirts\4.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Shirt is 5>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\shirts\5.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Shirt is 6>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\shirts\6.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Shirt is 7>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\shirts\7.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Shirt is 8>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\shirts\8.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Shirt is 9>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\shirts\9.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Shirt is 10>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\shirts\10.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>><<if $Pants is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\pants\0.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Pants is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\pants\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Pants is 2>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\pants\2.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Pants is 3>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\pants\3.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Pants is 4>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\pants\4.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Pants is 5>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\pants\5.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Pants is 6>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\pants\6.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Pants is 7>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\pants\7.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Pants is 8>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\pants\8.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Pants is 9>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\pants\9.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Pants is 10>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Elves\pants\10.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>Names are made from the first combination of sounds an orc favors as a child.
<<silently>><<display "Traits">><</silently>><<print either($t1)>>, <<print either($t1)>>, <<print either($t1)>>.
<<silently>><<display "Stats">><</silently>>Str: $Str +2 Dex: $Dex Con: $Con Int: $Int Wis: $Wis Cha: $Cha
<<print either("Gray Orc (Mountain orc) | Ability Score Increase. +1 Wis | Cold Adapted. You have resistance to cold damage. | Natural Hunter. You gain proficiency with hand axe's and spears. | Mountain Tracker. You gain advantage to Wisdom (Survival) checks to track creatures in mountainous terrain. | Mountain Born. You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide. | Sun Adapted. Due to the way these orc's have lived over the many generations they have become accustomed to the sun and have over come their sunlight sensitivity.", "Common Orc (Brown/Green Orc) | Ability Score Increase. +1 Con | Aggressive. Once per short rest, as a bonus action you can move up to your speed towards a hostile creature more than 5ft away that you can see. | Battle Ready. Proficiency with Great axe's and Lances. | Relentless Endurance. When you are reduced to 0 hit points but are not killed out right, you can drop to 1 hp instead. Can only be used once per long rest. | Savage Attacks. When you roll a critical hit with a melee weapon, you can roll one of the weapon dice again and add it to the total.", "Ocean-Born Orc | Ability Score Increase. +2 Dex | Water Born. You can hold your breath for twice the normal amount. Your base walking speed is reduced to 25 feet, but you gain 25 feet swim speed. | Natural Water Hunters. You gain proficiency with Tridents and Nets, the DC to escape your Nets and the Nets AC is also increased by your proficiency bonus. | Natural Fisher. You gain proficiency in the survival skill. You also have advantage on Wisdom(survival) checks to find food by or in a water source such as a lake, river or the ocean. | Fire Weakness. Disadvantage on all saving throws against spells and spell-like abilities with the fire descripor")>>''Halfling''
Names are a given name, a family name, and perhaps a nickname. Family names are nicknames that have been passed down and perhaps modified from that of an ancestor.
Given name: <<print either("Alton", "Ander", "Cade", "Corrin", "Eldon", "Errich", "Finnan", "Garret", "Lindal", "Lyle", "Merric", "Milo", "Osborn", "Perrin", "Reed", "Roscoe", "Wellby", "Andry", "Bree", "Callie", "Cora", "Euphemia", "Jillian", "Kithri", "Lavinia", "Lidda", "Merla", "Nedda", "Paela", "Portia", "Seraphina", "Shaena", "Trym", "Vani", "Verna")>>
Family name comes from: <<set $Name to random(1,5)>><<if $Name is 1>>Habit (<<print either("Pulls hair", "Twirls hair", "Tilts head", "Rocks back and forth", "Pulls out hair", "Avoids eye contact", "Keeps nose high", "Lifts shoulders", "Rolls shoulders", "Rolls head", "Cracks neck", "Rubs neck", "Shrugs", "Adjusts clothing", "Excessive blinking", "Rolls eyes", "Picks at face", "Wipes sweat", "Re-applies makeup", "Wipes nose", "Pinches nose", "Covers face", "Rubs temples", "Plays with facial hair", "Pulls at ear", "Raises eyebrows", "Furrows eyebrows", "Rubs eyes", "Dozes off", "Scratches chin", "Scratches head", "Scratches nose", "Winks a lot", "Cries easily", "Licks lips", "Bits lips", "Bites tongue", "Bites objects (pen/pincil/wand/etc)", "Chews gum/ice/tobacco/something", "Clears throat", "Grinds teeth", "Clenches jaw", "Gulps", "Smacks lips", "Picks at chapped lips", "Plays with food", "Purses lips", "Touches face in thought", "Always humming/singing", "Chugs drinks", "Nervously smiles", "Fidgets with hands", "Spits often", "Spits when surprsied/caught off-guard", "Sticks tongue out", "Picks teeth", "Bites nails", "Always yawning", "Chews hair", "Pushes hair behind ears", "Adjusts bangs/fringe", "Adjusts other people's hair", "Cracks knuckles", "Cleans nails", "Clips nails", "Leans against others", "Rubs/rolls joints", "Pushes at bruises", "Picks at scabs", "Fiddles with small objects", "Rubs hands together", "Rubs hands along arms/legs", "Snaps fingers", "Clicks tongue", "Bites or sucks at fingers", "Taps fingers", "Pats self/objects with hands like a drum", "Tosses objects between hands", "Traces/touches scars", "Hugs self", "Bounces leg", "Kicks feet", "Checks items often", "Cleans glasses", "Crosses legs", "Dances in place", "Dances around", "Shifts weight restlessly", "Doodles on skin", "Always drawing", "Plays with jewlery", "Freezes up", "Always touches interesting textures", "Laughs when nervous", "Cries when happy", "Shakes when excited", "Wiggles often", "Twitches", "Sighs", "Squirms when sitting still", "Talks to self", "Takes notes")>>)<<endif>><<if $Name is 2>>A fear (<<print either("Spiders (Arachnophobia)", "Snakes (Ophidiophobia)", "Heights (Acrophobia)", "Crowds (Agoraphobia)", "Dogs (Cynophobia)", "Thunder/Lightning (Astraphobia, Brontophobia, Tonitrophobia, Ceraunophobia)", "Small spaces (Claustrophobia)", "Germs (Mysophobia)", "Holes (Trypophobia)", "Public speaking (Glossophobia)", "Being left alone (Monophobia)", "Failure (Atychiphobia)", "Birds/a species of birds (Ornithophobia)", "Needles (Trypanophobia)", "Water (Aquaphobia)", "Abandonment (Autophobia)", "Blood (Hemophobia)", "Cats (Ailurophobia/Gatophobia)", "Darkness (Nyctophobia)", "Insects (Entomophobia)", "Fire (Pyrophobia)", "Doctors/Medical professionals (Iatrophobia)", "Dolls (Pediophobia)", "Fish (Ichthyophobia)", "Animals (Zoophobia)", "Ghosts (Phasmophobia)", "Mirrors (Catoptrophobia)", "Pain (Agliophobia)", "Loud noises (Ligyrophobia)", "Rain (Ombrophobia)", "The ocean (Thalassophobia)")>>)<<endif>><<if $Name is 3>> An interest/hobby (<<print either("Beading", "Blacksmithing", "Bridge building", "Calligraphy", "Candle making", "Carving", "Crochet", "Cross Stich", "Drawing", "Embroidery", "Engraving", "Glass blowing", "Graphic Design", "Jewelry making", "Knitting", "Leather crafting", "Macramé", "Map making", "Model Ships", "Needlepoint", "Origami", "Painting", "Pottery", "Quilting", "Sculpting", "Sewing", "Soap making", "Stained Glass", "Taxidermy", "Tie dying", "Weaving", "Woodworking", "Collecting antiques", "Collecting artwork", "Doll collecting", "Books", "Button collection", "Clothing/fashion", "Coins collection", "Insects", "Music", "Rocks", "Seashells", "Toys", "Exercise", "Aerobics", "Cardio", "Kickboxing", "Pilates", "Sports", "Weight training", "Yoga", "Zumba", "Baking", "Brewing Beer", "Cake Decorating", "Cooking", "Board games", "Card games", "Chess", "Puzzles", "Darts", "Riddles", "Astrology", "Body art", "Construction", "Electronics", "Foreign languages", "Gambling", "Garage Saleing", "Genetics", "Journaling", "Juggling", "Knot tying", "Magic tricks", "Arcana", "Modeling", "Reading", "Travel", "Stories", "Writing", "Archery", "Astronomy", "Bird Watching", "Boating", "Bonzai trees", "Building Sandcastles", "Butterfly watching", "Camping", "Canoeing", "Cave Diving", "Dumpster Diving", "Fishing", "Flowers", "Gardening", "Geology", "Racing", "Hiking", "Horseback riding", "Hunting", "Kayaking", "Kites", "Mountain climbing", "Rodeo", "Sailing", "Diving", "Sunbathing", "Surfing", "Treasure hunting", "Singing", "Acting", "Baton Twirling", "Choir", "Comedy", "Dancing", "Orchestra/band", "Playing an instrument", "Puppetry", "Bee keeping", "Birds", "Cats", "Dogs", "Cows", "Falconry", "Fish", "Guinea pigs", "Hamsters", "Horses", "Sheep", "Lizards", "Pigs", "Snakes", "Spiders", "Turtles", "Animal rescue", "Tutoring/Teaching", "Fencing", "Fighting", "Skating", "Martial Arts", "Running", "Swimming", "Wrestling", "News", "Playwriting", "Plays", "Poetry")>>)<<endif>><<if $Name is 4>>Looks (<<print either("Round face", "Sharp features", "Delicate features", "Delicate", "Well-dressed", "Poorly dressed", "Elegant", "Fashionable", "Neat", "Clean", "Dirty", "Scattered/untidy", "Tall", "Short", "Thin", "Underweight", "Bulky", "Chubby", "Stout", "Broad-shouldered", "Muscular", "Feeble", "Dark hair", "Black hair", "Brown hair", "Red hair", "Blond hair", "Light hair", "White hair", "Gray hair", "Long hair", "Short hair", "Straight hair", "Curly hair", "Thick hair", "Thinning hair", "Bald", "Oily", "Greasy", "Disheveled", "Large beard", "Strange facial hair", "Blue eyes", "Gray eyes", "Green eyes", "Brown eyes", "Strangely colored eyes", "Big eyes", "Small eyes", "Thick eyebrows", "Thin eyebrows", "No eyebrows", "Missing eye(s)", "Strange glasses", "Babyfaced", "Very old", "Scarred face", "Missing limb", "Missing teeth", "Large scar", "Soft body")>>)<<endif>><<if $Name is 5>>Personality (Look below for personality traits)<<endif>>
<<set $Subrace to either("Lightfoot","Stout")>>Subrace: $Subrace halfling
<<silently>><<display "Traits">><</silently>>Personality traits: <<print either($t1)>>, <<print either($t1)>>, <<print either($t1)>>.<<display "Background Generator">>
<<silently>><<display "Stats">> <<set $Dex += 2>> <<if $Subrace is "Lightfoot">><<set $Cha +=1>><<endif>> <<if $Subrace is "Stout">><<set $Con +=1>><<endif>> <</silently>>Str: $Str Dex: $Dex Con: $Con Int: $Int Wis: $Wis Cha: $Cha<<display "SN2">>
<<if $Ran is "true">><<else>>[[Again|Halfling]]
[[Back|Generate NPC]]<<endif>>[[<|Dragonborn Sprites][$Protru -=1]] Protrusions: $Protru [[>|Dragonborn Sprites][$Protru +=1]] | | [[<|Dragonborn Sprites][$Markings -=1]] Markings: $Markings [[>|Dragonborn Sprites][$Markings +=1]] | [[<|Dragonborn Sprites][$Horns -=1]] Horns: $Horns [[>|Dragonborn Sprites][$Horns +=1]]
[[<|Dragonborn Sprites][$Body -=1]] Body: $Body [[>|Dragonborn Sprites][$Body +=1]] | [[<|Dragonborn Sprites][$Headtop -=1]] Headtop: $Headtop [[>|Dragonborn Sprites][$Headtop +=1]] | [[<|Dragonborn Sprites][$Cheeks -=1]] Cheeks: $Cheeks [[>|Dragonborn Sprites][$Cheeks +=1]]
[[<|Dragonborn Sprites][$Mouth -=1]] Mouth: $Mouth [[>|Dragonborn Sprites][$Mouth +=1]] | [[<|Dragonborn Sprites][$Eyes -=1]] Eyes: $Eyes [[>|Dragonborn Sprites][$Eyes +=1]] | [[<|Dragonborn Sprites][$Nose -=1]] Nose: $Nose [[>|Dragonborn Sprites][$Nose +=1]]
[[<|Dragonborn Sprites][$Shirt -=1]] Shirt: $Shirt [[>|Dragonborn Sprites][$Shirt +=1]] | [[<|Dragonborn Sprites][$Pants -=1]] Pants: $Pants [[>|Dragonborn Sprites][$Pants +=1]] | [[Shirt on top|Dragonborn Sprites][$Top = "Shirt"]] | [[Pants on top|Dragonborn Sprites][$Top = "Pants"]]
[[<|Dragonborn Sprites][$Shoestop -=1]] Shoes (Top): $Shoestop [[>|Dragonborn Sprites][$Shoestop +=1]] | [[<|Dragonborn Sprites][$Shoesbottom -=1]] Shoes (Bottom): $Shoesbottom [[>|Dragonborn Sprites][$Shoesbottom +=1]]
<div
style="position: relative; width: 362px; height: 362px; padding: 5px; border: 2px solid grey">
<<if $Body is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\bodies\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Ptotru is 0>><<else>><<if $Protru is 1>><img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\protru\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Protru is 2>><img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\protru\2.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Protru is 3>><img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\protru\3.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Protru is 4>><img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\protru\4.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Protru is 5>><img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\protru\5.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Protru is 6>><img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\protru\6.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Protru is 7>><img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\protru\7.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<if $Markings is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\markings\0.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Markings is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\markings\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Markings is 2>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\markings\2.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Markings is 3>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\markings\3.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Markings is 4>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\markings\4.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Markings is 5>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\markings\5.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Markings is 6>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\markings\6.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Markings is 7>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\markings\7.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Markings is 8>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\markings\8.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Markings is 9>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\markings\9.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>><<if $Markings is 10>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\markings\10.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<if $Headtop is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\headtop\0.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Headtop is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\headtop\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Headtop is 2>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\headtop\2.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Headtop is 3>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\headtop\3.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Headtop is 4>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\headtop\4.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>><<if $Headtop is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\headtop\0.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Headtop is 5>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\headtop\5.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Headtop is 6>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\headtop\6.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Headtop is 7>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\headtop\7.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<if $Cheeks is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\cheeks\0.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Cheeks is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\cheeks\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Cheeks is 2>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\cheeks\2.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Cheeks is 3>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\cheeks\3.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Cheeks is 4>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\cheeks\4.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Cheeks is 5>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\cheeks\5.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Cheeks is 6>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\cheeks\6.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Cheeks is 7>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\cheeks\7.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Cheeks is 8>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\cheeks\8.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Cheeks is 9>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\cheeks\9.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Cheeks is 10>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\cheeks\10.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<if $Mouth is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\mouths\0.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Mouth is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\mouths\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Mouth is 2>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\mouths\2.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Mouth is 3>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\mouths\3.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Mouth is 4>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\mouths\4.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Mouth is 5>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\mouths\5.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Mouth is 6>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\mouths\6.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Mouth is 7>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\mouths\7.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Mouth is 8>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\mouths\8.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Mouth is 9>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\mouths\9.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Mouth is 10>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\mouths\10.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<if $Eyes is 0>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\eyes\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Eyes is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\eyes\2.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Eyes is 2>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\eyes\3.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Eyes is 3>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\eyes\4.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Eyes is 4>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\eyes\5.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Eyes is 5>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\eyes\6.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Eyes is 6>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\eyes\7.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Eyes is 7>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\eyes\8.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<if $Eyes is 8>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\eyes\9.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Eyes is 9>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\eyes\10.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<if $Horns is 0>>
<<else>>
<<if $Horns is 1>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\horns\1.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Horns is 2>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\horns\2.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Horns is 3>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\horns\3.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Horns is 4>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\horns\4.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Horns is 5>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\horns\5.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<if $Horns is 6>>
<img
src="C:\Users\tabal\Pictures\Amora\D&D\Dragonborn\horns\6.png"
style="position: absolute; left: 0; top: 0; width: 362px; height: 362px">
<<else>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
<<endif>>
</div><<set $Protru = 0>>
<<set $Body = 0>>
<<set $Mouth = 0>>
<<set $Eyes = 0>>
<<set $Markings = 0>>
<<set $Irridescent = 0>>
<<set $Shirt = 0>>
<<set $Pants = 0>>
<<set $Nose = 0>>
<<set $Hair = 0>>
<<set $Eyebrows = 0>>
<<set $Overcoat = 0>>
<<set $Shoestop = 0>>
<<set $Shoesbottom = 0>>
[[Dragonborn Sprites]] <<set $Body = 0>>
<<set $Protru to random(0,7)>>
<<set $Markings to random(0,10)>>
<<set $Headtop to random(1,7)>>
<<set $Cheeks to random(1,10)>>
<<set $Eyes to random(0,9)>>
<<set $Horns to random(1,6)>>
<<set $Mouth to random(1,10)>>
[[Dragonborn Sprites]]<<print either("B","b")>><<print either("B","b")>> <<print either("D","d")>><<print either("D","d")>> <<print either("DM","dm")>><<print either("DM","dm")>> <<print either("TA","ta")>><<print either("TA","ta")>> <<print either("W","w","w","w")>><<print either("W","w","w","w")>>
<<silently>><<display "Traits">><</silently>><<print either($t1)>>, <<print either($t1)>>, <<print either($t1)>>.
<<silently>><<display "Stats">><</silently>>Str: $Str +2 Dex: $Dex Con: $Con Int: $Int Wis: $Wis Cha: $Cha +1Birth name:
Nickname: <<print either("An honored deed", "A shameful deed", "A deadly encounter", "An annoying trait", "An appreciated trait")>>
Clan: <<print either("Anakalathai", "Elanithino", "Gathakanathi", "Kalagiano", "Katho-Olavi", "Kolae-Gileana", "Ogolakanu", "Thuliaga", "Thunukalathi", "Vaimei-Laga")>>
<<silently>><<display "Traits">><</silently>><<print either($t1)>>, <<print either($t1)>>, <<print either($t1)>>.
<<silently>><<display "Stats">><</silently>>Str: $Str +2 Dex: $Dex Con: $Con +1 Int: $Int Wis: $Wis Cha: $ChaNamed after: <<print either("A flower", "A tree", "A bush", "A fruit", "A berry", "A vegetable", "A rock", "A crystal", "A metal", "An element", "A natural object", "A phenomina", "A bird", "A fish", "A canivorous mammal", "An omnivore mammal", "A herbavor mammal")>>
Last name: <<print either("Spurling (Sparrow)", "Kipling (Cobble)", "Snelling (Quick/active)", "Aling (Noble/prince)", "Stirling (Pure)", "Schmeling (Noisy/loud)", "Norling (Valley river)", "Doling (Lives in the valley)", "Aisling (Dream/vision)", "Ruling (Pronounced Rue-ling)", "Puling (P-youl-ing, to cry weakly)", "Darling", "Howling", "Inkling", "Witling (person who cosiders themselves to be witty)", "Kitling (a young animal)", "Sapling", "Nurling (a bead or the like sewn on for good grip", "Wintling (to roll or swing back and forth)", "Kvelling (happy/proud)", "Wildling")>>
<<silently>><<display "Traits">><</silently>><<print either($t1)>>, <<print either($t1)>>, <<print either($t1)>>.
<<silently>><<display "Stats">><</silently>>Str: $Str +1 lowlands Dex: $Dex Con: $Con +1 highlands Int: $Int Wis: $Wis Cha: $Cha +2<<nobr>><<set $place to either("top of the head", "brow", "ear", "back of the head", "forehead", "temple", "eye", "nose", "mouth", "cheek", "chin", "neck", "shoulder", "bicep", "elbow", "tricep", "wrist", "palm", "hand's finger", "hand's thumb", "chest", "upper back", "lower back", "stomach", "ribs", "-side flank", "hip", "thigh", "knee", "shin", "calf", "ankle", "foot", "foot's toe")>>
<<if $place is "top of the head" or $place is "brow" or $place is "back of the head" or $place is "forehead" or $place is "temple" or $place is "mouth" or $place is "nose" or $place is "cheek" or $place is "neck" or $place is "chest" or $place is "upper back" or $place is "lower back" or $place is "stomach" or $place is "ribs" or $place is "chin">>
<<set $size to either("tiny","small","big","giant","massive")>>
<<else>><<set $size to either("tiny","small","big","giant","massive","missing")>><<endif>>
<<if $size is "missing">>
<<set $type to either("burn","compound fracture","puncture","incision","rot","abrasion","cut","magical","electrical burn")>>
<<if $type is "burn">>A burned away<<endif>>
<<if $type is "compound fracture">>A crushed, unusable<<endif>>
<<if $type is "incision">>An amputated<<endif>>
<<if $type is "rot">>A rotting, unusable<<endif>>
<<if $type is "abrasion">>A mangled, unusable<<endif>>
<<if $type is "cut">>A butchered stump where the<<endif>>
<<if $type is "magical">>A strange magical effect where the<<endif>>
<<if $type is "electrical burn">>A charred and twisted<<endif>>
<<set $position to either("left","right")>> $position $place<<if $type is "cut" or $type is "magical">> should be.<<else>>.<<endif>>
<<else>>A $size
<<set $type to either("burn","compound fracture","puncture","incision","rot","abrasion","cut","magical","electrical burn")>>
$type scar on the
<<if $place is "top of the head" or $place is "back of the head" or $place is "forehead" or $place is "chin" or $place is "neck" or $place is "chest" or $place is "upper back" or $place is "lower back" or $place is "stomach" or $place is "ribs" or $place is "mouth" or $place is "nose">><<else>><<set $position to either("left","right")>><<if $place is "-side flank">><<else>> <<endif>>$position<<endif>> $place
<<set $issue to either("none","itches","burns","hurts","is numb","unique")>>
<<if $issue is "none">>.<<else>><<if $issue is "unique">>
<<if $place is "top of the head" or $place is "brow" or $place is "back of the head" or $place is "forehead" or $place is "temple">><<print either("has effected cognitive ability.","has effected mobility.","has effected the senses.")>><<endif>>
<<if $place is "ear">>. <<print either("This ear is always ringing.","Can only hear high-pitched sounds in this ear.","Can only hear low-pitched sounds in this ear.","Can only hear loud noises in this ear.","Cannot hear in this ear.")>><<endif>>
<<if $place is "eye">>. <<print either("Blind in this eye.","This eye is sensitive to light.","This eye's vision is blurry.","This eye is always squinted.")>><<endif>>
<<if $place is "nose" or $place is "mouth" or $place is "cheek">> <<print either("which makes it hard to speak.","which garbles the voice.")>><<endif>>
<<if $place is "neck">> <<print either("which makes it hard to speak.","which garbles the voice.","which renders them mute.","which has paralyzed the body below it.")>><<endif>>
<<if $place is "chin">><<endif>>
<<if $place is "shoulder" or $place is "bicep" or $place is "elbow" or $place is "tricep" or $place is "wrist" or $place is "palm" or $place is "hand's finger" or $place is "hand's thumb" or $place is "hip" or $place is "thigh" or $place is "knee" or $place is "shin" or $place is "calf" or $place is "ankle" or $place is "foot" or $place is "foot's toe">> <<print either("that slows movement.", "that has paralyzed the limb.", "that makes movement imprecise")>><<endif>>
<<if $place is "chest" or $place is "stomach" or $place is "ribs" or $place is "-side flank">> that lowers constitution.<<endif>>
<<if $place is "upper back" or $place is "lower back">> <<print either("that slows movement.", "that has paralyzed the body below it.", "that makes movement imprecise")>><<endif>>
<<else>> that $issue.<<endif>><<endif>><<endif>>
<</nobr>>I judge others
too harshly
too little
.
,
(if too harsh) and myself even more severely.
(if too little) but don't take the blame for my own actions.
unless the person is very close to me.
I put too much trust in those who wield power within my temple's hierarchy.
My piety sometimes leads me to blindly trust those that profess faith in my god.
I am inflexible in my thinking.
I am suspicious of strangers and suspect the worst of them.
Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
I can't resist a pretty face.
I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in.
I'm convinced that no one could ever fool me in the way I fool others.
I'm too greedy for my own good. I can't resist taking a risk if there's money involved.
I can't resist swindling people who are more powerful than me.
I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough.
When I see something valuable, I can't think about anything but how to steal it.
When faced with a choice between money and my friends, I usually choose the money.
If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
I have a 'tell' that reveals when I'm lying.
I turn tail and run when things go bad.
An innocent person is in prison for a crime that I committed. I'm okay with that.
I'll do anything to win fame and renown.
I'm a sucker for a pretty face.
A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.
I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
Despite my best efforts, I am unreliable to my friends.
The tyrant who rules my land will stop at nothing to see me killed.
I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
The people who knew me when I was young know my shameful secret, so I can never go home again.
I have a weakness for the vices of the city, especially hard drink.
Secretly, I believe that things would be better if I were a tyrant lording over the land.
I have trouble trusting in my allies.
I'll do anything to get my hands on something rare or priceless.
I'm quick to assume that someone is trying to cheat me.
No one must ever learn that I once stole money from guild coffers.
I'm never satisfied with what I have--I always want more.
I would kill to acquire a noble title.
I'm horribly jealous of anyone who outshines my handiwork. Everywhere I go, I'm surrounded by rivals.
Now that I've returned to the world, I enjoy its delights a little too much.
I harbor dark bloodthirsty thoughts that my isolation failed to quell.
I am dogmatic in my thoughts and philosophy.
I let my need to win arguments overshadow friendships and harmony.
I'd risk too much to uncover a lost bit of knowledge.
I like keeping secrets and won't share them with anyone.
I secretly believe that everyone is beneath me.
I hide a truly scandalous secret that could ruin my family forever.
I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.
I have an insatiable desire for carnal pleasures.
In fact, the world does revolve around me.
By my words and actions, I often bring shame to my family.
I am too enamored of ale, wine, and other intoxicants.
There's no room for caution in a life lived to the fullest.
I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
I am slow to trust members of other races
Violence is my answer to almost any challenge.
Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.
I am easily distracted by the promise of information.
Most people scream and run when they see a demon. I stop and take notes on its anatomy.
Unlocking an ancient mystery is worth the price of a civilization.
I overlook obvious solutions in favor of complicated ones.
I speak without really thinking through my words, invariably insulting others.
I can't keep a secret to save my life, or anyone else's.
I follow orders, even if I think they're wrong.
I'll say anything to avoid having to do extra work.
Once someone questions my courage, I never back down no matter how dangerous the situation.
Once I start drinking, it's hard for me to stop.
I can't help but pocket loose coins and other trinkets I come across.
My pride will probably lead to my destruction
The monstrous enemy we faced in battle still leaves me quivering with fear.
I have little respect for anyone who is not a proven warrior.
I made a terrible mistake in battle that cost many lives--and I would do anything to keep that mistake secret.
My hatred of my enemies is blind and unreasoning.
I obey the law, even if the law causes misery.
I'd rather eat my armor than admit when I'm wrong.
If I'm outnumbered, I always run away from a fight.
Gold seems like a lot of money to me, and I'll do just about anything for more of it.
I will never fully trust anyone other than myself.
I'd rather kill someone in their sleep than fight fair.
It's not stealing if I need it more than someone else.
People who don't take care of themselves get what they deserve.Double-click this passage to edit it.<<if $Scars is "off">><<else>>
--SCARS--<<set $scarnum to random($ScarMin, $ScarMax)>><<if $scarnum is 0>>
This character has no scars.<<endif>><<if $scarnum gt 0>>
<<display "Scars">><<endif>><<if $scarnum gt 1>>
<<display "Scars">><<endif>><<if $scarnum gt 2>>
<<display "Scars">><<endif>><<if $scarnum gt 3>>
<<display "Scars">><<endif>><<if $scarnum gt 4>>
<<display "Scars">><<endif>><<if $scarnum gt 5>>
<<display "Scars">><<endif>><<if $scarnum gt 6>>
<<display "Scars">><<endif>><<if $scarnum gt 7>>
<<display "Scars">><<endif>><<if $scarnum gt 8>>
<<display "Scars">><<endif>><<if $scarnum gt 9>>
<<display "Scars">><<endif>><<endif>>Class:
[[Artificer]]
[[Bard]]
Cleric
Druid
Paladin
Ranger
Sorcerer
Warlock
Wizard
AllInsert character level (1-20) and hit enter:
<<textbox "$CL" "" "ArtiGenerate">><<silently>><<set $CL to Number($CL)>>
<<set $L1S = ["Alarm","Cure Wounds","Detect Magic","Disguise Self","Expeditious Retreat","False Life","Identify","Jump","Longstrider","Sanctuary","Shield of Faith"]>>
<<set $L2S = ["Aid","Alter Self","Arcane Lock","Blur","Continual Flame","Darkvision","Enhance Ability","Enlarge/Reduce","Invisibility","Lesser Restoration","Levitate","Magic Weapon","Protection from Poison","Rope Trick","See Invisibility","Spider Climb"]>>
<<set $L3S = ["Blink","Fly","Gaseous Form","Glyph of Warding","Haste","Protection from Energy","Revivify","Water Breathing","Water Walk"]>>
<<set $L4S = ["Arcane Eye","Death Ward","Fabricate","Freedom of Movement","Leomund's Secret Chest","Mordenkainen's Faithful Hound","Mordenkainen's Private Sanctum","Otiluke's Resilient Sphere","Stone Shape","Stoneskin"]>>
<<if $CL is 3>><<set $SK to $L1S.pluckMany(3)>><<endif>>
<<if $CL gte 4 and $CL lte 6>><<set $SK to $L1S.pluckMany(4)>><<endif>>
<<if $CL is 7>><<set $SK to $L1S.pluckMany(4)>><<set $SK.push($L2S.pluck())>>
<<endif>>
<<if $CL gte 8 and $CL lte 9>><<set $SK to $L1S.pluckMany(4)>><<set $SK.push($L2S.pluck())>>
<<display "1or2">><<endif>>
<<if $CL is 10>><<set $SK to $L1S.pluckMany(4)>><<set $SK.push($L2S.pluck())>>
<<display "1or2">><<display "1or2">><<endif>>
<<if $CL gte 11 and $CL lte 12>><<set $SK to $L1S.pluckMany(4)>><<set $SK.push($L2S.pluck())>>
<<display "1or2">><<display "1or2">><<display "1or2">><<endif>>
<<if $CL is 13>><<set $SK to $L1S.pluckMany(4)>><<set $SK.push($L2S.pluck())>>
<<display "1or2">><<display "1or2">><<display "1or2">>
<<set $SK.push($L3S.pluck())>><<endif>>
<<if $CL gte 14 and $CL lte 15>><<set $SK to $L1S.pluckMany(4)>><<set $SK.push($L2S.pluck())>>
<<display "1or2">><<display "1or2">><<display "1or2">>
<<set $SK.push($L3S.pluck())>>
<<display "12or3">><<endif>>
<<if $CL gte 16 and $CL lte 18>><<set $SK to $L1S.pluckMany(4)>><<set $SK.push($L2S.pluck())>>
<<display "1or2">><<display "1or2">><<display "1or2">>
<<set $SK.push($L3S.pluck())>>
<<display "12or3">><<display "12or3">><<endif>>
<<if $CL is 19>><<set $SK to $L1S.pluckMany(4)>><<set $SK.push($L2S.pluck())>>
<<display "1or2">><<display "1or2">><<display "1or2">>
<<set $SK.push($L3S.pluck())>>
<<display "12or3">><<display "12or3">>
<<set $SK.push($L4S.pluck())>><<endif>>
<<if $CL is 20>><<set $SK to $L1S.pluckMany(4)>><<set $SK.push($L2S.pluck())>>
<<display "1or2">><<display "1or2">><<display "1or2">>
<<set $SK.push($L3S.pluck())>>
<<display "12or3">><<display "12or3">>
<<set $SK.push($L4S.pluck())>>
<<display "123or4">><<endif>>
<<endsilently>>Setting things up!
[[Continue|Generated]]<<script>>setup.getAll();<</script>>
$SK
Cantrips:
<<if $SK.includes("Acid Splash")>>
**Acid Splash
Conjuration cantrip
Casting Time 1 action
Range 60 feet
Components V S
Duration Instantaneous
Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity save or take 1d6 acid damage.
This spell's damage increases by 1d6 when you reach 5th, 11th, and 17th level.
<</if>><<if $SK.includes("Blade Ward")>>
**Blade Ward
Abjuration cantrip
Casting Time 1 action
Range Self
Components V S
Duration 1 round
Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapons.
<</if>><<if $SK.includes("Booming Blade")>>
**Booming Blade
Make a melee attack with a weapon against a creature. On hit, the target suffers the attack's normal effects and if it willingly moves before the end of your next turn, it takes 1d8 thunder damage and the spell ends.
At 5th level, the melee attack deals an extra 1d8 thunder damage, and the moving damage increases to 2d8. Both damages increase by 1d8 at 11th and 17th level.
<</if>><<if $SK.includes("Chill Touch")>>
**Chill Touch
Necromancy cantrip
Casting Time 1 action
Range 120 feet
Components V S
Duration 1 round
Make a ranged spell attack. On hit, the target takes 1d8 necrotic damage and can't regain hit points until the start of your next turn.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th, 11th, and 17th level.
<</if>><<if $SK.includes("Control Flames")>>
**Control Flames
Transmutation cantrip
Casting Time 1 action
Range 60 feet
Components S
Duration Instantaneous
Choose a nonmagical flame that you see and fits in a 5-foot cube. You affect it in one of the following ways:
You expand the flame 5 feet in one direction if fuel is present in the new location.
You extinguish the flames within the cube.
You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
You cause simple shapes to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss an effect as an action.
<</if>><<if $SK.includes("Create Bonfire")>>
**Create Bonfire
Conjuration cantrip
Casting Time 1 action
Range 60 feet
Components V S
Duration Conc. Up to 1 minute
A magic bonfire fills a 5-foot cube. Any creature in the fire's space must pass a Dexterity save or take 1d8 fire damage. A creature must also make the save when it moves into the bonfire's space or ends its turn there.
The bonfire ignites flammable objects in its area that aren't being worn or carried.
The spell's damage increases by 1d8 when you reach 5th, 11th, and 17th level.
<</if>><<if $SK.includes("Dancing Lights")>>
**Dancing Lights
Evocation cantrip
Casting Time 1 action
Range 120 feet
Components V S M (Phosphorus, wychwood/glowworm)
Duration Conc. Up to 1 minute
You create up to four torch-sized lights within range. You can also combine the lights into a Medium humanoid form. Each light sheds 10-foot-radius dim light.
As a bonus action, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light made by this spell, and goes out if it exceeds the spell's range.
<</if>><<if $SK.includes("Druidcraft")>>
**Druidcraft
Transmutation cantrip
Casting Time 1 action
Range 30 feet
Components V S
Duration Instantaneous
You create one of the following effects within range:
- You create a harmless sensory effect that predicts what the weather will be for the next 24 hours. This effect persists for 1 round.
- You make a flower blossom, a seed pod open, or a leaf bud bloom.
- You create a harmless nature-related sensory effect. The effect must fit in a 5-foot cube.
- You light or put out a small flame.
<</if>><<if $SK.includes("Eldritch Blast")>>
**Eldritch Blast
Evocation cantrip
Casting Time 1 action
Range 120 feet
Components V S
Duration Instantaneous
Make a ranged spell attack. On hit, the target takes 1d10 force damage.
The spell creates more beams when you reach higher levels: two at 5th, three at 11th, and four at 17th. You can direct the beams at the same or different targets. Make separate attack rolls for each beam.
<</if>><<if $SK.includes("Fire Bolt")>>
**Fire Bolt
Evocation cantrip
Casting Time 1 action
Range 120 feet
Components V S
Duration Instantaneous
Make a ranged spell attack against a creature you can see. On hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
The damage increases by 1d10 when you reach 5th, 11th, and 17th level.
<</if>><<if $SK.includes("Friends")>>
**Friends
Enchantment cantrip
Casting Time 1 action
Range Self
Components S M (Make-up applied to face)
Duration Conc. Up to 1 minute
For the duration, you have advantage on Charisma checks on one creature of your choice that isn't hostile. When the spell ends, the creature realizes that you used magic to influence it and becomes hostile.
<</if>><<if $SK.includes("Frostbite")>>
**Frostbite
Evocation cantrip
Casting Time 1 action
Range 60 feet
Components V S
Duration Instantaneous
A creature you can see must pass a Constitution save or take 1d6 cold damage and have disadvantage on the next weapon attack roll it makes before the end of its next turn.
The damage increases by 1d6 when you reach 5th, 11th, and 17th level.
<</if>><<if $SK.includes("Green-Flame Blade")>>
**Green-Flame Blade
Evocation cantrip
Casting Time 1 action
Range 5 feet
Components V M (A weapon)
Duration Instantaneous
Make a melee attack with a weapon against a creature. On hit, the target suffers the attack's normal effects and fire leaps to a different creature you can see within 5 feet of the original target. The fire's damage equals your spellcasting ability modifier.
At 5th level, the attack deals an extra 1d8 fire damage, and the flame deals 1d8 + your spellcasting ability modifier. Both dice increase at 11th and 17th level.
<</if>><<if $SK.includes("Guidance")>>
**Guidance
Divination cantrip
Casting Time 1 action
Range Touch
Components V S
Duration Conc. Up to 1 minute
Touch a willing creature. It can add a 1d4 to one ability check of its choice. The spell then ends. It can roll the die before or after making the check.
<</if>><<if $SK.includes("Gust")>>
**Gust
Transmutation cantrip
Casting Time 1 action
Range 30 feet
Components V S
Duration Instantaneous
You create one of the following effects at a space you can see:
One Medium or smaller creature that you choose must pass a Strength save or be pushed up to 5 feet away from you.
You create a small blast of air that moves one object up to 5 lbs that isn't held or carried. The object is gently pushed up to 10 feet away from you.
You create a harmless sensory effect using air.
<</if>><<if $SK.includes("Infestation")>>
**Infestation
Conjuration cantrip
Casting Time 1 action
Range 30 feet
Components V S M (Living flea)
Duration Instantaneous
The target must pass a Constitution save or take 1d6 poison damage and move 5 feet in a random direction. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the target can't move or the direction is blocked, it doesn't move.
The damage increases by 1d6 when you reach 5th, 11th, and 17th level.
<</if>><<if $SK.includes("Light")>>
**Light
Evocation cantrip
Casting Time 1 action
Range Touch
Components V M (Firefly/glowing moss)
Duration 1 hour
Touch an object no larger than 10 feet in any dimension. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. You choose the color. 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, it must pass a Dexterity save to avoid the spell.
<</if>><<if $SK.includes("Lightning Lure")>>
**Lightning Lure
Evocation cantrip
Casting Time 1 action
Range 15 feet
Components V
Duration Instantaneous
A creature you can see must pass a Strength save or be pulled up to 10 feet in a straight line to you. If it's moved to within 5 feet of you, it takes 1d8 lightning damage.
The damage increases by 1d8 when you reach 5th, 11th, and 17th level.
<</if>><<if $SK.includes("Mage Hand")>>
**Mage Hand
Conjuration cantrip
Casting Time 1 action
Range 30 feet
Components V S
Duration 1 minute
A spectral, floating hand appears. The hand lasts for the duration or until you dismiss it as an action. It vanishes if it's ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use it to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet at a time. The hand can't attack, activate magic items, or carry more than 10 pounds.
<</if>><<if $SK.includes("Magic Stone")>>
**Magic Stone
Transmutation cantrip
Casting Time 1 bonus action
Range Touch
Components V S
Duration 1 minute
Make a ranged spell attack with one of up to three pebbles you touch by throwing it or using a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, it uses your spellcasting ability modifier. On hit, the target takes 1d6 + spellcasting ability modifier of bludgeoning damage. Hit or miss, the spell ends on the pebble.
If you cast this spell again, the spell ends on any pebbles affected by your previous casting.
<</if>><<if $SK.includes("Mending")>>
**Mending
Transmutation cantrip
Casting Time 1 minute
Range Touch
Components V S M (2 lodestones)
Duration Instantaneous
This spell repairs a single break or tear in an object you touch. As long as the damage is no longer than 1 foot in any dimension, you mend it and leave no trace of the damage.
This spell can't restore magic to an object.
<</if>><<if $SK.includes("Message")>>
**Message
Transmutation cantrip
Casting Time 1 action
Range 120 feet
Components V S M (Copper wire)
Duration 1 round
You point your finger toward a creature and whisper a message. It hears the message and can reply in a whisper only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magic silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell can travel freely around corners and openings.
<</if>><<if $SK.includes("Minor Illusion")>>
**Minor Illusion
Illusion cantrip
Casting Time 1 action
Range 30 feet
Components S M (Fleece)
Duration 1 minute
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, it can be any volume and noise. The sound can continue unabated for the duration, or you can make sounds at different times.
If you create an image of an object it must be no larger than a 5-foot cube. The image can't create any sensory effects. Physical interaction with the image reveals it to be an illusion.
A creature can use its action to make an Investigation check on the illusion. If it succeeds, the illusion becomes faint to it.
<</if>><<if $SK.includes("Mold Earth")>>
**Mold Earth
Transmutation cantrip
Casting Time 1 action
Range 30 feet
Components S
Duration Instantaneous/1 hour
Choose a portion of dirt or stone that you can see and fits in a 5-foot cube. You change it in one of the following ways:
If you target loose earth, you can move it up to 5 feet away. This movement doesn't deal damage.
You cause shapes and colors to appear. The changes last for 1 hour.
You cause the ground to become difficult terrain, or make difficult terrain become normal. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss an effect as an action.
<</if>><<if $SK.includes("On/Off")>>
**On/Off
Transmutation cantrip
Casting Time 1 action
Range 60 feet
Components V S
Duration Instantaneous
You can turn on or off any electronic device as long as it has a clearly defined on or off function easily accessed from its outside. Any device that requires a software based sequence is unaffected by this cantrip.
<</if>><<if $SK.includes("Poison Spray")>>
**Poison Spray
Conjuration cantrip
Casting Time 1 action
Range 10 feet
Components V S
Duration Instantaneous
A creature you can see must pass a Constitution save or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th, 11th, and 17th level.
<</if>><<if $SK.includes("Prestidigitation")>>
**Prestidigitation
Transmutation cantrip
Casting Time 1 action
Range 10 feet
Components V S
Duration Instantaneous/1 hour
You create one of the following effects:
- You create a harmless sensory effect.
- You light or snuff out a small fire.
- You clean or soil an object no larger than 1 cubic foot.
- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- You make a small mark appear on an object or surface for 1 hour.
- You create a nonmagical trinket or a hand-sized illusionary image. It lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss an effect as an action.
<</if>><<if $SK.includes("Primal Savagery")>>
**Primal Savagery
Transmutation cantrip
Casting Time 1 action
Range Self
Components S
Duration Instantaneous
Make a melee spell attack. On hit, the target takes 1d10 acid damage.
The damage increases by 1d10 when you reach 5th, 11th, and 17th level.
<</if>><<if $SK.includes("Produce Flame")>>
**Produce Flame
Conjuration cantrip
Casting Time 1 action
Range Self
Components V S
Duration 10 minutes
A flame appears in your hand, harming neither you or your equipment. It sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. The spell then ends.
The damage increases by 1d8 when you reach 5th, 11th, and 17th level.
<</if>><<if $SK.includes("Ray of Frost")>>
**Ray of Frost
Evocation cantrip
Casting Time 1 action
Range 60 feet
Components V S
Duration Instantaneous
Make a ranged spell attack. On hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The damage increases by 1d8 when you reach 5th, 11th, and 17th level.
<</if>><<if $SK.includes("Resistance")>>
**Resistance
Abjuration cantrip
Casting Time 1 action
Range Touch
Components V S M (Mini cloak)
Duration Conc. Up to 1 minute
Touch a willing creature. Once before the spell ends, the target can add a 1d4 to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
<</if>><<if $SK.includes("Sacred Flame")>>
**Sacred Flame
Evocation cantrip
Casting Time 1 action
Range 60 feet
Components V S
Duration Instantaneous
A creature you can see must pass a Dexterity save or take 1d8 radiant damage. It gains no benefit from cover for this save.
The damage increases by 1d8 when you reach 5th, 11th, and 17th level.
<</if>><<if $SK.includes("Shape Water")>>
**Shape Water
Transmutation cantrip
Casting Time 1 action
Range 30 feet
Components S
Duration Instantaneous/1 hour
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- You move the water up to 5 feet in any direction. This movement doesn't cause damage.
- You cause the water to form into simple shapes and animate. This change lasts for 1 hour.
- You change the water's color or opacity. This change lasts for 1 hour.
- You freeze the water, provided there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
<</if>><<if $SK.includes("Shillelagh")>>
**Shillelagh
Transmutation cantrip
Casting Time 1 bonus action
Range Touch
Components V S M (Mistletoe, shamrock leaf, club/quarterstaff)
Duration 1 minute
For the duration, you can use your spellcasting ability instead of Strength for a club or quarterstaff you touch, and the weapon's damage die becomes a d8. The weapon also becomes magical if it isn't. The spell ends if you cast it again or if you let go of the weapon.
<</if>><<if $SK.includes("Shocking Grasp")>>
**Shocking Grasp
Evocation cantrip
Casting Time 1 action
Range Touch
Components V S
Duration Instantaneous
Make a melee spell attack against a creature. You have advantage if the target is wearing metal armor. On hit, the target takes 1d8 lightning damage and can't take reactions until the start of its next turn.
The spell's damage increases by 1d8 when you reach 5th, 11th, and 17th level.
<</if>><<if $SK.includes("Spare the Dying")>>
**Spare the Dying
Necromancy cantrip
Casting Time 1 action
Range Touch
Components V S
Duration Instantaneous
Touch a living creature at 0 hit points. It becomes stable. This spell has no effect on undead or constructs.
<</if>><<if $SK.includes("Sword Burst")>>
**Sword Burst
Conjuration cantrip
Casting Time 1 action
Range 5 feet
Components V
Duration Instantaneous
Each creature in range besides you must pass a Dexterity save or take 1d6 force damage.
The damage increases by 1d6 when you reach 5th, 11th, and 17th level.
<</if>><<if $SK.includes("Thaumaturgy")>>
**Thaumaturgy
Transmutation cantrip
Casting Time 1 action
Range 30 feet
Components V
Duration Instantaneous/1 minute
You create one of the following magical effects within range:
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create a sound that originates from a point of your choice within range.
- You cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
<</if>><<if $SK.includes("Thorn Whip")>>
**Thorn Whip
Transmutation cantrip
Casting Time 1 action
Range 30 feet
Components V S M (Stem of a thorned plant)
Duration Instantaneous
Make a melee spell attack. On hit, the target takes 1d6 piercing damage, and if it's Large or smaller, you pull it up to 10 feet closer to you.
The damage increases by 1d6 when you reach 5th, 11th, and 17th level.
<</if>><<if $SK.includes("Thunderclap")>>
**Thunderclap
Evocation cantrip
Casting Time 1 action
Range Self (5ft radius)
Components S
Duration Instantaneous
Each creature in range besides you must pass a Constitution save or take 1d6 thunder damage. Thunder can be heard up to 100 feet away.
The damage increases by 1d6 when you reach 5th, 11th, and 17th level.
<</if>><<if $SK.includes("Toll the Dead")>>
**Toll the Dead
Necromancy cantrip
Casting Time 1 action
Range 60 feet
Components V S
Duration Instantaneous
A creature you can see must pass a Wisdom save or take necrotic damage. If it's missing any hit points, the damage die is 1d12; otherwise, it's 1d8.
The damage increases by one die when you reach 5th, 11th, and 17th level.
<</if>><<if $SK.includes("True Strike")>>
**True Strike
Divination cantrip
Casting Time 1 action
Range 30 feet
Components S
Duration Conc. Up to 1 round
On your next turn, your first attack roll on the target has advantage.
<</if>><<if $SK.includes("Vicious Mockery")>>
**Vicious Mockery
Enchantment cantrip
Casting Time 1 action
Range 60 feet
Components V
Duration Instantaneous
Choose a creature you can see. If it can hear you, it must pass a Wisdom save or take 1d4 psychic damage and have disadvantage on its next attack roll before the end of its next turn.
The damage increases by 1d4 when you reach 5th, 11th, and 17th level.
<</if>><<if $SK.includes("Virtue")>>
**Virtue
Abjuration cantrip
Casting Time 1 action
Range Touch
Components V S
Duration 1 round
You touch a creature with at least 1 hit point. It gains temporary hit points equal to 1d4 + your spellcasting ability modifier for the duration.
<</if>><<if $SK.includes("Word of Radiance")>>
**Word of Radiance
Evocation cantrip
Casting Time 1 action
Range 5 feet
Components V M (Holy symbol)
Duration Instantaneous
Each creature of your choice that you can see must pass a Constitution save or take 1d6 radiant damage.
The damage increases by 1d6 when you reach 5th, 11th, and 17th level.
<</if>>
First level spells:
<<if $SK.includes("Absorb Elements")>>
**Absorb Elements
1st-level abjuration
Casting Time 1 reaction
Range Self
Components S
Duration 1 round
When hit with acid, cold, fire, lightning, or thunder damage, you can use your reaction to have resistance to it until the start of your next turn, including against the triggering attack. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 of the damage type.
At Higher Levels: The extra damage increases by 1d6 for each slot level above 1st.
<</if>><<if $SK.includes("Alarm")>>
**Alarm
1st-level abjuration
Casting Time 1 minute (Ritual)
Range 30 feet
Components V S M (Tiny bell, fine silver wire)
Duration 8 hours
Choose an area that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm.
You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.<</if>><<if $SK.includes("Animal Friendship")>>
**Animal Friendship
1st-level enchantment
Casting Time 1 action
Range 30 feet
Components V S M (Morsel of food)
Duration 24 hours
Choose a beast that you can see. It must be able to see and hear you. If its Intelligence is 4 or higher, the spell fails. Otherwise, it must pass a Wisdom save or be charmed by you. If you or one of your companions harms it, the spell ends.
At Higher Levels: You can target one additional beast for each slot level above 1st.
<</if>><<if $SK.includes("Armor of Agathys")>>
**Armor of Agathys
1st-level abjuration
Casting Time 1 action
Range Self
Components V S M (Cup of water)
Duration 1 hour
You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have them, it takes 5 cold damage.
At Higher Levels: Both the temporary hit points and damage increase by 5 for each slot level above 1st.
<</if>><<if $SK.includes("Arms of Hadar")>>
**Arms of Hadar
1st-level conjuration
Casting Time 1 action
Range Self (10ft radius)
Components V S
Duration Instantaneous
Tendrils batter all creatures within 10 feet of you. They must make a Strength save. On a fail, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a success, it takes half damage and suffers no other effects.
At Higher Levels: The damage increases by 1d6 for each slot level above 1st.
<</if>><<if $SK.includes("Bane")>>
**Bane
1st-level enchantment
Casting Time 1 action
Range 30 feet
Components V S M (Blood)
Duration Conc. Up to 1 minute
Up to three creatures you can see must make Charisma saving throws. If a target fails, whenever they make an attack roll or saving throw before the spell ends, they must roll a d4 and subtract the number rolled.
At Higher Levels: You can target one additional creature for each slot level above 1st.
<</if>><<if $SK.includes("Beast Bond")>>
**Beast Bond
1st-level divination
Casting Time 1 action
Range Touch
Components V S M (Fur wrapped in cloth)
Duration Conc. Up to 10 minutes
You make a telepathic link with one beast that is friendly or charmed by you. The spell fails if the beast's Intelligence is 4 or higher. The link is active while you and the beast can see each other. Through telepathy, the beast can understand you, and can communicate simple emotions and concepts. Also while the link is active, the beast has advantage on attacks against any creature it can see within 5 feet of you.
<</if>><<if $SK.includes("Bless")>>
**Bless
1st-level enchantment
Casting Time 1 action
Range 30 feet
Components V S M (Holy water)
Duration Conc. Up to 1 minute
You bless up to three creatures of your choice. Whenever a target makes an attack roll or a saving throw, it can add a 1d4 to it.
At Higher Levels: You can target one additional creature for each slot level above 1st.
<</if>><<if $SK.includes("Burning Hands")>>
**Burning Hands
1st-level evocation
Casting Time 1 action
Range Self (15ft cone)
Components V S
Duration Instantaneous
Flames shoot from your fingers in a 15-foot cone. Any creature in range must pass a Dexterity save or take 3d6 fire damage. They take half as much on a success.
Flammable objects are also ignited if they are in range and aren't worn or carried.
At Higher Levels: The damage increases by 1d6 for each slot level above 1st.
<</if>><<if $SK.includes("Catapult")>>
**Catapult
1st-level transmutation
Casting Time 1 action
Range 60 feet
Components S
Duration Instantaneous
Choose one object weighing up to 5 pounds that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground. It stops early if it hits a solid surface. If the object would strike a creature, it must make a Dexterity save. On a failed save, the object hits the target. The object and anything it strikes take 3d8 bludgeoning damage.
At Higher Levels: The maximum weight increases by 5 pounds and the damage increases by 1d8 for each slot level above 1st.
<</if>><<if $SK.includes("Cause Fear")>>
**Cause Fear
1st-level necromancy
Casting Time 1 action
Range 60 feet
Components V
Duration Conc. Up to 1 minute
The target must succeed on a Wisdom saving throw or become frightened of you. The frightened target can repeat the saving throw at the end of each of its turns. This spell has no effect on undead or constructs.
At Higher Levels: You can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
<</if>><<if $SK.includes("Ceremony")>>
**Ceremony
1st-level abjuration
Casting Time 1 hour (Ritual)
Range Touch
Components V S M (25gp of powdered silver; consumed)
Duration Instantaneous
When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
- Atonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Insight check. On a success, you restore the target to its original alignment.
- Bless Water: You touch one vial of water and cause it to become holy water.
- Coming of Age: You touch one young adult humanoid. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
- Dedication: You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
- Funeral Rite: You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a Wish spell.
- Wedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
<</if>><<if $SK.includes("Chaos Bolt")>>
**Chaos Bolt
1st-level evocation
Casting Time 1 action
Range 120 feet
Components V S
Duration Instantaneous
Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. After you roll the damage, choose one of the d8s[1]. The number rolled determines damage type.
d8 Damage type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder
If you roll the same number on both d8s, the energy leaps to a different creature of your choice within 30 feet of the target. Make a new attack and damage roll.
A creature can be targeted only once by each casting of this spell.
At Higher Levels: Each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
<</if>><<if $SK.includes("Charm Person")>>
**Charm Person
1st-level enchantment
Casting Time 1 action
Range 30 feet
Components V S
Duration 1 hour
A humanoid you can see must succeed on a Wisdom saving throw, with advantage if you are currently fighting it, or it becomes charmed by you until the spell ends or someone in your party harms it. It will know it has been charmed when the spell ends.
At Higher Levels: You can target one additional creature for each slot level above 1st. They must be within 30 feet of each other when you target them.
<</if>><<if $SK.includes("Chromatic Orb")>>
**Chromatic Orb
1st-level evocation
Casting Time 1 action
Range 90 feet
Components V S M (50gp diamond)
Duration Instantaneous
Make a ranged spell attack against a creature you can see. You choose the damage type: acid, cold, fire, lightning, poison, or thunder. If the attack hits, the creature takes 3d8 damage of the type you chose.
At Higher Levels: The damage increases by 1d8 for each slot above 1st.
<</if>><<if $SK.includes("Color Spray")>>
**Color Spray
1st-level illusion
Casting Time 1 action
Range Self (15ft cone)
Components V S M (Colored powder/sand)
Duration 1 round
Creatures in a 15-foot cone from you are blinded. If a creature is already blind or unconscious, they are not affected. Starting with the creature that has the lowest current hit points, roll 6d10 to see how many creatures you can affect. If the creature with the lowest hit points is less than the total rolled, subtract the hit points from the number, then move onto the next. When you reach a creature whose hit points would go above the number, subtractions applied, they are unaffected and this casting can't blind anything else.
At Higher Levels: Roll an additional 2d10 for each slot level above 1st.
<</if>><<if $SK.includes("Command")>>
**Command
1st-level enchantment
Casting Time 1 action
Range 60 feet
Components V
Duration 1 round
Choose a creature you can see to make a Wisdom save. If they fail, they follow a one-word command from you. The spell fails if the creature is undead, doesn't understand your language, if obeying the command will harm it, or if they can't follow the command.
You may use any single word and the DM will interpret it as they feel is appropriate. Common commands and their effects are as follows:
- Approach: The target comes directly toward you and, if it is able to reach within 5 feet of you, it stops and ends its turn.
- Drop: The target drops whatever it is holding and then ends its turn.
- Flee: The target uses its turn to move directly away from you.
- Grovel: The target falls prone and then ends its turn.
Halt: The target doesn't move and takes no actions. If a creature is flying and is able to stay aloft for the duration of the spell, it will move the minimum necessary for it to stay in the air.
At Higher Levels: You can affect one more creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
<</if>><<if $SK.includes("Compelled Duel")>>
**Compelled Duel
1st-level enchantment
Casting Time 1 bonus action
Range 30 feet
Components V
Duration Conc. Up to 1 minute
A creature you can see makes a Wisdom save. If they fail, they have disadvantage when attacking a creature besides you, and they must pass a Wisdom save to move more than 30 feet from you. They only have to pass the save once in order to move freely for the rest of their turn.
If you try to harm any creature besides the target, if a friendly creature tries to harm the target, or if you end your turn more than 30 feet away from the target, the spell ends.
<</if>><<if $SK.includes("Comprehend Languages")>>
**Comprehend Languages
1st-level divination
Casting Time 1 action (Ritual)
Range Self
Components V S M (Soot, salt)
Duration 1 hour
You understand any spoken language that you hear while the spell lasts. While touching the surface where words are written, you can also understand any written language you see. One page of text can be read in approximately 1 minute.
Secret codes in text and glyphs that aren't part of any written language can't be decoded with this spell.
<</if>><<if $SK.includes("Create or Destroy Water")>>
**Create or Destroy Water
1st-level transmutation
Casting Time 1 action
Range 30 feet
Components V S M (Water (create)/sand (destroy))
Duration Instantaneous
In an open container, you can create up to 10 gallons of drinkable water. You may also produce a rain that falls within a 30-foot cube and extinguishes open-air flames.
You can destroy the same amount of water in an open container, or destroy a 30-foot cube of fog.
At Higher Levels: Increase the amount of water by another 10 gallons, or the cube size by 5 feet, for each level above 1st.
<</if>><<if $SK.includes("Cure Wounds")>>
**Cure Wounds
1st-level evocation
Casting Time 1 action
Range Touch
Components V S
Duration Instantaneous
A creature you touch regains hit points equal to 1d8 + your spellcasting modifier. This spell has no effect on undead or constructs.
At Higher Levels: The healing increases by 1d8 for each slot level above 1st.<</if>><<if $SK.includes("Detect Evil and Good")>>
**Detect Evil and Good
1st-level divination
Casting Time 1 action
Range Self
Components V S
Duration Conc. Up to 10 minutes
You sense the location of an aberration, celestial, elemental, fey, fiend, or undead if it is within 30 feet of you. If there is a place or object that has been magically consecrated or desecrated within 30 feet, you are also able to locate it.
You are unable to sense these things through 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
<</if>><<if $SK.includes("Detect Magic")>>
**Detect Magic
1st-level divination
Casting Time 1 action (Ritual)
Range Self
Components V S
Duration Conc. Up to 10 minutes
An aura forms around objects or creatures you can see, indicating that it is magical. It must be within 30 feet. You also learn its school of magic, if it has one.
This spell can't detect magic through 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.<</if>><<if $SK.includes("Detect Poison and Disease")>>
**Detect Poison and Disease
1st-level divination
Casting Time 1 action (Ritual)
Range Self
Components V S M (Yew leaf)
Duration Conc. Up to 10 minutes
If they exist or appear within 30 feet, you sense the presence of poisons, poisonous creatures, and diseases. Their location and type also become known to you.
This spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
<</if>><<if $SK.includes("Disguise Self")>>
**Disguise Self
1st-level illusion
Casting Time 1 action
Range Self
Components V S
Duration 1 hour
Until the spell ends or you use an action to dismiss it, you can disguise yourself magically in many ways. You can appear to be shorter or taller by about a foot and change the appearance of your body weight, but you cannot change the basic structure of your body. The illusion can include your clothes, armor, weapons, and other belongings on your person.
The illusion is only visual, so any sort of physical contact will only interact with the real size and shape of you. Someone may also use an action to make an investigation check against your spell save DC.<</if>><<if $SK.includes("Dissonant Whispers")>>
**Dissonant Whispers
1st-level enchantment
Casting Time 1 action
Range 60 feet
Components V
Duration Instantaneous
The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground. On a successful save, the target takes half as much damage and doesn't have to move. A deafened creature automatically succeeds.
At Higher Levels: The damage increases by 1d6 for each slot level above 1st.
<</if>><<if $SK.includes("Divine Favor")>>
**Divine Favor
1st-level evocation
Casting Time 1 bonus action
Range Self
Components V S
Duration Conc. Up to 1 minute
Your weapon attacks deal an extra 1d4 radiant damage on a hit.
<</if>><<if $SK.includes("Earth Tremor")>>
**Earth Tremor
1st-level evocation
Casting Time 1 action
Range Self (10ft radius)
Components V S
Duration Instantaneous
Each creature besides you must make a Dexterity save. On a fail, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth, it becomes difficult terrain until cleared. Each 5-foot diameter portion requires at least 1 minute to clear by hand.
At Higher Levels: The damage increases by 1d6 for each slot level above 1st.
<</if>><<if $SK.includes("Ensnaring Strike")>>
**Ensnaring Strike
1st-level conjuration
Casting Time 1 bonus action
Range Self
Components V
Duration Conc. Up to 1 minute
The next time you hit a creature with a weapon attack, the target must succeed on a Strength save or be restrained until the spell ends. A Large or bigger creature has advantage on this save.
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. The creature restrained or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
At Higher Levels: The damage increases by 1d6 for each slot level above 1st.
<</if>><<if $SK.includes("Entangle")>>
**Entangle
1st-level conjuration
Casting Time 1 action
Range 90 feet
Components V S
Duration Conc. Up to 1 minute
Plants that grab and entwine fill a 20-foot square with a point of origin that you choose. The area becomes difficult terrain. When the spell ends, the plants wilt away.
If a creature is standing in the area when you cast the spell it must pass a Strength save or be restrained. A restrained creature can release itself by using its action to attempt another Strength save, being freed on a success.
<</if>><<if $SK.includes("Expeditious Retreat")>>
**Expeditious Retreat
1st-level transmutation
Casting Time 1 bonus action
Range Self
Components V S
Duration Conc. Up to 10 minutes
When you cast this spell, and as a bonus action on your turns, you can take the Dash action.
<</if>><<if $SK.includes("Faerie Fire")>>
**Faerie Fire
1st-level evocation
Casting Time 1 action
Range 60 feet
Components V
Duration Conc. Up to 1 minute
Blue, green, or violet lights outline objects inside a 20-foot cube of space. All creatures in the area make a Dexterity save or be cast in light as well. The light cast by this spell illuminates a 10-foot radius.
An attack can be made with advantage against any creature or object that is affected by this spell and that creature or object cannot become invisible.
<</if>><<if $SK.includes("False Life")>>
**False Life
1st-level necromancy
Casting Time 1 action
Range Self
Components V S M (Alcohol/distilled spirits)
Duration 1 hour
You gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels: You gain 5 additional temporary hit points for each slot level above 1st.
<</if>><<if $SK.includes("Feather Fall")>>
**Feather Fall
1st-level transmutation
Casting Time 1 reaction
Range 60 feet
Components V M (Feather/down)
Duration 1 minute
Choose up to five falling creatures. Its descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for it.
<</if>><<if $SK.includes("Find Familiar")>>
**Find Familiar
1st-level conjuration
Casting Time 1 hour (Ritual)
Range 10 feet
Components V S M (10gp charcoal, incense, herbs; consumed by brass brazier's fire)
Duration Instantaneous
An animal becomes your familiar, obeying your commands, though it is still an independent creature. It has the appearance and statistics of the animal form you choose. You can choose from the animals bat, cat, crab, toad, hawk, lizard, octopus, owl, poisonous snake, quipper, rat, raven, sea horse, spider, or weasel, but the familiar's type must be chosen from celestial, fey, or fiend.
You can telepathically communicate with your familiar and as an action you can see and hear what it does until the start of your next turn. If your familiar has any special senses, you also gain the benefits of those senses while you are seeing or hearing through it. While doing so, your body is blind and deaf. You can also cast spells with a range of touch through your familiar as if it has cast them itself, but you must be within 100 feet of it and the familiar uses its reaction to cast the spell. Otherwise the spell is cast as if you had done so yourself.
When initiative is rolled, the familiar also rolls, but it can't make an attack. It can take other actions, but if its hit points fall to 0, it disappears until you cast this spell again.
You can dismiss the familiar permanently any time you choose, as an action, or you can temporarily dismiss it to a pocket dimension. You can recall your familiar from the pocket dimension, also as an action, to reappear in any unoccupied space within 30 feet of you.
If you try to cast this spell when you already have a familiar, you can choose for it to take a new form, but you cannot have more than one.
<</if>><<if $SK.includes("Fog Cloud")>>
**Fog Cloud
1st-level conjuration
Casting Time 1 action
Range 120 feet
Components V S
Duration Conc. Up to 1 hour
A 20-foot-radius sphere of fog appears within range of you until a wind of at least 10 miles per hour blows it away, or until the spell ends. The fog is centered on a point you choose, spreading around corners and heavily obscuring the area it fills.
At Higher Levels: The fog becomes larger by 20 feet for each spell level you cast this spell above the first.
<</if>><<if $SK.includes("Goodberry")>>
**Goodberry
1st-level transmutation
Casting Time 1 action
Range Touch
Components V S M (Sprig of mistletoe)
Duration Instantaneous
Up to ten magic berries appear. A creature can use its action to eat one berry. Eating a berry restores 1 hit point and provides enough nourishment to sustain a creature for a day.
The berries lose their magic if they haven't been eaten within 24 hours.
<</if>><<if $SK.includes("Grease")>>
**Grease
1st-level conjuration
Casting Time 1 action
Range 60 feet
Components V S M (Pork rind/butter)
Duration 1 minute
Grease covers the ground in a 10-foot square within range. It's difficult terrain for the duration.
When the grease appears, each creature standing in its area must pass a Dexterity save or fall prone. A creature that enters the area or ends its turn there must also make this save.
<</if>><<if $SK.includes("Guiding Bolt")>>
**Guiding Bolt
1st-level evocation
Casting Time 1 action
Range 120 feet
Components V S
Duration 1 round
Make a ranged spell attack against a creature you can see. On a hit, the target takes 4d6 radiant damage, and before the end of your next turn, the next attack roll made on it has advantage.
At Higher Levels: The damage increases by 1d6 for each slot level above 1st.
<</if>><<if $SK.includes("Guiding Hand")>>
**Guiding Hand
1st-level divination
Casting Time 1 minute (Ritual)
Range 5 feet
Components V S
Duration Conc. Up to 8 hours
You create a Tiny incorporeal hand in an unoccupied space you can see. The hand disappears if you teleport or travel to a different plane. When the hand appears, name a major landmark on the same plane as you. Someone must have visited and mapped the site, or else the spell fails. Whenever you move toward the hand, it moves away from you and toward the landmark, always remaining 5 feet away. If you don’t move toward the hand, it remains in place and beckons you to follow it once every 1d4 minutes.
<</if>><<if $SK.includes("Hail of Thorns")>>
**Hail of Thorns
1st-level conjuration
Casting Time 1 bonus action
Range Self
Components V
Duration Conc. Up to 1 minute
The next time you hit with a ranged weapon attack, in addition to the normal effects of the attack, the target and each creature within 5 feet of it must make a Dexterity save. A creature takes 1d10 piercing damage on a failed save, or half as much on a success.
At Higher Levels: The damage increases by 1d10 for each slot level above 1st, to a maximum of 6d10.
<</if>><<if $SK.includes("Healing Elixir")>>
**Healing Elixir
1st-level conjuration
Casting Time 1 minute
Range Self
Components V S M (Alchemist's supplies)
Duration 24 hours
You create a healing elixir that appears in your hand. The elixir retains its potency for the duration or until it's consumed. As an action, a creature can drink it or feed it to another creature. It restores 2d4+2 hit points.
<</if>><<if $SK.includes("Healing Word")>>
**Healing Word
1st-level evocation
Casting Time 1 bonus action
Range 60 feet
Components V
Duration Instantaneous
A creature you can see regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: The healing increases by 1d4 for each slot level above 1st.
<</if>><<if $SK.includes("Hellish Rebuke")>>
**Hellish Rebuke
1st-level evocation
Casting Time 1 reaction
Range 60 feet
Components V S
Duration Instantaneous
A creature you can see that damaged you must make a Dexterity save. It takes 2d10 fire damage on a failed save, or half as much on a success.
At Higher Levels: The damage increases by 1d10 for each slot level above 1st.
<</if>><<if $SK.includes("Heroism")>>
**Heroism
1st-level enchantment
Casting Time 1 action
Range Touch
Components V S
Duration Conc. Up to 1 minute
Until the spell ends, a creature you touch is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points.
At Higher Levels: You can target one additional creature for each slot level above 1st.
<</if>><<if $SK.includes("Hex")>>
**Hex
1st-level enchantment
Casting Time 1 bonus action
Range 90 feet
Components V S M (Petrified newt eye)
Duration Conc. Up to 1 hour
Until the spell ends, you deal an extra 1d6 necrotic damage to the target when you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a turn of yours to curse a new creature. A Remove Curse cast on the target ends this spell early.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can concentrate on the spell for up to 8 hours. With a slot that's 5th level or higher, you can concentrate for up to 24 hours.
<</if>><<if $SK.includes("Hunter's Mark")>>
**Hunter's Mark
1st-level divination
Casting Time 1 bonus action
Range 90 feet
Components V
Duration Conc. Up to 1 hour
Until the spell ends, you deal an extra 1d6 damage to a creature you can see whenever you hit it with a weapon attack, and you have advantage on Perception and Survival checks to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn to mark a new creature.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can concentrate for up to 8 hours. If you use a slot of 5th level or higher, you can concentrate for up to 24 hours.
<</if>><<if $SK.includes("Ice Knife")>>
**Ice Knife
1st-level conjuration
Casting Time 1 action
Range 60 feet
Components S M (Water/ice)
Duration Instantaneous
Make a ranged spell attack. On hit, the target takes 1d10 piercing damage. Hit or miss, the knife explodes. The target and each creature within 5 feet must pass a Dexterity save or take 2d6 cold damage.
At Higher Levels: The cold damage increases by 1d6 for each slot level above first.
<</if>><<if $SK.includes("Identify")>>
**Identify
1st-level divination
Casting Time 1 minute (Ritual)
Range Touch
Components V S M (100gp pearl, owl feather)
Duration Instantaneous
Touch one object through the casting of the spell. If it is a magic object, you learn its properties and how to use them, if it requires attunement, and how many charges it has if any. You learn if any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
<</if>><<if $SK.includes("Illusory Script")>>
**Illusory Script
1st-level illusion
Casting Time 1 minute (Ritual)
Range Touch
Components S M (10gp lead ink; consumed)
Duration 10 days
You write on suitable writing material and imbue it with an illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
If the spell is dispelled, the original script and the illusion disappear.
A creature with truesight can read the hidden message.
<</if>><<if $SK.includes("Infallible Relay")>>
**Infallible Relay
1st-level divination
Casting Time 1 minute
Range Self
Components V S M (Mobile phone)
Duration Conc. Up to 10 minutes
You can target any creature you've spoken previously to, as long you're on the same plane. When you cast the spell, the nearest functioning telephone or similar device within 100 feet of the target starts ringing. If there is no such device, the spell fails.
The target must pass a Charisma save or be compelled to answer the call. The call is clear and cannot be dropped until the conversation or duration has ended. You can end the conversation at any time, but the target must pass a Charisma save to end it.
<</if>><<if $SK.includes("Inflict Wounds")>>
**Inflict Wounds
1st-level necromancy
Casting Time 1 action
Range Touch
Components V S
Duration Instantaneous
Make a melee spell attack. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels: The damage increases by 1d10 for each slot level above 1st.
<</if>><<if $SK.includes("Jump")>>
**Jump
1st-level transmutation
Casting Time 1 action
Range Touch
Components V S M (Grasshopper's hind leg)
Duration 1 minute
The target's jump distance is tripled until the spell ends.
<</if>><<if $SK.includes("Longstrider")>>
**Longstrider
1st-level transmutation
Casting Time 1 action
Range Touch
Components V S M (Dirt)
Duration 1 hour
The target’s speed increases by 10 feet until the spell ends.
At Higher Levels: You can target one additional creature for each slot level above 1st.
<</if>><<if $SK.includes("Mage Armor")>>
**Mage Armor
1st-level abjuration
Casting Time 1 action
Range Touch
Components V S M (Cured leather)
Duration 8 hours
Touch a willing creature who isn't wearing armor. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
<</if>><<if $SK.includes("Magic Missile")>>
**Magic Missile
1st-level evocation
Casting Time 1 action
Range 120 feet
Components V S
Duration Instantaneous
You create three magic darts. Each dart hits a creature you can see. A dart deals 1d4+1 force damage. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels: The spell creates one more dart for each slot above 1st.
<</if>><<if $SK.includes("Protection from Evil and Good")>>
**Protection from Evil and Good
1st-level abjuration
Casting Time 1 action
Range Touch
Components V S M (Holy water/powdered silver and iron; consumed)
Duration Conc. Up to 10 minutes
One willing creature you touch is protected against aberrations, celestials, elementals, fey, fiends, and undead. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target already has such an effect by one of them, the target has advantage on any new saving throw against it.
<</if>><<if $SK.includes("Puppet")>>
**Puppet
1st-level enchantment
Casting Time 1 action
Range 120 feet
Components S
Duration Instantaneous
You force one humanoid you can see to make a Constitution save. If it fails, it must move up to its speed in a direction you choose. You can also cause the target to drop whatever it's holding. This spell has no effect on creatures immune to being charmed.
<</if>><<if $SK.includes("Purify Food and Drink")>>
**Purify Food and Drink
1st-level transmutation
Casting Time 1 action (Ritual)
Range 10 feet
Components V S
Duration Instantaneous
Non-magical food and drink within a 5-foot-radius sphere centered on a point is rendered free of poison and disease.
<</if>><<if $SK.includes("Ray of Sickness")>>
**Ray of Sickness
1st-level necromancy
Casting Time 1 action
Range 60 feet
Components V S
Duration Instantaneous
Make a ranged spell attack. On hit, the target takes 2d8 poison damage and must make a Constitution save. On a fail, it's poisoned until the end of your next turn.
At Higher Levels: The damage increases by 1d8 for each slot level above 1st.
<</if>><<if $SK.includes("Remote Access")>>
**Remote Access
1st-level transmutation
Casting Time 1 action
Range 120 feet
Components V S
Duration 10 minutes
You can use any electronic device as if you were holding it. This is not telekinesis, but rather, it allows you to simulate a device's functions. You are only able to access functions that a person using the device manually could access, and can only target one device at a time.
<</if>><<if $SK.includes("Sanctuary")>>
**Sanctuary
1st-level abjuration
Casting Time 1 bonus action
Range 30 feet
Components V S M (Small silver mirror)
Duration 1 minute
Until the spell ends, any creature who targets a creature you choose 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.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
<<endif>><<if $SK.includes("Searing Smite")>>
**Searing Smite
1st-level evocation
Casting Time 1 bonus action
Range Self
Components V
Duration Conc. Up to 1 minute
The next time you hit a creature with a melee weapon attack, the attack deals an extra 1d6 fire damage to the target and sets them on fire. The fire goes out if the spell is ended.
At the start of each of its turns, the target must make a Constitution saving throw. On a failure, it takes 1d6 fire damage. On a success, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the spell ends.
At Higher Levels: The initial extra damage dealt by the attack increases by 1d6 for each slot above 1st.
<</if>><<if $SK.includes("Sense Emotion")>>
**Sense Emotion
1st-level divination
Casting Time 1 action
Range Self
Components V S
Duration Conc. Up to 10 minutes
When you cast the spell, and as your action until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You learn the target's prevailing emotion. If the target isn't a humanoid or is immune to being charmed, you sense that it's calm.
<</if>><<if $SK.includes("Shield")>>
**Shield
1st-level abjuration
Casting Time 1 reaction
Range Self
Components V S
Duration 1 round
Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack. You also take no damage from Magic Missile.
<</if>><<if $SK.includes("Shield of Faith")>>
**Shield of Faith
1st-level abjuration
Casting Time 1 bonus action
Range 60 feet
Components V S M (Parchment with holy text)
Duration Conc. Up to 10 minutes
A creature of your choice gets a +2 bonus to AC for the duration.
<</if>><<if $SK.includes("Silent Image")>>
**Silent Image
1st-level illusion
Casting Time 1 action
Range 60 feet
Components V S M (Fleece)
Duration Conc. Up to 10 minutes
You create an image that is no larger than a 15-foot cube. The image appears at an unoccupied spot and lasts for the duration. The image is only visual. If anything passes through it, it's revealed to be an illusion.
You can use your action to cause the image to move to any spot in range. As the image changes location, you can alter its appearance so that its movements appear natural for the image.
A creature that uses its action to examine the image 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 creature can see through the image.
<</if>><<if $SK.includes("Sleep")>>
**Sleep
1st-level enchantment
Casting Time 1 action
Range 90 feet
Components V S M (Fine sand/rose petals/cricket)
Duration 1 minute
Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose are affected in order of their current hit points.
Starting at the creature with the lowest current hit points, each creature affected by this spell falls unconscious. If the spell ends, the sleeper takes damage, or someone uses an action wake the sleeper, they are awoken.
Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Unconscious creatures, undead, and creatures immune to being charmed aren't affected by this spell.
At Higher Levels: Roll an additional 2d8 for each slot level above 1st.
<</if>><<if $SK.includes("Snare")>>
**Snare
1st-level abjuration
Casting Time 1 minute
Range Touch
Components S M (25ft of rope; consumed)
Duration 8 hours
As you cast this spell, you use the rope to create a 5-foot radius circle on the ground. When you finish casting, the rope disappears and becomes a magic trap. This trap is nearly invisible. A creature needs to pass a successful Investigation check against your spell save DC to find it.
The trap triggers when a Small, Medium, or Large creature moves into the spell's radius. That creature must succeed on a Dexterity saving throw or be pulled into the air, leaving it hanging upside down 3 feet above the ground. The creature is restrained.
The creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Arcana check against your spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.
<</if>><<if $SK.includes("Speak with Animals")>>
**Speak with Animals
1st-level divination
Casting Time 1 action (Ritual)
Range Self
Components V S
Duration 10 minutes
Although limited by the intelligence of the beast, you can understand and speak with beasts. You learn about the beast's experiences over the last day, as well as local places and creatures.
If your DM allows, the beast may also complete a small task for you, if you can successfully convince it to do so.
<</if>><<if $SK.includes("Sudden Awakening")>>
**Sudden Awakening
1st-level enchantment
Casting Time 1 bonus action
Range 10 feet
Components V
Duration Instantaneous
Each sleeping creature you choose awakens, and then each prone creature can stand up without expending any movement.
<</if>><<if $SK.includes("Tasha's Hideous Laughter")>>
**Tasha's Hideous Laughter
1st-level enchantment
Casting Time 1 action
Range 30 feet
Components V S M (Tiny tarts, feather)
Duration Conc. Up to 1 minute
A creature of your choice must succeed on a Wisdom save or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom save. The target has advantage if it's triggered by damage. On a success, the spell ends.
<</if>><<if $SK.includes("Tenser's Floating Disk")>>
**Tenser's Floating Disk
1st-level conjuration
Casting Time 1 action (Ritual)
Range 30 feet
Components V S M (Mercury)
Duration 1 hour
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends and everything falls to the ground.
The disk doesn't move if you're within 20 feet of it. If you move more than 20 feet away, it follows you so that it remains within 20 feet. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more.
If you move more than 100 feet from the disk, the spell ends.
<</if>><<if $SK.includes("Thunderous Smite")>>
**Thunderous Smite
1st-level evocation
Casting Time 1 bonus action
Range Self
Components V
Duration Conc. Up to 1 minute
The first time you hit with a melee weapon attack, your weapon makes a thunderous boom that spans 300 feet from you. The attack deals an extra 2d6 thunder damage. Additionally, if the target is a creature, it must succeed on a Strength save or be pushed 10 feet away from you and knocked prone.
<</if>><<if $SK.includes("Thunderwave")>>
**Thunderwave
1st-level evocation
Casting Time 1 action
Range Self (15ft cube)
Components V S
Duration Instantaneous
Each creature in a 15-foot cube originating from you must make a Constitution save. On failure, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a success, the creature takes half damage and isn't pushed.
Unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect. The spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: The damage increases by 1d8 for each slot level above 1st.
<</if>><<if $SK.includes("Unearthly Chorus")>>
**Unearthly Chorus
1st-level illusion
Casting Time 1 action
Range Self (30ft radius)
Components V
Duration Conc. Up to 10 minutes
Music of a style you choose fills the air around you. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you. Until the spell ends, you make Performance checks with advantage. In addition, you can use a bonus action to force a creature that you can see and can hear the music make a Charisma save. If you're attacking it, it automatically passes. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour after. You make Deception and Persuasion checks against creatures made friendly by this spell with advantage.
<</if>><<if $SK.includes("Unseen Servant")>>
**Unseen Servant
1st-level conjuration
Casting Time 1 action (Ritual)
Range 60 feet
Components V S M (String, wood)
Duration 1 hour
This spell creates an invisible force that performs tasks at your command until the spell ends.
It has an AC of 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns, as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object.
The servant can perform simple tasks that a human servant could do.
Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
<</if>><<if $SK.includes("Wild Cunning")>>
**Wild Cunning
1st-level transmutation
Casting Time 1 action (Ritual)
Range 120 feet
Components V S
Duration Instantaneous
When you cast this spell, choose one of the following effects:
- If there are any tracks on the ground, you know where they are, and you make Survival checks to follow them with advantage for 1 hour or until you cast this spell again.
- If there's edible forage, you know it and where to find it.
- If there's clean drinking water, you know it and where to find it.
- If there's suitable shelter for you and your companions, you know it and where to find.
- Send spirits to bring back wood for a fire and to set up a campsite in the area using your supplies.
- Have spirits instantly break down a campsite.
<</if>><<if $SK.includes("Witch Bolt")>>
**Witch Bolt
1st-level evocation
Casting Time 1 action
Range 30 feet
Components V S M (Twig struck by lightning)
Duration Conc. Up to 1 minute
Make a ranged spell attack against a creature you can see. On a hit, the target takes 1d12 lightning damage, and on your turn, you can use your action to deal 1d12 lightning damage to the target. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At Higher Levels: The initial damage increases by 1d12 for each slot level above 1st.
<</if>><<if $SK.includes("Wrathful Smite")>>
**Wrathful Smite
1st-level evocation
Casting Time 1 bonus action
Range Self
Components V
Duration Conc. Up to 1 minute
The next time you hit with a melee weapon attack, it deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must pass a Wisdom save or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to end this spell.
<</if>><<if $SK.includes("Zephyr Strike")>>
**Zephyr Strike
1st-level transmutation
Casting Time 1 bonus action
Range Self
Components V
Duration Conc. Up to 1 minute
Your movement doesn't provoke opportunity attacks.
Before the spell ends, you can give yourself advantage on one weapon attack roll. That attack deals an extra 1d8 force damage. Hit or miss, your walking speed increases by 30 feet until the end of that turn.
<</if>>
Second level spells:
<<if $SK.includes("Aganazzar's Scorcher")>>
**Aganazzar's Scorcher
2nd-level evocation
Casting Time 1 action
Range 30 feet
Components V S M (Red dragon's scale)
Duration Instantaneous
Fire grows in a line 30 feet long and 5 feet wide. A creature standing in that line takes 3d8 fire damage unless it succeeds at a Dexterity saving throw, and then it only takes half the damage rolled.
At Higher Levels: The damage increases by 1d8 for each slot level above 2nd.
<</if>><<if $SK.includes("Aid")>>
**Aid
2nd-level abjuration
Casting Time 1 action
Range 30 feet
Components V S M (Strip of white cloth)
Duration 8 hours
Up to three creatures you choose have their current and maximum hit points increased by 5 while the spell lasts.
At Higher Levels: The hit points are increased by an additional 5 for each slot level above 2nd.
<</if>><<if $SK.includes("Alter Self")>>
**Alter Self
2nd-level transmutation
Casting Time 1 action
Range Self
Components V S
Duration Conc. Up to 1 hour
You take on one of three physical adaptations: aquatic, appearance, or natural weapons.
Aquatic adaptations allow you to breathe underwater and swim as fast as you walk.
Adapting your appearance can involve any of your natural physical features, even to that of another race, though your statistics stay the same and you cannot change your basic body structure.
And you can grow fangs, claws, horns, or any other natural weapon you choose with the natural weapons adaptation. If you take the natural weapons adaptation, your unarmed strikes will then deal 1d6 damage of the most appropriate of bludgeoning, piercing, or slashing. The natural weapon you grow is also magic and gives you a +1 bonus to both the attack rolls and damage you deal with it.
<</if>><<if $SK.includes("Animal Messenger")>>
**Animal Messenger
2nd-level enchantment
Casting Time 1 action (Ritual)
Range 30 feet
Components V S M (Morsel of food)
Duration 24 hours
A tiny beast will send a message for you, but you must be able to see it within range of you, and you must have already been to the location (no more than 25 miles away, or 50 if the messenger flies, per 24 hours of travel) you will send it.
The animal messenger will speak up to 25 words to only the creature matching a description you give. If the messenger doesn't arrive at your specified location before the spell ends, the message is lost and the beast will return to where you first found it.
At Higher Levels: The duration of the spell increases by 48 hours for each slot level above 2nd.
<</if>><<if $SK.includes("Arcane Hacking")>>
**Arcane Hacking
2nd-level transmutation
Casting Time 1 action
Range Self
Components V S M (Hacking tools)
Duration Conc. Up to 1 hour
You gain advantage on all Intelligence checks using hacking tools to break software encryption or online security when using a foreign system. This spell also allows you to break 2nd-level and lower protective spells by making an Intelligence check against the caster's save DC.
At Higher Levels: You can attempt to counteract a spell if its level is equal to or less than the level of the spell slot you used.
<</if>><<if $SK.includes("Arcane Lock")>>
**Arcane Lock
2nd-level abjuration
Casting Time 1 action
Range Touch
Components V S M (25gp gold dust; consumed)
Duration Until dispelled
A closed entryway you are touching is now locked magically. The door (or window, gate, chest, etc.) will be extra difficult to break or pick the lock of (add 10 to the DC for either) unless the spell is dispelled or suppressed.
You can designate who, in addition to yourself, can open the door normally, and you can set a password that will suppress the spell for 1 minute if spoken within 5 feet of the door. Anyone who casts knock on the door will also suppress the spell for 10 minutes.
<</if>><<if $SK.includes("Augury")>>
**Augury
2nd-level divination
Casting Time 1 minute (Ritual)
Range Self
Components V S M (25gp of marked stick-like trinkets)
Duration Instantaneous
Some otherworldly being gives you an omen through the use of some divining tool. Asking it about the result of something you intend to do in the next 30 minutes will reveal one of four omens:
- If things will turn out well, Weal,
- If they will turn out badly, Woe,
- If both good and bad, Weal and woe,
- or if nothing particularly good or bad will happen, you will see Nothing at all.
The otherworldly being isn't capable of accounting for changes in circumstances between now and doing the thing, and if you try to ask again before taking a long rest, there is a 25% chance the reading will be random.
<</if>><<if $SK.includes("Barkskin")>>
**Barkskin
2nd-level transmutation
Casting Time 1 action
Range Touch
Components V S M (Oak bark)
Duration Conc. Up to 1 hour
A willing creature's skin becomes like bark. Regardless of the armor the creature is wearing, their armor class cannot be reduced below 16 while the spell lasts.
<</if>><<if $SK.includes("Beast Sense")>>
**Beast Sense
2nd-level divination
Casting Time 1 action (Ritual)
Range Touch
Components S
Duration Conc. Up to 1 hour
A willing beast becomes your eyes and ears while the spell lasts. You can no longer perceive your own senses, becoming blind and deaf, but your perception through the beast includes any special senses the beast may have. You may end the spell early using your action to regain your own senses.
<</if>><<if $SK.includes("Blindness/Deafness")>>
**Blindness/Deafness
2nd-level necromancy
Casting Time 1 action
Range 30 feet
Components V
Duration 1 minute
A creature you can see becomes blinded or deafened unless they succeed at a Constitution saving throw. At the end of its turns, the creature can make another save. If successful, the spell ends.
At Higher Levels: You can target one additional creature for each slot level above 2nd.
<</if>><<if $SK.includes("Blur")>>
**Blur
2nd-level illusion
Casting Time 1 action
Range Self
Components V
Duration Conc. Up to 1 minute
Other creatures now cannot see you very well and have disadvantage on attack rolls against you while the spell lasts. If the opponent doesn't rely on sight or sees through illusions, this spell will not affect them.
<</if>><<if $SK.includes("Branding Smite")>>
**Branding Smite
2nd-level evocation
Casting Time 1 bonus action
Range Self
Components V
Duration Conc. Up to 1 minute
The next time you hit a creature with a weapon attack, it deals an extra 2d6 radiant damage. The target becomes visible if it's invisible, and it sheds a 5-foot radius of dim light. They can't become invisible until the spell ends.
At Higher Levels: The extra damage increases by 1d6 for each slot level above 2nd.
<</if>><<if $SK.includes("Calm Emotions")>>
**Calm Emotions
2nd-level enchantment
Casting Time 1 action
Range 60 feet
Components V S
Duration Conc. Up to 1 minute
Each humanoid in a 20-foot-radius sphere must make a Charisma saving throw. A creature can choose to fail this save. If a creature fails its saving throw, choose one of the following effects:
- You can suppress any effect causing them to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired.
- You can make them indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target takes damage or if it witnesses any of its friends being harmed.
When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
<</if>><<if $SK.includes("Cloud of Daggers")>>
**Cloud of Daggers
2nd-level conjuration
Casting Time 1 action
Range 60 feet
Components V S M (Glass)
Duration Conc. Up to 1 minute
You fill a 5-foot cube with daggers. A creature takes 4d4 slashing damage when it enters the area for the first time on a turn or starts its turn there.
At Higher Levels: The damage increases by 2d4 for each slot level above 2nd.
<</if>><<if $SK.includes("Continual Flame")>>
**Continual Flame
2nd-level evocation
Casting Time 1 action
Range Touch
Components V S M (50gp of ruby dust; consumed)
Duration Until dispelled
A flame with a torch's brightness forms on an object you touch. It looks like a normal flame, but it emits no heat and doesn't use oxygen. The flame can be covered or hidden, but not put out.
<</if>><<if $SK.includes("Cordon of Arrows")>>
**Cordon of Arrows
2nd-level transmutation
Casting Time 1 action
Range 5 feet
Components V S M (Arrows/bolts)
Duration 8 hours
Until the spell ends, whenever a creature other than you comes within 30 feet of four pieces of ammunition set on the ground for the first time on a turn or ends its turn there, they must succeed on a Dexterity save or take 1d6 piercing damage. One of the ammunition is then destroyed. The spell ends if no ammunition remains.
When you cast this spell, you can designate a creature and the spell will ignore them.
At Higher Levels: The amount of ammunition that can be affected increases by two for each slot above 2nd.
<</if>><<if $SK.includes("Crown of Madness")>>
**Crown of Madness
2nd-level enchantment
Casting Time 1 action
Range 120 feet
Components V S
Duration Conc. Up to 1 minute
A humanoid you can see makes a Wisdom save. If it fails, it becomes charmed by you and must use its action each turn to make a melee attack against a target of your choosing prior to making its movement. It can't target itself. You can choose no target and it will act normally, also doing so if there are no appropriate targets within its reach.
You must use your action on every subsequent turn to maintain the spell or it fails. The charmed target may also make another Wisdom save at the end of each of its turns and end the spell on a success.
<</if>><<if $SK.includes("Darkness")>>
**Darkness
2nd-level evocation
Casting Time 1 action
Range 60 feet
Components V M (Bat fur, pitch/coal)
Duration Conc. Up to 10 minutes
Darkness spreads to fill a 15-foot-radius sphere for the duration. The darkness goes around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point the darkness spreads from is an object you're holding or one that isn't being worn or carried, the darkness comes from and moves with the object. Completely covering the object with something opaque blocks the darkness.
If this spell's area overlaps with light created by a 2nd-level spell or lower, the spell and light is dispelled.
<</if>><<if $SK.includes("Darkvision")>>
**Darkvision
2nd-level transmutation
Casting Time 1 action
Range Touch
Components V S M (Dried carrot/agate)
Duration 8 hours
A willing creature gains 60 feet of darkvision, allowing them to see clearly in dim light and see in the dark like it's only dim light (except black & white).
<</if>><<if $SK.includes("Detect Thoughts")>>
**Detect Thoughts
2nd-level divination
Casting Time 1 action
Range Self
Components V S M (Copper piece)
Duration Conc. Up to 1 minute
The surface thoughts of any creature within 30 feet are revealed to you. This spell also allows you to detect the presence of thinking creatures you cannot see, and you must, either at the casting of the spell or as an action, detect the creature's presence first, if you cannot see it. The spell works through most barriers except 2 feet of stone, 2 inches of metal, or a thin sheet of lead. This spell does not work on creatures with Intelligence lower than 4 or ones that cannot use language; instead, you will sense nothing.
You may also use an action to learn the surface thoughts of another creature, or to go deeper into one whose mind you've already touched. By going deeper, you can learn the target's emotional state, what's important to it in that moment, or the pattern of its logic. if you try to look deeper into a creature's mind, it makes a Wisdom saving throw and the spell ends if it succeeds. The creature will also know that you are there, even if it fails the save, and can make an Intelligence check contested by your own Intelligence check at the end of each of its turns to try and end your probing.
If a creature whose thoughts you are reading moves more than 30 feet away from you, you can no longer detect its thoughts.
<</if>><<if $SK.includes("Digital Phantom")>>
**Digital Phantom
2nd-level abjuration
Casting Time 1 action
Range Self
Components V S M (Copper wire)
Duration Conc. Up to 1 hour
You and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by administrators, knowbots, tracking software, and other such.
Additionally, if you or any of the chosen users leave a computer system you're working in, all trace of your presence is erased.
<</if>><<if $SK.includes("Dragon's Breath")>>
**Dragon's Breath
2nd-level transmutation
Casting Time 1 bonus action
Range Touch
Components V S M (Hot pepper)
Duration Conc. Up to 1 minute
Touch a willing creature. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15 foot cone. Each creature in that area must make a Dexterity save, taking 3d6 damage on a failed save, or half as much on a success.
At Higher Levels: The damage increases by 1d6 for each slot level above 2nd.
<</if>><<if $SK.includes("Dust Devil")>>
**Dust Devil
2nd-level conjuration
Casting Time 1 action
Range 60 feet
Components V S M (Dust)
Duration Conc. Up to 1 minute
Your magic takes the form of a dust devil in a 5-foot cube of unoccupied space that you can see. You can move the dust devil up to 30 feet in any direction as a bonus action.
If any creature ends its turn within 5 feet of the dust devil, they take 1d8 bludgeoning damage and are pushed 10 feet away unless they succeed at a Strength saving throw.
If the dust devil moves over loose ground, it collects a 10-foot radius cloud of loose earth and debris that heavily obscures the area it takes up. The cloud dissipates at the start of your next turn.
At Higher Levels: The damage increases by 1d8 for each slot level above 2nd.
<</if>><<if $SK.includes("Earthbind")>>
**Earthbind
2nd-level transmutation
Casting Time 1 action
Range 300 feet
Components V
Duration Conc. Up to 1 minute
A creature you can see must succeed on a Strength save or its flying speed is reduced to 0 feet for the spell's duration. An airborne creature safely descends at 60 feet per round until it reaches the ground or the spell ends.
<</if>><<if $SK.includes("Enhance Ability")>>
**Enhance Ability
2nd-level transmutation
Casting Time 1 action
Range Touch
Components V S M (Fur or feather)
Duration Conc. Up to 1 hour
A creature you touch gains one of the following effects until the spell ends.
- Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
- Bull's Strength: The target has advantage on Strength checks, and its carrying capacity doubles.
- Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
- Eagle's Splendor: The target has advantage on Charisma checks.
- Fox's Cunning: The target has advantage on Intelligence checks.
- Owl's Wisdom: The target has advantage on Wisdom checks.
At Higher Levels: You can target one additional creature for each slot level above 2nd.
<</if>><<if $SK.includes("Enlarge/Reduce")>>
**Enlarge/Reduce
2nd-level transmutation
Casting Time 1 action
Range 30 feet
Components V S M (Powdered iron)
Duration Conc. Up to 1 minute
Choose a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
- Enlarge: The target's size doubles in all dimensions and its weight is multiplied by eight. If there isn't enough room, it attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and saves. While the target's weapons are enlarged, they deal an extra 1d4 damage.
- Reduce: The target's size is halved in all dimensions and its weight is reduced to one-eighth. Until the spell ends, the target also has disadvantage on Strength checks and saving throws. While the target's weapons are reduced, they deal 1d4 less damage, but the damage can't be less than 1.
<</if>><<if $SK.includes("Enthrall")>>
**Enthrall
2nd-level enchantment
Casting Time 1 action
Range 60 feet
Components V S
Duration 1 minute
You cause creatures you can see that can hear you to make a Wisdom save. Any creature immune to being charmed is unaffected by this spell. If you or your companions are fighting the target, it has advantage.
On a failed save, the target has disadvantage on Perception checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
<</if>><<if $SK.includes("Find Steed")>>
**Find Steed
2nd-level conjuration
Casting Time 10 minutes
Range 30 feet
Components V S
Duration Instantaneous
A special steed, in the form you choose (usually a warhorse, pony, camel, elk, or mastiff, but your Dungeon Master may allow another), appears in an unoccupied space by your side. The magical steed has the statistics of its matching beast form, but if its Intelligence is normally lower than 6, it now becomes 6 and it gains the ability to understand one language you choose. The steed's creature type is not beast, but actually celestial, fey, or fiend according to your choice.
It otherwise behaves as a mount would, however when you are mounted and cast spells that normally target yourself, they can also affect your steed, and you are able to communicate with it telepathically as far as 1 mile apart.
You can dismiss the steed at any time, as an action, and it also disappears if its hit points drop to 0. You cannot have more than one steed of this kind at a time.
<</if>><<if $SK.includes("Find Traps")>>
**Find Traps
2nd-level divination
Casting Time 1 action
Range 120 feet
Components V S
Duration Instantaneous
The basic nature of any traps within range becomes known to you, though you do not learn their location. Natural weaknesses in the environment are not considered traps for the purposes of this spell, but any environmental feature that might harm you or result in some undesirable consequence, and was set up by someone intentionally to do so, is.
<</if>><<if $SK.includes("Find Vehicle")>>
**Find Vehicle
2nd-level conjuration
Casting Time 10 minutes
Range 30 feet
Components V S
Duration 8 hours
You summon a spirit that assumes the form of a nonmilitary land vehicle of your choice. The vehicle has the statistics of a normal vehicle of its sort, though it is celestial, fey, or fiend (your choice) in origin.
While driving the vehicle, you are considered proficient with vehicles of its type. You add double your proficiency bonus to ability checks related to driving it. Spells that target yourself can also target your vehicle.
When the vehicle drops to 0 hit points, it disappears. You can't have more than one vehicle bonded by this spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear.
At Higher Levels: When you cast this spell using a 3rd or 4th level slot, you can conjure a nonmilitary water vehicle large enough to carry six medium creatures. If you use a 5th or 6th level slot, you can conjure a nonmilitary air vehicle large enough to carry ten medium creatures. If you use 7th level or higher, you can conjure any type of vehicle.
<</if>><<if $SK.includes("Flame Blade")>>
**Flame Blade
2nd-level evocation
Casting Time 1 bonus action
Range Self
Components V S M (Sumac leaf)
Duration Conc. Up to 10 minutes
A fiery scimitar appears in your free hand while the spell lasts. While wielding the weapon, you can use your action to make a melee spell attack dealing 3d6 fire damage to the target.
The weapon gives off bright light in a 10-foot radius and dim light over an additional 10 feet.
If you let go of the weapon, it disappears, but you can summon it again with a bonus action.
At Higher Levels: The damage increases by 1d6 for every two slot levels above 2nd.
<</if>><<if $SK.includes("Flaming Sphere")>>
**Flaming Sphere
2nd-level conjuration
Casting Time 1 action
Range 60 feet
Components V S M (Tallow, brimstone, powdered iron)
Duration Conc. Up to 1 minute
A 5-foot sphere of fire appears and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity save. It takes 2d6 fire damage on a fail, or half damage on a success.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, it can go over barriers up to 5 feet tall and jump across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light for 20 feet and dim light for an extra 20 feet.
At Higher Levels: The damage increases by 1d6 for each slot level above 2nd.
<</if>><<if $SK.includes("Gentle Repose")>>
**Gentle Repose
2nd-level necromancy
Casting Time 1 action (Ritual)
Range Touch
Components V S M (Salt and copper on corpse's eyes; must remain for duration)
Duration 10 days
For the duration, the target is protected from decay and can't become undead. The spell also extends the time limit on raising the target from the dead from spells such as Raise Dead.
<</if>><<if $SK.includes("Gust of Wind")>>
**Gust of Wind
2nd-level evocation
Casting Time 1 action
Range Self (60ft line)
Components V S M (Legume seed)
Duration Conc. Up to 1 minute
A strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose. Each creature that starts its turn in the line must pass a Strength save or be pushed 15 feet away in the line's direction.
Any creature in the line must spend 2 feet of movement for every 1 foot when moving closer to you.
The gust disperses gas or vapor, and it extinguishes unprotected flames. Protected flames have a 50 percent chance of being extinguished.
As a bonus action, you can change the line's direction.
<</if>><<if $SK.includes("Healing Spirit")>>
**Healing Spirit
2nd-level conjuration
Casting Time 1 bonus action
Range 60 feet
Components V S
Duration Conc. Up to 1 minute
You call an intangible spirit to a cubic 5-foot space you can see. Until the spell ends, when you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature, no action required. The spirit can't heal constructs or undead.
As a bonus action, you can move the spirit up to 30 feet to a space you can see.
At Higher Levels: The healing increases by 1d6 for each slot level above 2nd.
<</if>><<if $SK.includes("Heat Metal")>>
**Heat Metal
2nd-level transmutation
Casting Time 1 action
Range 60 feet
Components V S M (Iron, fire)
Duration Conc. Up to 1 minute
A creature in contact with a metal object you can see takes 2d8 fire damage. If it's holding or wearing the object, they must pass a Constitution save or drop it. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks. While it's in contact with the object, you can inflict the damage again as a bonus action.
At Higher Levels: The damage increases by 1d8 for each slot level above 2nd.
<</if>><<if $SK.includes("Hold Person")>>
**Hold Person
2nd-level enchantment
Casting Time 1 action
Range 60 feet
Components V S M (Straight piece of iron)
Duration Conc. Up to 1 minute
A humanoid that you can see becomes paralyzed unless they succeed on a Wisdom saving throw. At the end of its turns, it can make another Wisdom save, ending the paralysis on a success.
At Higher Levels: You can target one additional humanoid, all within 30 feet of each other, for each level above 2nd.
<</if>><<if $SK.includes("Invisibility")>>
**Invisibility
2nd-level illusion
Casting Time 1 action
Range Touch
Components V S M (Eyelash in gum arabic)
Duration Conc. Up to 1 hour
A creature you touch and everything it wears or carries becomes invisible. If the target drops an item or removes it, the item is no longer invisible, and if the target tries to attack or cast a spell, the spell ends early.
At Higher Levels: You can target an additional creature for each slot level above 2nd.
<</if>><<if $SK.includes("Knock")>>
**Knock
2nd-level transmutation
Casting Time 1 action
Range 60 feet
Components V
Duration Instantaneous
A loud knock sounds as far as 300 feet away and an object that has been held shut by mundane or magical means becomes unlocked, unstuck, or unbarred. If the object is held shut in more than one way, only one of the ways is undone.
If the object was held shut with Arcane Lock, it can be opened and closed normally for 10 minutes before the spell returns.
<</if>><<if $SK.includes("Lesser Restoration")>>
**Lesser Restoration
2nd-level abjuration
Casting Time 1 action
Range Touch
Components V S
Duration Instantaneous
You touch a creature and it is no longer blinded, deafened, paralyzed, or poisoned. Only one condition can be ended per casting.
<</if>><<if $SK.includes("Levitate")>>
**Levitate
2nd-level transmutation
Casting Time 1 action
Range 60 feet
Components V S M (Small leather loop/Cup-shaped golden wire with shank)
Duration Conc. Up to 10 minutes
A creature or object levitates, rising vertically up to 20 feet. While suspended, the target has no momentum of its own and a creature may grab on to other objects in order to move as if climbing. You can use your action to move the target or change its altitude by up to 20 feet up or down, as long as it remains within range. If the target is you, you can change your altitude as part of your movement each turn.
If the target wishes to remain on the ground, it must succeed at a Constitution saving throw.
If the target is not already on the ground when the spell ends, it drifts safely down.
<</if>><<if $SK.includes("Locate Animals or Plants")>>
**Locate Animals or Plants
2nd-level divination
Casting Time 1 action (Ritual)
Range Self
Components V S M (Bloodhound fur)
Duration Instantaneous
You sense the direction and distance to the nearest specifically named or described beast or plant within 5 miles.
<</if>><<if $SK.includes("Locate Object")>>
**Locate Object
2nd-level divination
Casting Time 1 action
Range Self
Components V S M (Forked twig)
Duration Conc. Up to 10 minutes
You sense the direction and direction of movement of an object known to you that you describe or name, as long as it is within 1,000 feet of you. An object is considered known to you if you've been within 30 feet of it and seen it.
Instead, you can also sense the nearest object that you can describe in a basic way.
The spell doesn't work on lead objects or if there is any thickness of lead between you and the object.
<</if>><<if $SK.includes("Magic Mouth")>>
**Magic Mouth
2nd-level illusion
Casting Time 1 minute (Ritual)
Range 30 feet
Components V S M (Honeycomb, 10gp jade dust; consumed)
Duration Until dispelled
An object that isn't carried or worn delivers a message you speak to it under circumstances you describe. The message must be 25 words or less and take no longer than 10 minutes to deliver, and the circumstances that trigger the delivery must be visual and/or audible and occur within 30 feet of the object.
If the object has no mouth, or anything that resembles a mouth, of its own, a magical mouth appears on the object to deliver the message in the exact voice you gave it.
You can choose for the spell to end on its first delivery or to remain indefinitely.
<</if>><<if $SK.includes("Magic Weapon")>>
**Magic Weapon
2nd-level transmutation
Casting Time 1 bonus action
Range Touch
Components V S
Duration Conc. Up to 1 hour
Touch a non-magical weapon. It becomes a magical with a +1 to attack and damage rolls until the spell ends.
At Higher Levels: When you use a spell slot of 4th or 5th level, the bonus increases to +2. When you use a spell slot of 6th or higher, the bonus is +3.
<</if>><<if $SK.includes("Maximilian's Earthen Grasp")>>
**Maximilian's Earthen Grasp
2nd-level transmutation
Casting Time 1 action
Range 30 feet
Components V S M (Clay miniature)
Duration Conc. Up to 1 minute
A hand reaches out from an unoccupied 5-foot square of earth you can see and tries to grab a creature within 5 feet of it. The creature is restrained and takes 2d6 bludgeoning damage unless it succeeds at a Strength saving throw.
The creature can break away with a successful Strength check against your spell save difficulty class, otherwise you can crush the creature again, dealing the same amount of damage unless it succeeds at another Strength save, as an action. If the Strength save is successful the creature only takes half damage.
<</if>><<if $SK.includes("Melf's Acid Arrow")>>
**Melf's Acid Arrow
2nd-level evocation
Casting Time 1 action
Range 90 feet
Components V S M (Powdered rhubarb leaf, adder's stomach)
Duration Instantaneous
Make a ranged spell attack. On hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On miss, the arrow does half the initial damage and no extra damage.
At Higher Levels: The both damages increases by 1d4 for each slot level above 2nd.
<</if>><<if $SK.includes("Mind Spike")>>
**Mind Spike
2nd-level divination
Casting Time 1 action
Range 60 feet
Components S
Duration Conc. Up to 1 hour
Choose one creature you can see. The target must pass a Wisdom saving throw or take 3d8 psychic damage. It takes half as much on a success. On a failed save, you also always know the target's location, but only while the two of you are on the same plane. The target can't become hidden from you, and if it's invisible, it gains no benefits from this condition against you.
At Higher Levels: The damage increases by 1d8 for each slot level above 2nd.
<</if>><<if $SK.includes("Mirror Image")>>
**Mirror Image
2nd-level illusion
Casting Time 1 action
Range Self
Components V S
Duration 1 minute
Three copies of you appear, moving in sync with you from the same space. Each time a creature attacks you, roll a d20 to see if it hits one of your copies instead. Rolling 6 or higher if you have all three, 8 or higher if only two, or 11 or higher if only one is left will result in the copy getting hit instead of you. A copy's armor class is 10 + your Dexterity modifier and any successful hit will destroy it.
You may dismiss the copies as an action. The spell ends early if all three copies are destroyed.
An opponent is immune to the effects of this spell if it can't see, relies on other senses to perceive the world, or if it can see through illusions.
<</if>><<if $SK.includes("Misty Step")>>
**Misty Step
2nd-level conjuration
Casting Time 1 bonus action
Range Self
Components V
Duration Instantaneous
You teleport up to 30 feet to an unoccupied space that you can see.
<</if>><<if $SK.includes("Moonbeam")>>
**Moonbeam
2nd-level evocation
Casting Time 1 action
Range 120 feet
Components V S M (Moonseed plant seeds, opalescent feldspar)
Duration Conc. Up to 1 minute
A 5-foot-radius, 40-foot high cylinder of light appears, making dim light. If a creature starts its turn there, or enters it for the first time on a turn, it makes a Constitution save. It takes 2d10 radiant damage on a failure, and half on a success.
A shapeshifter has disadvantage on the save. If it fails, it reverts to its original form until it leaves the beam.
You can move the beam up to 60 feet as an action.
At Higher Levels: The damage increases by 1d10 for each slot level above 2nd.
<</if>><<if $SK.includes("Nystul's Magic Aura")>>
**Nystul's Magic Aura
2nd-level illusion
Casting Time 1 action
Range Touch
Components V S M (Square of silk)
Duration 24 hours
Touch a creature or object. 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 target with the same effect every day for 30 days, the illusion lasts until it's dispelled.
- False Aura: You change the way the target appears to spells and magical effects that detect magical auras. You can make a nonmagical object appear magical and vice versa, or change an object's magical aura so that it appears to belong to a specific school. 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. 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.
<</if>><<if $SK.includes("Pass without Trace")>>
**Pass without Trace
2nd-level abjuration
Casting Time 1 action
Range Self
Components V S M (Mistletoe ashes, spruce)
Duration Conc. Up to 1 hour
Each creature you choose has a +10 to Stealth checks and can't be tracked except by magical means. This effect only applies if a creature is within 30 feet of you, both at the time of casting and for the duration. You can choose yourself as well. A creature that receives this bonus leaves behind no traces of its passage.
<</if>><<if $SK.includes("Phantasmal Force")>>
**Phantasmal Force
2nd-level illusion
Casting Time 1 action
Range 60 feet
Components V S M (Fleece)
Duration Conc. Up to 1 minute
You fill the mind of a creature you can see with some illusory creature, object, or phenomenon while the spell lasts. Unless the target succeeds at an Intelligence saving throw, it believes the illusion is entirely real; even its senses will verify this and any illogical situations that arise will be rationalised in the illusion's favor.
On your turn, the illusion deals 1d6 psychic damage if the target stands in or enters the area within 5 feet of the illusion, including the illusion's space. The damage appears to the target to be caused by some attack or effect that is natural to the illusion. It does not deal damage if it is not of something that would naturally attack or cause a damaging effect if it were real.
The target can make an Investigation check on the illusion. If it succeeds, the spell ends.
<</if>><<if $SK.includes("Prayer of Healing")>>
**Prayer of Healing
2nd-level evocation
Casting Time 10 minutes
Range 30 feet
Components V
Duration Instantaneous
Up to six creatures of your choice that you can see regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: The healing increases by 1d8 for each slot level above 2nd.
<</if>><<if $SK.includes("Protection from Poison")>>
**Protection from Poison
2nd-level abjuration
Casting Time 1 action
Range Touch
Components V S
Duration 1 hour
You neutralize one poison you can name, or one at random, from a creature if it is poisoned. While the spell lasts, the target has advantage against being poisoned and resistance to poison damage.
<</if>><<if $SK.includes("Pyrotechnics")>>
**Pyrotechnics
2nd-level transmutation
Casting Time 1 action
Range 60 feet
Components V S
Duration Instantaneous
Choose a nonmagical flame smaller than a 5-foot cube that you can see. You extinguish the fire and create fireworks or smoke when you do so.
- Fireworks: The fire explodes. Each creature within 10 feet of the fire must pass a Constitution save or be blinded until the end of your next turn.
- Smoke: Thick smoke spreads out in a 20-foot radius, moving around corners. The area is heavily obscured. The smoke lasts for 1 minute or until a strong wind disperses it.
<</if>><<if $SK.includes("Ray of Enfeeblement")>>
**Ray of Enfeeblement
2nd-level necromancy
Casting Time 1 action
Range 60 feet
Components V S
Duration Conc. Up to 1 minute
Make a ranged spell attack. On a hit, the target deals only half damage with weapon attacks that use Strength. At the end of each of its turns, it can make a Constitution saving throw. On a success, the spell ends.
<</if>><<if $SK.includes("Rope Trick")>>
**Rope Trick
2nd-level transmutation
Casting Time 1 action
Range Touch
Components V S M (Powdered corn extract, twisted parchment loop)
Duration 1 hour
Holding one end of a 60-foot or shorter rope causes the other end to rise up until the rope is fully perpendicular to the ground. At the high end, a portal opens to an extradimensional space into which eight medium or smaller creatures can fit by climbing up the rope. The rope can also be dragged up into the space to hide the entrance and the portal itself is invisible.
Spells and attacks are unable to enter or exit the extradimensional space, but those within can see out of it as through a 3 by 5 foot window centered over the high end of the rope.
If everything inside the extradimensional space has not exited beforehand, it will fall out when the spell ends.
<</if>><<if $SK.includes("Scorching Ray")>>
**Scorching Ray
2nd-level evocation
Casting Time 1 action
Range 120 feet
Components V S
Duration Instantaneous
You create three fire rays. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels: You create one additional ray for each slot level above 2nd.
<</if>><<if $SK.includes("See Invisibility")>>
**See Invisibility
2nd-level divination
Casting Time 1 action
Range Self
Components V S M (Talc, powdered silver)
Duration 1 hour
You can see into the ethereal plane, where the creatures and objects appear translucent, and invisible creatures and objects become apparent to you.
<</if>><<if $SK.includes("Shadow Blade")>>
**Shadow Blade
2nd-level illusion
Casting Time 1 bonus action
Range Self
Components V S
Duration Conc. Up to 1 minute
You create a magic sword that lasts until the spell ends. It counts as a simple melee weapon that you're proficient with. It deals 2d8 psychic damage, and has the finesse, light, and thrown properties (range 20/60). When you attack in dim light or darkness, you have advantage.
If you drop the weapon or throw it, it disappears at the end of the turn. While the spell lasts, you can use a bonus action to make the sword reappear in your hand.
At Higher Levels: When you cast this spell using a 3rd or 4th level slot, the damage is 3d8. At 5th or 6th level, it's 4d8. At 7th level or higher, it's 5d8.
<</if>><<if $SK.includes("Shatter")>>
**Shatter
2nd-level evocation
Casting Time 1 action
Range 60 feet
Components V S M (Chip of mica)
Duration Instantaneous
Each creature in a 10-foot-radius sphere must make a Constitution save. A creature takes 3d8 thunder damage on a failed save or half as much on a success. A creature of inorganic material has disadvantage on the save.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels: The damage increases by 1d8 for each slot level above 2nd.
<</if>><<if $SK.includes("Silence")>>
**Silence
2nd-level illusion
Casting Time 1 action (Ritual)
Range 120 feet
Components V S
Duration Conc. Up to 10 minutes
Within a 20-foot sphere emanating from a point you choose, no sounds can be made or heard. Creatures within the sphere are effectively deafened, cannot cast spells with a verbal component, and are immune to thunder damage.
<</if>><<if $SK.includes("Skywrite")>>
**Skywrite
2nd-level transmutation
Casting Time 1 action (Ritual)
Range Sight
Components V S
Duration Conc. Up to 1 hour
While the spell lasts, the clouds take the form of up to 10 words you choose. A strong wind can blow the clouds away early, or they dissipate naturally when the spell ends.
<</if>><<if $SK.includes("Snilloc's Snowball Swarm")>>
**Snilloc's Snowball Swarm
2nd-level evocation
Casting Time 1 action
Range 90 feet
Components V S M (Ice/white rock)
Duration Instantaneous
Each creature in a 5-foot-radius sphere centered on a point must make a Dexterity save. A creature takes 3d6 cold damage on a failed save, or half as much on a success.
At Higher Levels: The damage increases by 1d6 for each slot level above 2nd.
<</if>><<if $SK.includes("Spider Climb")>>
**Spider Climb
2nd-level transmutation
Casting Time 1 action
Range Touch
Components V S M (Bitumen, spider)
Duration Conc. Up to 1 hour
A creature gains a climbing speed equal to its walking speed and can move freely along vertical surfaces and ceilings without using its hands.
<</if>><<if $SK.includes("Spike Growth")>>
**Spike Growth
2nd-level transmutation
Casting Time 1 action
Range 150 feet
Components V S M (7 sharp thorns/twigs)
Duration Conc. Up to 10 minutes
The ground in a 20-foot radius becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. Any creature that can't see the area at the time of casting must make a Perception check against your spell save DC to recognize it as hazardous.
<</if>><<if $SK.includes("Spiritual Weapon")>>
**Spiritual Weapon
2nd-level evocation
Casting Time 1 bonus action
Range 60 feet
Components V S
Duration 1 minute
You create a floating weapon that lasts for the duration or until you cast this spell again. It can take any form you choose. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes 1d8 force damage + your spellcasting ability modifier.
As a bonus action, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
At Higher Levels: The damage increases by 1d8 for every two slot levels above the 2nd.
<</if>><<if $SK.includes("Suggestion")>>
**Suggestion
2nd-level enchantment
Casting Time 1 action
Range 30 feet
Components V M (Snake's tongue, honeycomb/sweet oil)
Duration Conc. Up to 8 hours
You suggest an activity to a creature of your choice that you can see and that can hear and understand you. You're limited to two sentences. Creatures that can't be charmed are immune. The suggestion must be worded to make the action sound reasonable. Asking the creature to do something obviously self-harmful ends the spell.
The target makes a Wisdom save. On failure, it performs the action. The action can continue for the entire duration. If the activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. If the condition isn't met before the spell expires, the activity isn't performed.
<</if>><<if $SK.includes("Warding Bond")>>
**Warding Bond
2nd-level abjuration
Casting Time 1 action
Range Touch
Components V S M (50gp platinum rings worn for duration)
Duration 1 hour
While the target is within 60 feet of you, it gains a +1 bonus to armor class and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can dismiss the spell as an action.
<</if>><<if $SK.includes("Warding Wind")>>
**Warding Wind
2nd-level evocation
Casting Time 1 action
Range Self
Components V
Duration Conc. Up to 10 minutes
A strong wind encircles you in a 10-foot radius extinguishing unprotected flames torch-sized or smaller, deafening you and any creatures in its area, ranged attacks that pass through are rolled with disadvantage, disperses vapor, gas, and fog that can be affected by a strong wind, and the area becomes difficult terrain for others.
<</if>><<if $SK.includes("Web")>>
**Web
2nd-level conjuration
Casting Time 1 action
Range 60 feet
Components V S M (Spiderweb)
Duration Conc. Up to 1 hour
Thick webs fill a 20-foot cube. Creatures standing in or who enter the area the first time in a turn become restrained unless they pass a Dexterity save. The webs lightly obscure the area and make it difficult terrain.
Creatures stuck in the web can use an action to make a Strength check against your spell DC, breaking free on a success.
The webs are flammable and a 5-foot cube burns away in a single round. If a creature is caught in the fire, it takes 2d4 fire damage.
If the webs aren't cast between two hard surfaces, they collapse to a depth of 5 feet.
<</if>><<if $SK.includes("Zone of Truth")>>
**Zone of Truth
2nd-level enchantment
Casting Time 1 action
Range 60 feet
Components V S
Duration 10 minutes
A creature that starts its turn or enters the 15-foot sphere area you designate can no longer outright lie while in the area unless it succeeds on a Charisma saving throw. You are aware of who passes and who fails and the affected creatures are aware of the restriction.
<</if>>
Third level spells:
<<if $SK.includes("Animate Dead")>>
**Animate Dead
3rd-level necromancy
Casting Time 1 minute
Range 10 feet
Components V S M (Blood, flesh, bone dust)
Duration Instantaneous
Reanimate and control a pile of bones or the corpse of a medium or small humanoid to become a skeleton or zombie, respectively. The undead creature is under control for 24 hours at which point it no longer follows your will. You can reassert control, for another 24 hours, of up to four of these creatures if you cast this spell on them again before the 24 hours is up.
While they are under your control and within 60 feet of you, you can command them as a bonus action. A single command can be issued to as many of your undead minions as you wish and can be specific, like directing movement and what action they will take, or be more general, as in guarding a person or place. They will continue to follow your orders until they are complete or the spell ends, but if you don't command them at all, they will do nothing except defend themselves against attack.
At Higher Levels: You animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
<</if>><<if $SK.includes("Aura of Vitality")>>
**Aura of Vitality
3rd-level evocation
Casting Time 1 action
Range Self (30ft radius)
Components V
Duration Conc. Up to 1 minute
You emit a 30-foot radius aura until the spell ends. It is centered on you and moves with you. You can use your bonus action to make yourself or a creature in the aura regain 2d6 hit points.
<</if>><<if $SK.includes("Beacon of Hope")>>
**Beacon of Hope
3rd-level abjuration
Casting Time 1 action
Range 30 feet
Components V S
Duration Conc. Up to 1 minute
As many creatures as desired have advantage on Wisdom and death saves. The targets also regain the maximum number of hit points possible when healed.
<</if>><<if $SK.includes("Bestow Curse")>>
**Bestow Curse
3rd-level necromancy
Casting Time 1 action
Range Touch
Components V S
Duration Conc. Up to 1 minute
A creature becomes cursed with one of the following: disadvantage on ability checks and saves for a particular ability score, disadvantage on attacks against you, wasted turns unless it passes a Wisdom save at the start of each one, or taking an extra 1d8 necrotic damage whenever hit by one of your attacks or spells.
A DM can rule that another curse of your choosing is acceptable as long as the harm it does is on a level with the above options.
If the target passes a Wisdom save when you cast the spell, the curse ends immediately. The spell ends early if a Remove Curse spell is cast on the target.
At Higher Levels: If you cast this spell using a 4th level slot, the possible duration is extended to 10 minutes. If you use a 5th or 6th level slot, the duration is 8 hours. If you use a 7th or 8th level slot, the duration is 24 hours. If you use a 9th level slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
<</if>><<if $SK.includes("Blinding Smite")>>
**Blinding Smite
3rd-level evocation
Casting Time 1 bonus action
Range Self
Components V
Duration Conc. Up to 1 minute
The next time you hit a creature with a melee weapon attack, you deal an extra 3d8 radiant damage and force it to make a Constitution save to avoid being blinded. A blinded creature can repeat the save at the end of its turns, regaining sight on a success.
<</if>><<if $SK.includes("Blink")>>
**Blink
3rd-level transmutation
Casting Time 1 action
Range Self
Components V S
Duration 1 minute
For the duration, roll a d20 at the end of your turns. If you roll 11 or higher, you move to the Ethereal Plane if you aren't already there. At the start of your next turn, or if the spell ends and you're still on the Ethereal Plane, you return to an unoccupied space within 10 feet of where you vanished. If there is no space in range, you return to the next one, chosen at random if there's multiple options. The spell can be dismissed as an action.
On the Ethereal Plane, you can see up to 60 feet and in shades of gray, and hear the plane you came from. You can only affect and be affected by creatures on the Ethereal Plane, and creatures that aren't there can't perceive or interact with you unless they have an ability that allows it.
<</if>><<if $SK.includes("Call Lightning")>>
**Call Lightning
3rd-level conjuration
Casting Time 1 action
Range 120 feet
Components V S
Duration Conc. Up to 10 minutes
A 10-foot tall, 60-foot radius storm cloud cylinder appears 100 feet above you, with you as the center point. The spell fails if your location can't accommodate the cloud's size or height, or if you can't see 100 feet above you. When you cast the spell, choose a point in range from the cloud for lightning to strike. Each creature within 5 feet must make a Dexterity save, taking 3d10 lightning damage on a fail and half on a success. While the spell persists, you can use your action to call lightning to a point in range again.
If you're outdoors and in a storm, the spell gives you control of the storm rather than creating a new one. The lightning damage also increases by 1d10.
At Higher Levels: The damage increases by 1d10 for each slot level above 3rd.
<</if>><<if $SK.includes("Catnap")>>
**Catnap
3rd-level enchantment
Casting Time 1 action
Range 30 feet
Components S M (Sand)
Duration 10 minutes
Up to three willing creatures you see of your choice fall unconscious. The spell ends early if a target takes damage or someone uses an action to shake or slap it awake. If a target is unconscious for the full duration, it gains the benefit of a short rest, and it can't be affected by this spell until it finishes a long rest.
At Higher Levels: You can target one additional willing creature for each slot level above 3rd.
<</if>><<if $SK.includes("Clairvoyance")>>
**Clairvoyance
3rd-level divination
Casting Time 10 minutes
Range 1 mile
Components V S M (100gp jeweled horn (hearing)/100gp glass eye (seeing))
Duration Conc. Up to 10 minutes
You make an invisible sensor in a location you've visited or seen, or in an obvious location that you haven't. The sensor remains for the duration and can’t be interacted with.
Choose seeing or hearing. You can see or hear as if you are where the sensor is. As an action, you can switch which sense.
If something can see it, it sees a luminous, intangible, fist-sized orb.
<</if>><<if $SK.includes("Conjure Animals")>>
**Conjure Animals
Fey appear in occupied spaces in range that you see. Choose one of the following options for what appears:
- 1 beast of challenge rating 2 or lower
- 2 beasts of challenge rating 1 or lower
- 4 beasts of challenge rating 1/2 or lower
- 8 beasts of challenge rating 1/4 or lower
Each beast is considered fey and beast. It disappears when it drops to 0 hit points or when the spell ends.
The beasts are friendly to you and your companions. They have their own initiative, but as a group. They obey any verbal commands that you issue to them, no action required. If you don't issue any commands to them, they only defend themselves from hostile creatures.
At Higher Levels: Twice as many creatures appear with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
<</if>><<if $SK.includes("Conjure Barrage")>>
**Conjure Barrage
3rd-level conjuration
Casting Time 1 action
Range Self (60ft cone)
Components V S M (Ammunition/thrown weapon)
Duration Instantaneous
Throw a nonmagical weapon or ammunition. A cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must make a Dexterity save. It deals 3d8 damage on a failed save, or half on a successful one. The damage type is the same as the weapon's.
<</if>><<if $SK.includes("Counterspell")>>
**Counterspell
3rd-level abjuration
Casting Time 1 reaction
Range 60 feet
Components S
Duration Instantaneous
You attempt to interrupt a creature that you can see casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it's a spell of 4th level or higher, make a check using your spellcasting ability. The DC is 10 + the spell's level. On a success, the spell is interrupted.
At Higher Levels: The interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
<</if>><<if $SK.includes("Create Food and Water")>>
**Create Food and Water
3rd-level conjuration
Casting Time 1 action
Range 30 feet
Components V S
Duration Instantaneous
You create 45 pounds of food and 30 gallons of water on the ground or in containers. The food spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
<</if>><<if $SK.includes("Crusader's Mantle")>>
**Crusader's Mantle
3rd-level evocation
Casting Time 1 action
Range Self (30ft radius)
Components V
Duration Conc. Up to 1 minute
You create 30-foot radius aura around you. The aura moves with you and remains centered on you. While in the aura, you and your allies deal an extra 1d4 radiant damage with weapon attacks.
<</if>><<if $SK.includes("Daylight")>>
**Daylight
3rd-level evocation
Casting Time 1 action
Range 60 feet
Components V S
Duration 1 hour
A 60-foot-radius sphere of light spreads from a point you choose. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose an object you are holding or one that isn't being worn or carried, the light shines from and moves with the object. Completely covering the object with something opaque blocks the light.
If any of this spell's area overlaps with darkness made by a spell of 3rd level or lower, the darkness is dispelled.
<</if>><<if $SK.includes("Dispel Magic")>>
**Dispel Magic
3rd-level abjuration
Casting Time 1 action
Range 120 feet
Components V S
Duration Instantaneous
Choose one object, creature, or magic effect within range. Any spell of 3rd level or lower on the target ends. If the spell is 4th level or higher, make a check using your spellcasting ability. The DC is 10 + the spell's level. On a success, the spell ends.
At Higher Levels: You automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
<</if>><<if $SK.includes("Elemental Weapon")>>
**Elemental Weapon
3rd-level transmutation
Casting Time 1 action
Range Touch
Components V S
Duration Conc. Up to 1 hour
Choose one of these damage types: acid, cold, fire, lightning, or thunder. For the duration, a nonmagical weapon you touch becomes magical, has a +1 to attack rolls, and deals an extra 1d4 damage of the chosen type.
At Higher Levels: When you cast this spell using a 5th or 6th level spell slot, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a slot of 7th level or higher, the bonus is +3 and the extra damage is 3d4.
<</if>><<if $SK.includes("Enemies Abound")>>
**Enemies Abound
3rd-level enchantment
Casting Time 1 action
Range 120 feet
Components V S
Duration Conc. Up to 1 minute
You force one creature you can see to make an Intelligence save. It automatically succeeds if it's immune to being frightened. On a failure, the target regards all creatures it can see as enemies, allies included. Each time the target takes damage, it can repeat the save, ending the effect on a success.
Whenever the creature chooses a target, it must choose at random from among the creatures it can see within range. If an enemy provokes an opportunity attack, the creature must make that attack if it's able to.
<</if>><<if $SK.includes("Erupting Earth")>>
**Erupting Earth
3rd-level transmutation
Casting Time 1 action
Range 120 feet
Components V S M (Obsidian)
Duration Instantaneous
Choose a point on the ground that you can see. A 20-foot cube centered on that point becomes difficult terrain, and each 5-foot portion requires a minute to clear by hand. Each creature in the cube's area must make a Dexterity save. It takes 3d12 bludgeoning damage on a failure, or half damage on a success.
At Higher Levels: The damage increases by 1d12 for each slot level above 3rd.
<</if>><<if $SK.includes("Fear")>>
**Fear
3rd-level illusion
Casting Time 1 action
Range Self (30ft cone)
Components V S M (White feather/hen's heart)
Duration Conc. Up to 1 minute
Each creature in a 30-foot cone must succeed on a Wisdom save or drop whatever it's holding and become frightened for the duration.
An affected creature must take the Dash action and move away from you by the safest route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight on you, it can make a Wisdom save. On a success, the spell ends for it.
<</if>><<if $SK.includes("Feign Death")>>
**Feign Death
3rd-level necromancy
Casting Time 1 action (Ritual)
Range Touch
Components V S M (Graveyard dirt)
Duration 1 hour
You touch a willing creature and for the duration or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, it has no effect until the spell ends.
<</if>><<if $SK.includes("Fireball")>>
**Fireball
3rd-level evocation
Casting Time 1 action
Range 150 feet
Components V S M (Bat guano, sulfur)
Duration Instantaneous
Each creature in a 20-foot-radius sphere must make a Dexterity save. A target takes 8d6 fire damage on a failed save, or half on a success. The fire spreads around corners and ignites flammable objects that aren't being worn or carried.
At Higher Levels: The damage increases by 1d6 for each level above 3rd.
<</if>><<if $SK.includes("Flame Arrows")>>
**Flame Arrows
3rd-level transmutation
Casting Time 1 action
Range Touch
Components V S
Duration Conc. Up to 1 hour
You touch a quiver containing ammunition. When a target is hit by a ranged weapon attack using the ammunition, the target takes an extra 1d6 fire damage. The spell ends on a piece of ammunition whether it hit or misses, and it can only affect up to 12 pieces in total.
At Higher Levels: The number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
<</if>><<if $SK.includes("Fly")>>
**Fly
3rd-level transmutation
Casting Time 1 action
Range Touch
Components V S M (Bird's wing feather)
Duration Conc. Up to 10 minutes
Touch a willing creature. It gains a flying speed of 60 feet. If the target is flying when the spell ends, they fall.
At Higher Levels: You can target one additional creature for each slot above 3rd.
<</if>><<if $SK.includes("Gaseous Form")>>
**Gaseous Form
3rd-level transmutation
Casting Time 1 action
Range Touch
Components V S M (Gauze, smoke)
Duration Conc. Up to 1 hour
You turn a willing creature you touch and all it's carrying into a mist. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected by this spell.
While in this form, the target's only movement is 10 feet of flying. It can enter and occupy the space of another creature. It has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saves. It can pass through small openings, though liquids are treated as a solid barrier. The target can't fall and remains hovering even when incapacitated. The target can't talk, attack, use spells, or interact with objects. Its objects also can't be interacted with.
<</if>><<if $SK.includes("Glyph of Warding")>>
**Glyph of Warding
3rd-level abjuration
Casting Time 1 hour
Range Touch
Components V S M (Incense, 200gp powdered diamond; consumed)
Duration Until dispelled/triggered
You inscribe a glyph either upon a surface or within an object that can be closed to hide it. It can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast the spell, it ends without being triggered. You decide what triggers the glyph when you cast the spell. Once the glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics, creature kind, or alignment. You can also set conditions for creatures that don't trigger the glyph.
The glyph is nearly invisible and requires a successful Investigation check to be found.
When you inscribe the glyph, choose explosive runes or a spell glyph.
- Explosive Runes: When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere. The sphere spreads around corners. Each creature must make a Dexterity save. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failure (your choice when you create the glyph), or half damage on a success.
- Spell Glyph: You can store a prepared spell of 3rd level or lower by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the triggering creature. If the spell affects an area, the area is centered on that creature. If the spell summons hostile or harmful things, they appear as close as possible to the creature and attack it. If the spell requires concentration, it lasts for the full duration.
At Higher Levels: The damage of an explosive rune glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
<</if>><<if $SK.includes("Haste")>>
**Haste
3rd-level transmutation
Casting Time 1 action
Range 30 feet
Components V S M (Licorice root shaving)
Duration Conc. Up to 1 minute
Choose a willing creature you can see. Its speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saves, and it gains an additional action on each of its turns. The action can be used to attack (one weapon attack only), dash, disengage, hide, or use an object.
When the spell ends, the target can't move or take actions until the end of its next turn.
<</if>><<if $SK.includes("Haywire")>>
**Haywire
3rd-level enchantment
Casting Time 1 action
Range 90 feet
Components V S
Duration Conc. Up to 1 hour
Each electronic device in a 10-foot-radius sphere centered is subject to random behavior while it's in the area. Unheld devices are automatically affected. If a device is being held by a creature, the creature must succeed a Wisdom save or the device is affected by the spell.
At the start of your turns, roll a d6 for each affected device. The behavior lasts until the start of your next turn unless otherwise stated.
D6 Effect
- 1 The device shuts down and must be restarted. Do not roll again for this device until it is restarted.
- 2-4 The device does not function.
- 5 The device experiences a power surge, causing a shock to the holder and one random creature within 5 feet of the device. Each affected creature must make a Dexterity save against your spell DC, taking 6d6 lightning damage on a failed save, or half damage on a success.
- 6 The device is usable as normal.
At Higher Levels: The radius of the sphere increases by 5 feet for each slot level above 3rd.
<</if>><<if $SK.includes("Hunger of Hadar")>>
**Hunger of Hadar
3rd-level conjuration
Casting Time 1 action
Range 150 feet
Components V S M (Pickled octopus tentacle)
Duration Conc. Up to 1 minute
A 20-foot-radius void appears. It's filled with whispers and slurping that can be heard up to 30 feet away. No light can illuminate the area, and creatures fully in it are blinded. The void's area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn there must pass a Dexterity save or take 2d6 acid damage.
<</if>><<if $SK.includes("Hypnotic Pattern")>>
**Hypnotic Pattern
3rd-level illusion
Casting Time 1 action
Range 120 feet
Components S M (Glowing incense/crystal vial of glowing material)
Duration Conc. Up to 1 minute
Each creature in a 30-foot cube who can see must make a Wisdom save. On a failure, the creature becomes charmed. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for a creature if it takes any damage or if someone uses an action to snap it out of the trance.
<</if>><<if $SK.includes("Invisibility to Cameras")>>
**Invisibility to Cameras
3rd-level illusion
Casting Time 1 action
Range 10 feet
Components V S M (Black paper)
Duration Conc. Up to 1 minute
Up to four creatures of your choice become undetectable to electronic sensors and cameras. Anything the target is wearing or carrying is also undetectable, so long as it's on the target's person. The target is still visible to regular vision.
<</if>><<if $SK.includes("Leomund's Tiny Hut")>>
**Leomund's Tiny Hut
3rd-level evocation
Casting Time 1 minute (Ritual)
Range Self (10ft radius hemisphere)
Components V S M (Crystal bead)
Duration 8 hours
A 10-foot-radius dome appears around you and up to nine Medium or smaller creatures in the area. The spell fails if there is a creature larger than Medium or more than nine creatures. The spell ends if you leave its area.
The dome is immobile. Until the spell ends, you can make the inside be dimly lit or dark. The outside is opaque of any color you choose, but is transparent on the inside.
Creatures and objects in the dome's area when you cast the spell can move through it freely. Everything else is unable to enter. Spells and other magical effects can't pass the barrier of the dome on either end. The dome's atmosphere is always comfortable and dry, no matter the outside weather.
<</if>><<if $SK.includes("Life Transference")>>
**Life Transference
3rd-level necromancy
Casting Time 1 action
Range 30 feet
Components V S
Duration Instantaneous
You take 4d8 necrotic damage, and one creature you choose and can see regains hit points equal to twice the damage you take.
At Higher Levels: The damage increases by 1d8 for each slot level above 3rd.
<</if>><<if $SK.includes("Lightning Arrow")>>
**Lightning Arrow
3rd-level transmutation
Casting Time 1 bonus action
Range Self
Components V S
Duration Conc. Up to 1 minute
The next time you make a ranged weapon attack, the weapon (if thrown) or its ammunition transform into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half damage on a miss. This replaces the weapon's normal attack.
Hit or miss, each creature within 10 feet of the target must make a Dexterity save. Each creature takes 2d8 lightning damage on a failed save, or half damage on a success. The weapon or ammunition then returns to its normal form.
At Higher Levels: The damage for both effects of the spell increases by 1d8 for each slot level above 3rd.
<</if>><<if $SK.includes("Lightning Bolt")>>
**Lightning Bolt
3rd-level evocation
Casting Time 1 action
Range Self (100ft line)
Components V S M (Fur, rod of amber/crystal/glass)
Duration Instantaneous
100-foot long, 5-foot wide lightning strikes from you in a direction you choose. Each creature in the line must make a Dexterity save. The spell deals 8d6 lightning damage on a failure, or half as much on a success. Flammable objects that aren't being worn or carried are ignited.
At Higher Levels: The damage increases by 1d6 for each slot level above 3rd.
<</if>><<if $SK.includes("Magic Circle")>>
**Magic Circle
A 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a visible point on the ground appears. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:
- The creature can't willingly enter the cylinder by nonmagical means. - If the creature tries to teleport or use interplanar travel, it must succeed on a Charisma save.
- The creature has disadvantage on attacks against targets in the cylinder.
- Targets within the cylinder can't be charmed, frightened, or possessed by the creature.
When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher Levels: The duration increases by 1 hour for each slot level above 3rd.
<</if>><<if $SK.includes("Major Image")>>
**Major Image
3rd-level illusion
Casting Time 1 action
Range 120 feet
Components V S M (Fleece)
Duration Conc. Up to 10 minutes
You create an image no larger than a 20 foot cube. It appears at a spot you can see and lasts for the duration. It seems completely real, sensory effects included. You can't create a sensory effect strong enough to cause damage or a condition.
As long as you are within range of the illusion, you can use your action to make the image to move to any other spot within range. As the image changes location, you can alter it so that its movements appear natural for the image.
Physical interaction with the image reveals it as an illusion. A creature can use its action to determine that it's an illusion with a successful Investigation check. If a creature learns it's an illusion, it can see through the image, and the other sensory qualities become faint to it.
At Higher Levels: The spell lasts until dispelled without requiring concentration if cast at 6th-level or higher.
<</if>><<if $SK.includes("Mass Healing Word")>>
**Mass Healing Word
3rd-level evocation
Casting Time 1 bonus action
Range 60 feet
Components V
Duration Instantaneous
Up to six creatures you can see regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: The healing increases by 1d4 for each slot level above 3rd.
<</if>><<if $SK.includes("Meld into Stone")>>
**Meld into Stone
3rd-level transmutation
Casting Time 1 action (Ritual)
Range Touch
Components V S
Duration 8 hours
You and all you carry touch and meld into a stone object or surface large enough to fully contain your body. This uses your movement. Once in, you cannot be detected by non-magical means. You can't see anything that happens outside of it, and have disadvantage on Perception checks to hear things outside it. You are still aware of time passage. You can also cast spells on yourself. You can use your movement to leave the stone where you entered, but otherwise are immobile.
Minor damage to the stone doesn't hurt you, but destruction enough to make it no longer fit you expels you from the stone and deals 6d6 bludgeoning damage. If the stone is completely destroyed or transmuted into another substance, you are expelled and take 50 bludgeoning damage. If expelled, you appear and fall prone in the nearest empty space to where you entered.
<</if>><<if $SK.includes("Melf's Minute Meteors")>>
**Melf's Minute Meteors
3rd-level evocation
Casting Time 1 action
Range Self
Components V S M (Bead of niter, sulfur, and pine tar)
Duration Conc. Up to 10 minutes
Six tiny meteors orbit around you for the spell's duration. When you cast the spell, and as a bonus action on subsequent turns, you can hurl up to two of the meteors to points you choose within 120 feet. It explodes if it reaches the point or hits a solid surface. Each creature within 5 feet of the explosion must make a Dexterity save. The explosion deals 2d6 fire damage on a failure, or half damage on a success.
At Higher Levels: The number of meteors created increases by two for each slot level above 3rd.
<</if>><<if $SK.includes("Nondetection")>>
**Nondetection
3rd-level abjuration
Casting Time 1 action
Range Touch
Components V S M (25gp diamond dust; consumed)
Duration 8 hours
A target you touch can't be targeted by divination magic or seen through scrying. The target can be a creature, place, or object no larger than 10 feet in any dimension.
<</if>><<if $SK.includes("Phantom Steed")>>
**Phantom Steed
3rd-level illusion
Casting Time 1 minute (Ritual)
Range 30 feet
Components V S
Duration 1 hour
A Large horse-like creature appears. You decide its appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created vanishes if it is carried more than 10 feet 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 feet. It can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the rider has 1 minute to dismount before it fully vanishes. The spell ends early if you use an action to dismiss it or if it takes any damage.
<</if>><<if $SK.includes("Plant Growth")>>
**Plant Growth
3rd-level transmutation
Casting Time 1 action/8 hours
Range 150 feet
Components V S
Duration Instantaneous
If you cast this spell using 1 action, all normal plants in a 100-foot radius centered on a point become overgrown. Moving through the area spends 4 feet of movement for every 1 foot moved. You can exclude areas of any size within the spell's area from being affected.
If you cast this spell over 8 hours, all plants in a half-mile radius centered on a point yield twice the normal amount of food when harvested for 1 year.
<</if>><<if $SK.includes("Protection from Ballistics")>>
**Protection from Ballistics
3rd-level abjuration
Casting Time 1 action
Range Touch
Components V S M (Shell casing)
Duration Conc. Up to 10 minutes
A creature you touch has resistance to nonmagical ballistic damage.
<</if>><<if $SK.includes("Protection from Energy")>>
**Protection from Energy
3rd-level abjuration
Casting Time 1 action
Range Touch
Components V S
Duration Conc. Up to 1 hour
Touch a willing creature. They have resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
<</if>><<if $SK.includes("Remove Curse")>>
**Remove Curse
3rd-level abjuration
Casting Time 1 action
Range Touch
Components V S
Duration Instantaneous
All curses affecting a creature or object you touch end. If the object is a cursed magic item, the curse remains, but its owner's attunement ends.
<</if>><<if $SK.includes("Revivify")>>
**Revivify
3rd-level necromancy
Casting Time 1 action
Range Touch
Components V S M (300gp diamond; consumed)
Duration Instantaneous
Touch a creature that's died in the last minute. It revives with 1 hit point. This spell can't revive a creature that died of old age, and it can't restore missing body parts.
<</if>><<if $SK.includes("Sending")>>
**Sending
3rd-level evocation
Casting Time 1 action
Range Unlimited
Components V S M (Fine copper wire)
Duration 1 round
You send a message of up to 25 words to a creature you're familiar with. The creature hears the message in its mind, recognizes you if it knows you, and can send an answer immediately. Creatures with Intelligence scores of at least 1 understand the meaning of your message.
You can send the message across any distance. If the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
<</if>><<if $SK.includes("Sleet Storm")>>
**Sleet Storm
3rd-level conjuration
Casting Time 1 action
Range 150 feet
Components V S M (Dust, water)
Duration Conc. Up to 1 minute
A 20-foot-tall, 40-foot radius cylinder centered on a point you choose is heavily obscured by thick sleet. Exposed flames in the area are doused. The ground becomes difficult terrain. When a creature enters the area for the first time or starts its turn there, it must make a Dexterity save. On a failure, it falls prone. If a creature is concentrating, it must make a Constitution save to maintain it.
<</if>><<if $SK.includes("Slow")>>
**Slow
3rd-level transmutation
Casting Time 1 action
Range 120 feet
Components V S M (Molasses)
Duration Conc. Up to 1 minute
Up to six creatures of your choice in a 40-foot cube must succeed a Wisdom save or have halved speed, a -2 penalty to AC and Dexterity saves, and it can't use reactions. On its turn, it can only use an action or bonus action, not both. It also can't make more than one attack during its turn despite items or abilities.
If the creature casts a spell with a time of 1 action, roll a d20. On an 11+, the spell can't take effect until the creature's next turn, and it must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell can a make Wisdom save at the end of its turn. On a success, the effect ends.
<</if>><<if $SK.includes("Speak with Dead")>>
**Speak with Dead
3rd-level necromancy
Casting Time 1 action
Range 10 feet
Components V S M (Burning incense)
Duration 10 minutes
You partially revive a corpse to ask it questions. It resumes death after the duration. The corpse must still have a mouth and can't be undead. A corpse can only be targeted by this spell once every 10 days.
You can ask up to five questions. It knows only what it knew in life, including languages. Answers are usually brief, cryptic, or repetitive, and it is under no compulsion to offer a truthful answer. This spell doesn't return the soul to the body, so it can't learn new information, doesn't understand anything that's happened since it died, and can't speculate about the future.
<</if>><<if $SK.includes("Speak with Plants")>>
**Speak with Plants
3rd-level transmutation
Casting Time 1 action
Range Self (30ft radius)
Components V S
Duration 10 minutes
You can question plants in 30 feet of you about events in the spell's area within the past day. You can also turn difficult terrain caused by plant growth into ordinary terrain and vice versa. It lasts for the duration.
Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.
This spell can cause a plants created by Entangle to release a restrained creature.
<</if>><<if $SK.includes("Spirit Guardians")>>
**Spirit Guardians
3rd-level conjuration
Casting Time 1 action
Range Self (15ft radius)
Components V S M (Holy symbol)
Duration Conc. Up to 10 minutes
Spirits float around you up to 15 feet away. If you are good or neutral, they appear angelic or fey. If you are evil, they appear fiendish.
When you cast the spell, you can choose unlimited creatures you can see to be unaffected. An affected creature's speed is halved in the area, and when it enters the area for the first time on a turn or starts its turn there, it must make a Wisdom save. On failure, the creature takes 3d8 radiant damage (good/neutral) or 3d8 necrotic damage (evil). On a success, the creature takes half damage.
At Higher Levels: The damage increases by 1d8 for each slot level above 3rd.
<</if>><<if $SK.includes("Stinking Cloud")>>
**Stinking Cloud
3rd-level conjuration
Casting Time 1 action
Range 90 feet
Components V S M (Rotten egg/skunk cabbage leaves)
Duration Conc. Up to 1 minute
You create a 20-foot-radius sphere of gas centered on a point. The cloud spreads around corners and its area is heavily obscured. It lingers in the air for the duration.
Each creature completely in the cloud at the start of its turn must make a Constitution save against poison. On a failure, the creature does nothing that turn. Creatures that don't need to breathe or are immune to poison automatically succeed.
A wind of 10mph disperses the cloud after 4 rounds. A wind 20mph disperses it after 1 round.
<</if>><<if $SK.includes("Summon Lesser Demons")>>
**Summon Lesser Demons
3rd-level conjuration
Casting Time 1 action
Range 60 feet
Components V S M (Vial of blood from humanoid killed in past 24hrs)
Duration Conc. Up to 1 hour
You summon demons from the Abyss. Roll to determine what appears.
d6 Demons Summoned
- 1-2 Two demons of challenge rating 1 or lower
- 3-4 Four demons of challenge rating 1/2 or lower
- 5-6 Eight demons of challenge rating 1/4 or lower
The DM chooses the demons and you choose where they appear from spaces you can see. A summoned demon disappears when it drops to 0 hit points or when the spell ends.
The demons are hostile to everyone, including you. Roll initiative for the demons as a group. The demons pursue and attack the nearest non-demons.
As part of casting, you can make a circle on the ground with the material blood. The circle encompasses your space. The demons can't cross or harm the circle, or target anyone in it. Using the blood this way consumes it.
At Higher Levels: You summon twice as many demons with a 6th or 7th-level slot. With 8th or 9th level, you summon three times as many.
<</if>><<if $SK.includes("Thunder Step")>>
**Thunder Step
3rd-level conjuration
Casting Time 1 action
Range 90 feet
Components V
Duration Instantaneous
You teleport yourself to an empty space you can see. Each creature within 10 feet of the space you left makes a Constitution save, taking 3d10 thunder damage on a failure, or half damage on a success. Thunder booms out to 300 feet away.
You can bring along objects as long as you don't exceed your carrying capacity, and a willing creature of your size or smaller who isn't exceeding its carrying capacity. It must be within 5 feet of you when you cast this spell and there must be an available space within 5 feet of your destination. Otherwise, the creature is left behind.
At Higher Levels: The damage increases by 1d10 for each slot level above 3rd.
<</if>><<if $SK.includes("Tidal Wave")>>
**Tidal Wave
3rd-level conjuration
Casting Time 1 action
Range 120 feet
Components V S M (Water)
Duration Instantaneous
A wave of water crashes down on an area. The area can be up to 30 feet long, 10 feet wide, and 10 feet tall. Each creature in the area must make a Dexterity save. On a failure, it takes 4d8 bludgeoning damage and is prone. On a success, it takes half damage and isn't prone. The water spreads across the ground in all directions, extinguishing unprotected flames in its area and an extra 30 feet. It then vanishes.
<</if>><<if $SK.includes("Tiny Servant")>>
**Tiny Servant
3rd-level transmutation
Casting Time 1 minute
Range Touch
Components V S
Duration 8 hours
Touch a Tiny nonmagical object that isn't attached to or carried by anything. It animates, and sprouts arms and legs. When it drops to 0 hit points, it reverts to its original form, and any remaining damage carries over.
As a bonus action, you can mentally command the servant if it is within 120 feet of you. If you issue no commands, it does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.
The servant is a Tiny, unaligned construct. It has 15 AC, 4d4 hit points, and a walking and climbing speed of 30 feet. It's immune to poison and psychic damage, and the blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, and poisoned conditions. It knows no languages, has a passive perception of 10, and its only sight is 60 feet of blindsight. Per turn, it can make a single melee slam attack against one target, which deals 1d4+3 bludgeoning damage. It has a +5 to hit. Its ability scores are 4 strength, 16 dexterity, 10 constitution, 2 intelligence, 10 wisdom, and 1 charisma.
At Higher Levels: You can animate two additional objects for each slot level above 3rd. You can command all on the same bonus action.
<</if>><<if $SK.includes("Tongues")>>
**Tongues
3rd-level divination
Casting Time 1 action
Range Touch
Components V M (Clay model of ziggurat)
Duration 1 hour
A creature you touch understands any spoken language it hears. When it speaks, any creature that knows at least one language can hear and understand it.
<</if>><<if $SK.includes("Vampiric Touch")>>
**Vampiric Touch
3rd-level necromancy
Casting Time 1 action
Range Self
Components V S
Duration Conc. Up to 1 minute
Make a melee spell attack. On hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the damage dealt. Until the spell ends, you can use your action to make the attack again.
At Higher Levels: The damage increased by 1d6 for each slot level above 3rd.
<</if>><<if $SK.includes("Wall of Sand")>>
**Wall of Sand
3rd-level evocation
Casting Time 1 action
Range 90 feet
Components V S M (Sand)
Duration Conc. Up to 10 minutes
You make a wall of sand on the ground at a point you can see. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick. It vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall and must spend 3 feet of movement for every 1 foot it moves.
<</if>><<if $SK.includes("Wall of Water")>>
**Wall of Water
3rd-level evocation
Casting Time 1 action
Range 60 feet
Components V S M (Drop of water)
Duration Conc. Up to 10 minutes
You make a wall of water on the ground at a point you can see. The wall can be up to 30 feet long, 10 feet high, and 1 foot thick, or make a ring up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain. Any ranged weapon attack that enters the wall's space has disadvantage, and fire damage is halved. Cold damage causes the area of the wall it passes through to freeze solid. Each 5-foot-square frozen section has an AC of 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. The wall doesn't replace the hole.
<</if>><<if $SK.includes("Water Breathing")>>
**Water Breathing
3rd-level transmutation
Casting Time 1 action (Ritual)
Range 30 feet
Components V S M (Reed or straw)
Duration 24 hours
Up to ten willing creatures you can see gain the ability to breathe underwater until the spell ends. Affected creatures also retain their normal method of respiration.
<</if>><<if $SK.includes("Water Walk")>>
**Water Walk
3rd-level transmutation
Casting Time 1 action (Ritual)
Range 30 feet
Components V S M (Cork)
Duration 1 hour
Up to 10 willing creatures you can see gain the ability to move across liquid as if it were solid ground. Lava still deals damage from its heat. If you target a creature submerged in liquid, the target floats to the surface at a rate of 60 feet per round.
<</if>><<if $SK.includes("Wind Wall")>>
**Wind Wall
3rd-level evocation
Casting Time 1 action
Range 120 feet
Components V S M (Tiny fan, exotic feather)
Duration Conc. Up to 1 minute
You make a wall of wind up to 50 feet long, 15 feet high, and 1 foot thick, and can shape it any way you choose so long as it makes one continuous path along the ground. When the wall appears, each creature in its area must make a Strength save. A creature takes 3d8 bludgeoning damage on a failed save, or half damage on a success. The wind keeps gases at bay.
Small or smaller flying creatures or objects, or creatures in gaseous form, 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 automatically miss.
<</if>>
Fourth level spells:
<<if $SK.includes("Arcane Eye")>>
**Arcane Eye
4th-level divination
Casting Time 1 action
Range 30 feet
Components V S M (Bat fur)
Duration Conc. Up to 1 hour
You create an invisible eye that hovers in the air. You mentally receive visual information from the eye. It has darkvision out to 30 feet and can look in every direction.
As an action, you can move the eye up to 30 feet in any direction. There's no limit on how far away from you it can be, but it can't enter another plane. A solid barrier blocks the eye's movement, though it can pass through an opening at least 1 inch in diameter.
<</if>><<if $SK.includes("Aura of Life")>>
**Aura of Life
4th-level abjuration
Casting Time 1 action
Range Self (30ft radius)
Components V
Duration Conc. Up to 10 minutes
You radiate an aura with a 30-foot radius. It moves with you and centered on you. Each ally in the aura, yourself included, has resistance to necrotic damage and its hit point maximum can't be reduced. A living ally regains 1 hit point when it starts its turn in the aura with 0 hit points.
<</if>><<if $SK.includes("Aura of Purity")>>
**Aura of Purity
4th-level abjuration
Casting Time 1 action
Range Self (30ft radius)
Components V
Duration Conc. Up to 10 minutes
You radiate an aura with a 30-foot radius. The aura moves with you, centered on you. Each ally in the aura, yourself included, can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause blindness, charm, deafness, frighten, paralysis, poison, and stun.
<</if>><<if $SK.includes("Banishment")>>
**Banishment
4th-level abjuration
Casting Time 1 action
Range 60 feet
Components V S M (Item distasteful to target)
Duration Conc. Up to 1 minute
A creature you can see must pass a Charisma save or be banished to another plane of existence.
If the target is native to the plane you're on, you banish it to a harmless demiplane. While there, it's incapacitated. It remains until the spell ends, to which it reappears in the space it left or in the nearest empty space if it's occupied.
If the target is native to a different plane of existence than the one you're on, it is banished to its home plane. If the spell ends before 1 minute has passed, it reappears in the space it left or in the nearest empty space if it's occupied. Otherwise, the target doesn't return.
At Higher Levels: You can target one additional creature for each slot above 4th.
<</if>><<if $SK.includes("Blight")>>
**Blight
4th-level necromancy
Casting Time 1 action
Range 30 feet
Components V S
Duration Instantaneous
A creature you can see must make a Constitution save. It takes 8d8 necrotic damage on a failed save, or half as much on a success. This spell has no effect on undead or constructs.
If you target a plant creature or magical plant, it saves with disadvantage, and the spell deals maximum damage. If you target a non-magical plant that isn't a creature, it automatically dies.
At Higher Levels: The damage increases by 1d8 for each slot level above 4th.
<</if>><<if $SK.includes("Charm Monster")>>
**Charm Monster
4th-level enchantment
Casting Time 1 action
Range 30 feet
Components V S
Duration 1 hour
A creature you can see must make a Wisdom save, and has advantage if you or your companions are fighting it. If it fails, it's charmed by you until the spell ends or until you or your companions harm it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: You can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other.
<</if>><<if $SK.includes("Compulsion")>>
**Compulsion
4th-level enchantment
Casting Time 1 action
Range 30 feet
Components V S
Duration Conc. Up to 1 minute
Creatures of your choice that you can see and that can hear you must make a Wisdom save. It automatically succeeds if it can’t be charmed.
Until the spell ends, you can use your bonus action to designate a direction horizontal to you. Each target must use its movement to move in that direction on its turn. It can take its action before it moves. After moving, it can make another Wisdom save.
A target isn't compelled to move into a deadly hazard, but is willing to provoke opportunity attacks.
<</if>><<if $SK.includes("Confusion")>>
**Confusion
4th-level enchantment
Casting Time 1 action
Range 90 feet
Components V S M (3 nut shells)
Duration Conc. Up to 1 minute
Each creature in a 10-foot-radius sphere centered on a point you choose must succeed on a Wisdom save. On a success, nothing happens. On a failure, an affected target can't take reactions and must roll a d10 at the start of each of its turns. This determines its action that turn. At the end its turns, it can make a Wisdom save. If it succeeds, the spell ends for it.
- 1 Takes no action and uses all movement to go in a random direction. Assign a direction to each number of a d8 and roll it-- this determines the direction.
- 2-6 Doesn't move or take actions.
- 7/8 Makes a melee attack against a random creature in reach. If there's none, it does nothing.
- 9/10 Can act and move normally.
At Higher Levels: The radius of the sphere increases by 5 feet for each slot level above 4th.
<</if>><<if $SK.includes("Conjure Knowbot")>>
**Conjure Knowbot
4th-level conjuration
Casting Time 1 action
Range Touch
Components V S
Duration 10 minutes
You touch a computerized device or computer system to conjure a knowbot. You can use a bonus action to have the knowbot execute a computer-related task that would normally require an action. The knowbot makes Intelligence ability checks using your score and bonuses.
You have a telepathic bond with the knowbot to a range of 500 feet from where the knowbot was conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds. Moving within range immediately reestablishes this bond.
The knowbot is bound to the system in which it was created, and it stays there until it is dismissed or the spell's duration expires.
At Higher Levels: The spell's duration increases to 1 hour. Additionally, your telepathic bond's range is 1000 feet. If you leave the range, the knowbot continues performing its last command until the spell expires.
<</if>><<if $SK.includes("Conjure Minor Elementals")>>
**Conjure Minor Elementals
4th-level conjuration
Casting Time 1 minute
Range 90 feet
Components V S
Duration Conc. Up to 1 hour
Elementals appear in unoccupied spaces that you can see. Choose one the following options:
- 1 elemental of challenge rating 2 or lower
- 2 elementals of challenge rating 1 or lower
- 4 elementals of challenge rating 1/2 or lower
- 8 elementals of challenge rating 1/4 or lower.
An elemental disappears when it drops to 0 hit points or when the spell ends.
The elementals are friendly to you and your companions. Roll initiative for the summoned creatures as a group. They obey any verbal commands that you issue to them, no action required from you. If you don't issue a commands, they do nothing but defend themselves from hostile creatures.
At Higher Levels: Twice as many elementals appear if you cast this spell with a 6th-level slot, and three times as many appear with an 8th-level slot.
<</if>><<if $SK.includes("Conjure Woodland Beings")>>
**Conjure Woodland Beings
4th-level conjuration
Casting Time 1 action
Range 60 feet
Components V S M (Holly berry per creature)
Duration Conc. Up to 1 hour
Fey appear in unoccupied spaces you can see. Choose one of the following options for what appears:
- 1 fey of challenge rating 2 or lower
- 2 fey of challenge rating 1 or lower
- 4 fey of challenge rating 1/2 or lower
- 8 fey of challenge rating 1/4 or lower
A creature disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group. They obey any verbal commands that you issue to them, no action required. If you don't issue any commands, the only action they take is defending themselves from hostile creatures.
At Higher Levels: When you cast this spell using higher-level slots, more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
<</if>><<if $SK.includes("Control Water")>>
**Control Water
4th-level transmutation
Casting Time 1 action
Range 300 feet
Components V S M (Water, dust)
Duration Conc. Up to 10 minutes
You control any freestanding water inside a cube up to 100 feet on any side. You can choose one of the following effects. As an action, you can repeat the same effect or choose a different one.
- Flood: The water level rises by up to 20 feet. If the area includes a shore, the water spills onto land. The water level remains elevated until the spell ends or you choose a different effect. If you choose an area in a large body of water, you create a 20-foot tall wave that travels from one side of the area to the other, then crashes down. Any Huge or smaller vehicles in the wave's path are carried with. If struck by the wave, they have a 25% chance of capsizing. The wave repeats on the start of your next turn while the flood lasts.
- Part Water: You cause the water to move apart and create a trench. The trench extends across the spell's area. The separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. Once the spell ends, the water refills in the trench over the course of the next round.
- Redirect Flow: You cause flowing water to move in a direction you choose, even if the water has to flow in unlikely directions. The water moves as you direct it, but once it's out of the spell’s area, it resumes flow based on the terrain. The water moves until the spell ends or you choose a different effect.
- Whirlpool: You cause a whirlpool to form in the center of a body of water at least 50 feet wide and 25 feet deep. The whirlpool is a vortex 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. Swimming away requires an Athletics check. When a creature enters the vortex or starts its turn there, it must make a Strength save. On failure, it takes 2d8 bludgeoning damage and is caught in the vortex. On a success, it takes half damage and isn't caught. A creature caught can use its action to try to swim away, but has disadvantage the check. The first time an object enters the vortex, it takes 2d8 bludgeoning damage. This damage occurs each round it remains in the vortex.
<</if>><<if $SK.includes("Death Ward")>>
**Death Ward
4th-level abjuration
Casting Time 1 action
Range Touch
Components V S
Duration 8 hours
Touch a creature. The first time it drops to 0 hit points from taking damage, it instead drops to 1 hit point and the spell ends. If the target is subjected to an effect that would kill it instantly without dealing damage, the effect is negated and the spell ends.
<</if>><<if $SK.includes("Dimension Door")>>
**Dimension Door
4th-level conjuration
Casting Time 1 action
Range 500 feet
Components V
Duration Instantaneous
You teleport yourself to any spot in range. You arrive at exactly the spot desired. It can be a place you can see or visualize, or one you can describe by stating distance and direction.
You can bring objects along if their weight doesn't exceed your carrying capacity. You can also bring one willing creature your size or smaller who isn't over its capacity. It must be within 5 feet of you.
If you would arrive in an occupied space, everyone teleporting takes 4d6 force damage, and the spell fails.
<</if>><<if $SK.includes("Divination")>>
**Divination
4th-level divination
Casting Time 1 action (Ritual)
Range Self
Components V S M (Sacrifice, 25gp incense; consumed)
Duration Instantaneous
You ask a single question to your god concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The spell doesn't take into account any possible circumstances that might change the outcome.
If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting that you get a random reading. The DM makes this roll in secret.
<</if>><<if $SK.includes("Dominate Beast")>>
**Dominate Beast
4th-level enchantment
Casting Time 1 action
Range 60 feet
Components V S
Duration Conc. Up to 1 minute
A beast you can see must succeed on a Wisdom save or be charmed. If you or your companions are fighting it, it has advantage.
While it's charmed, you have a telepathic link to it if you're on the same plane. You can use this link to issue commands while you are conscious, no action required, which it does its best to obey. You can specify a simple and general course of action. If it completes the order and doesn't receive further orders, it focuses on defending itself.
You can use your action to take total control of the target. Until the end of your next turn, the beast takes only the actions you decide and nothing you don't allow it to. You can also have the beast use a reaction, but this takes your reaction as well.
If the beast takes damage, it makes another Wisdom save. On a success, the spell ends.
At Higher Levels: When you cast this spell using a 5th-level slot, the duration is up to 10 minutes. At a 6th-level slot, the duration is up to 1 hour. At a slot of 7th or higher, the duration is up to 8 hours.
<</if>><<if $SK.includes("Elemental Bane")>>
**Elemental Bane
4th-level transmutation
Casting Time 1 action
Range 90 feet
Components V S
Duration Conc. Up to 1 minute
Choose one creature you can see and one damage type: acid, cold, fire, lightning, or thunder. It makes a Constitution save. If it fails, the first time on a turn when it takes damage of the chosen type, it takes an extra 2d6 damage of it. The target also loses resistance to the type until the spell ends.
At Higher Levels: You can target one additional creature for each slot above 4th. The creatures must be within 30 feet of each other when you target them.
<</if>><<if $SK.includes("Evard's Black Tentacles")>>
**Evard's Black Tentacles
4th-level conjuration
Casting Time 1 action
Range 90 feet
Components V S M (Tentacle of giant octopus/squid)
Duration Conc. Up to 1 minute
For the duration, tentacles fill a 20-foot square on ground that you can see and turn it into difficult terrain.
When a creature enters the area for the first time or starts its turn there, it must pass a Dexterity save or take 3d6 bludgeoning damage and be restrained until the spell ends. If it's already restrained by the tentacles, it takes 3d6 bludgeoning damage.
The restrained creature can use its action to make a Strength or Dexterity check of its choice. On a success, it's freed.
<</if>><<if $SK.includes("Fabricate")>>
**Fabricate
4th-level transmutation
Casting Time 10 minutes
Range 120 feet
Components V S
Duration Instantaneous
Choose raw materials that you can see. You can fabricate a Large or smaller object contained in a 10-foot cube or eight connected 5-foot cubes. If you are working with mineral substance, the fabricated object can be no larger than Medium contained within a single 5-foot cube. The quality of objects made by the spell is commensurate with the quality of the raw materials.
Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that require a high degree of craftsmanship unless you have proficiency with the appropriate type of artisan's tools.
<</if>><<if $SK.includes("Find Greater Steed")>>
**Find Greater Steed
4th-level conjuration
Casting Time 10 minutes
Range 30 feet
Components V S
Duration Instantaneous
Your summon a steed that takes on a form that you choose: griffon, pegasus, peryton, dire wolf, rhinoceros, or saber-toothed tiger. The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice). If your steed has an Intelligence of 5 or less, its intelligence becomes 6 and it gains the ability to understand one language that you speak.
The steed serves as a mount, and while mounted on your steed, spells you cast that target yourself can also target your steed. While the steed is within 1 mile of you, you can communicate with it telepathically.
When the steed drops to 0 hit points, it disappears. You can dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
The mount disappears temporarily if it reaches 0 hit points or you dismiss it as an action. Casting the spell again re-summons it, and restores all hit points and cures any conditions.
You cannot have more than one steed from this spell or Find Steed at a time. As an action, you can release the steed from its bond. Whenever it disappears, it leaves behind what it was carrying or wearing.
<</if>><<if $SK.includes("Fire Shield")>>
**Fire Shield
4th-level evocation
Casting Time 1 action
Range Self
Components V S M (Phosphorus/firefly)
Duration 10 minutes
You shed bright light in a 10-foot radius and dim light for an additional 10 feet. You can use your action to end the spell early.
Choose a warm or chill shield. The warm shield grants resistance to cold damage, and the chill shield grants resistance to fire damage. Whenever a creature in 5 feet of you hits you with a melee attack, it takes 2d8 fire damage (warm), or 2d8 cold damage (chill).
<</if>><<if $SK.includes("Freedom of Movement")>>
**Freedom of Movement
4th-level abjuration
Casting Time 1 action
Range Touch
Components V S M (Leather strap bound to appendage)
Duration 1 hour
Touch a willing creature. Its movement is unaffected by difficult terrain, and spells and magical effects can't reduce its speed or cause it to be paralyzed or restrained.
The target can spend 5 feet of movement to automatically escape from nonmagical restraints. Additionally, being underwater imposes no penalties on its movement or attacks.
<</if>><<if $SK.includes("Giant Insect")>>
**Giant Insect
4th-level transmutation
Casting Time 1 action
Range 30 feet
Components V S
Duration Conc. Up to 10 minutes
You transform up to ten centipedes, three spiders, five wasps, or one scorpion into its giant versions for the duration. Each creature obeys your verbal commands and act on your turn.
A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect.
<</if>><<if $SK.includes("Grasping Vine")>>
**Grasping Vine
4th-level conjuration
Casting Time 1 bonus action
Range 30 feet
Components V S
Duration Conc. Up to 1 minute
You make a vine sprout in an unoccupied space you can see. When you cast this spell, you can make the vine whip a creature up to 30 feet from it, if you can see the target. The creature must pass a Dexterity save or be pulled 20 feet directly toward the vine.
Until the spell ends, you can use your bonus action to have the vine lash out again.
<</if>><<if $SK.includes("Greater Invisibility")>>
**Greater Invisibility
4th-level illusion
Casting Time 1 action
Range Touch
Components V S
Duration Conc. Up to 1 minute
A creature you touch becomes invisible. Anything it's wearing or carrying is invisible as long as it's on its person.
<</if>><<if $SK.includes("Guardian of Faith")>>
**Guardian of Faith
4th-level conjuration
Casting Time 1 action
Range 30 feet
Components V
Duration 8 hours
A Large spectral guardian hovers in an unoccupied space of your choice that you can see. It occupies the space and is indistinct except for a sword and shield that have the symbol of your deity.
Any hostile creature that moves within 10 feet of the guardian for the first time must pass a Dexterity save. It takes 20 radiant damage on a failed save, or half damage on a success. The guardian vanishes when it's dealt a total of 60 damage.
<</if>><<if $SK.includes("Guardian of Nature")>>
**Guardian of Nature
4th-level transmutation
Casting Time 1 bonus action
Range Self
Components V
Duration Conc. Up to 1 minute
Choose one of the following forms to transform into. It lasts for the duration.
Primal Beast:
- Your walking speed increases by 10 feet.
- You gain darkvision with a range of 120 feet.
- You make Strength-based attacks with advantage.
- Your melee weapon attacks deal an extra 1d6 force damage on a hit.
Great Tree:
- You gain 10 temporary hit points.
- You make Constitution saves with advantage.
- You make Dexterity- and Wisdom-based attacks with advantage.
- While you are on the ground, the ground 15 feet around you is difficult terrain for enemies.
<</if>><<if $SK.includes("Hallucinatory Terrain")>>
**Hallucinatory Terrain
4th-level illusion
Casting Time 10 minutes
Range 300 feet
Components V S M (Stone, twig, green plant)
Duration 24 hours
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other natural terrain. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.
The base terrain is unchanged, so anyone entering the area can see through the illusion. If the difference isn't obvious by touch, a creature can attempt an Investigation check. A creature who learns it's an illusion sees it as a vague image over the terrain.
<</if>><<if $SK.includes("Ice Storm")>>
**Ice Storm
4th-level evocation
Casting Time 1 action
Range 300 feet
Components V S M (Dust, water)
Duration Instantaneous
Each creature in a 20-foot-radius, 40-foot-high cylinder must make a Dexterity save. A creature takes 2d8 bludgeoning and 4d6 cold damage on a failed save, or half on a success. Additionally, the area is difficult terrain until the end of your next turn.
At Higher Levels: The bludgeoning damage increases by 1d8 for each slot level above 4th.
<</if>><<if $SK.includes("Leomund's Secret Chest")>>
**Leomund's Secret Chest
4th-level conjuration
Casting Time 1 action
Range Touch
Components V S M (5000gp 3x2x2 chest, 50gp tiny replica)
Duration Instantaneous
You hide a chest and its contents on the Ethereal Plane. You must touch the chest and the miniature replica. The chest can contain up to 12 cubic feet of nonliving material.
While the chest is on the Ethereal Plane, you can use an action to touch the replica and recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back by using an action, touching both the chest and the replica.
After 60 days, there is a cumulative 5 percent chance per day that the spell abruptly ends. This chance ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.
<</if>><<if $SK.includes("Locate Creature")>>
**Locate Creature
4th-level divination
Casting Time 1 action
Range Self
Components V S M (Bloodhound fur)
Duration Conc. Up to 1 hour
Describe or name a creature familiar to you. You sense the direction to the creature's location, as long as its within 1000 feet of you. If the creature is in motion, you know the direction of its movement. The spell can locate a specific creature known to you or the nearest of a specific kind, as long as you have seen it while within 30 feet of it. If the creature is in a different form, the spell doesn't work. This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
<</if>><<if $SK.includes("Mordenkainen's Faithful Hound")>>
**Mordenkainen's Faithful Hound
4th-level conjuration
Casting Time 1 action
Range 30 feet
Components V S M (Silver whistle, bone, thread)
Duration 8 hours
You conjure a phantom watchdog in an unoccupied space that you can see. It remains for the duration until you dismiss it as an action or until you move more than 100 feet away from it.
The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking a password you specify when you cast this spell, the hound starts barking loudly. It sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
At the start of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. Its attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.
<</if>><<if $SK.includes("Mordenkainen's Private Sanctum")>>
**Mordenkainen's Private Sanctum
4th-level abjuration
Casting Time 10 minutes
Range 120 feet
Components V S M (Lead, opaque glass, cotton/cloth, powdered chrysolite)
Duration 24 hours
You make magically secure cube that's as small as 5 feet to as large as 100 feet 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 it provides:
- Sound can't pass through the area's barriers.
- The barrier prevents vision (including darkvision) through it.
- Sensors created by divination spells can't appear inside the area or pass through the barrier.
- Creatures in the area can't be targeted by divination spells.
- Nothing can teleport into or out of the area.
- Planar travel is blocked within the area.
Casting this spell on the same spot every day for a year makes this effect permanent.
At Higher Levels: You can increase the size of the cube by 100 feet for each slot level beyond 4th.
<</if>><<if $SK.includes("Otiluke's Resilient Sphere")>>
**Otiluke's Resilient Sphere
4th-level evocation
Casting Time 1 action
Range 30 feet
Components V S M (Clear crystal hemisphere, gum arabic hemisphere)
Duration Conc. Up to 1 minute
A sphere encloses a Large or smaller creature or object. An unwilling creature must make a Dexterity save. On a failure, the creature is enclosed.
Nothing can pass through the barrier, though a creature in the sphere can breathe. The sphere is immune to all damage, and a creature or object inside can't be affected by anything outside the sphere, nor can it affect anything outside in turn.
The sphere is weightless and just large enough to contain the creature or object. An enclosed creature can use its action to push against the sphere and roll it at up to half the creature's speed. The globe also can be picked up and moved by other creatures.
A Disintegrate targeting the globe destroys it without harming anything inside.
<</if>><<if $SK.includes("Phantasmal Killer")>>
**Phantasmal Killer
4th-level illusion
Casting Time 1 action
Range 120 feet
Components V S
Duration Conc. Up to 1 minute
A creature you can see must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration and takes 4d10 psychic damage at the start of its turns. At the end of its turn, it makes a Wisdom save. On a success, the spell ends.
At Higher Levels: The damage increases by 1d10 for each slot level above 4th.
<</if>><<if $SK.includes("Polymorph")>>
**Polymorph
4th-level transmutation
Casting Time 1 action
Range 60 feet
Components V S M (Caterpillar cocoon)
Duration Conc. Up to 1 hour
You transform a creature that you can see into another form. An unwilling creature must make a Wisdom save to avoid it. The spell has no effect on a shapechanger or a creature with 0 hit points.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose CR is equal or less than the target's. If it doesn't have a CR, use level. The target's statistics are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target takes the hit points of its new form. When it reverts to its normal form, it gets its original hit points back. If it reverts because it dropped to 0 hit points, excess damage carries over to its normal form. If the excess damage doesn't reduce its normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in to the actions of its new form, and it can't take any action that requires hands or speech. Its gear melds into the new form and it can't benefit from any of its equipment.
<</if>><<if $SK.includes("Shadow of Moil")>>
**Shadow of Moil
4th-level necromancy
Casting Time 1 action
Range Self
Components V S M (150gp gem with undead eyeball inside)
Duration Conc. Up to 1 minute
Dim light within 10 feet of you becomes darkness, and bright light becomes dim light. You become heavily obscured to others.
Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, it takes 2d8 necrotic damage.
<</if>><<if $SK.includes("Sickening Radiance")>>
**Sickening Radiance
4th-level evocation
Casting Time 1 action
Range 120 feet
Components V S
Duration Conc. Up to 10 minutes
Dim light spreads within a 30-foot radius sphere centered on a point. The light spreads around corners.
When a creature moves into the area for the first time on a turn or starts its turn there, it must pass a Constitution save or take 4d10 radiant damage, suffer one level of exhaustion, and emit a dim light in a 5-foot radius that prevents invisibility. The light and exhaustion go away when the spell ends.
<</if>><<if $SK.includes("Staggering Smite")>>
**Staggering Smite
4th-level evocation
Casting Time 1 bonus action
Range Self
Components V
Duration Conc. Up to 1 minute
The next time you hit with a melee weapon attack during the spell's duration, your attack deals an extra 4d6 psychic damage. The target must make a Wisdom save. On a failure, it has disadvantage on attacks and ability checks, and can't take reactions until the end of its next turn.
<</if>><<if $SK.includes("Stone Shape")>>
**Stone Shape
4th-level transmutation
Casting Time 1 action
Range Touch
Components V S M (Soft clay)
Duration Instantaneous
Touch a stone object of Medium size or smaller, or a section of stone no more than 5 feet in any dimension, and form it into a shape. The object you make can have two hinges and a latch, but finer detail isn't possible.
<</if>><<if $SK.includes("Stoneskin")>>
**Stoneskin
4th-level abjuration
Casting Time 1 action
Range Touch
Components V S M (100gp diamond dust; consumed)
Duration Conc. Up to 1 hour
Until the spell ends, the target has resistance to non-magical bludgeoning, piercing, and slashing damage.
<</if>><<if $SK.includes("Storm Sphere")>>
**Storm Sphere
4th-level evocation
Casting Time 1 action
Range 150 feet
Components V S
Duration Conc. Up to 1 minute
A 20-foot-radius sphere appears. Every creature in the sphere when it appears or that ends its turn there must pass a Strength save or take 2d6 bludgeoning damage. The sphere's space is difficult terrain.
As a bonus action, you can cause lightning to strike up to 60 feet from the center of the sphere. Make a ranged spell attack. You have advantage if the target is in the sphere. On hit, it deals 4d6 lightning damage.
Creatures within 30 feet of the sphere have disadvantage on Perception checks made to listen.
At Higher Levels: The damage increases for each of its effects by 1d6 for each slot level above 4th.
<</if>><<if $SK.includes("Summon Greater Demon")>>
**Summon Greater Demon
4th-level conjuration
Casting Time 1 action
Range 60 feet
Components V S M (Vial of blood from humanoid killed in past 24hrs)
Duration Conc. Up to 1 hour
You summon a demon from the Abyss. You choose the demon. It must be of challenge rating 5 or lower. It appears in an empty space you can see, and it disappears when it drops to 0 hit points.
Roll initiative for it. When you summon it and on each of your turns, you can issue a verbal command for its next turn without using any action. If you issue no command, it attacks any creature in reach that's attacked it.
At the end of the demon's turns, it makes a Charisma save. It has disadvantage if you say its true name. On a success, your control of the demon ends and it spends its turns attacking the nearest non-demon. If you stop concentrating, an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points.
As part of casting, you can make a circle on the ground with the material blood. The circle encompasses your space. The demons can't cross or harm the circle, or target anyone in it. Using the blood this way consumes it.
At Higher Levels: The challenge rating increases by 1 for each slot level above 4th.
<</if>><<if $SK.includes("Synchronicity")>>
**Synchronicity
4th-level enchantment
Casting Time 1 action
Range Touch
Components V S
Duration Conc. Up to 1 hour
A creature you touch isn't inconvenienced by mundane delays. Traffic lights are always green, there's always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds and attacks of opportunity against the target are made with disadvantage.
The spell also grants advantage to stealth checks, since cover is always available. Additionally, the target has advantage on all ability checks made to drive a vehicle.
If two or more creatures under the effect of the spell are attempting to avoid being inconvenienced by each other, the creatures make Charisma checks each time the effects would oppose each other. The higher check of the two's spell takes effect.
<</if>><<if $SK.includes("System Backdoor")>>
**System Backdoor
4th-level transmutation
Casting Time 1 minute
Range Personal
Components V S M (Hacking tools)
Duration Conc. Up to 1 hour
You bypass system security in order to create a login. The login you make allows you administrator-level privileges in any computer not enhanced by technomagic. The login defeats technomagic of 3rd level or lower.
Once the spell ends, the login and privileges are wiped from the system. System logs still show the activity of the user, but the user identification cannot be found or traced.
At Higher Levels: You are able to bypass technomagic spells if the spell's level is equal to or less than the level of the spell slot you used.
<</if>><<if $SK.includes("Vitriolic Sphere")>>
**Vitriolic Sphere
4th-level evocation
Casting Time 1 action
Range 150 feet
Components V S M (Giant slug bile)
Duration Instantaneous
Each creature in a 20-foot radius sphere must make a Dexterity save. On failure, it takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a success, it takes half the initial damage and no extra.
At Higher Levels: The initial damage increases by 2d4 for each slot level above 4th.
<</if>><<if $SK.includes("Wall of Fire")>>
**Wall of Fire
4th-level evocation
Casting Time 1 action
Range 120 feet
Components V S M (Phosphorus)
Duration Conc. Up to 1 minute
You make a wall of fire on a solid surface. The wall can be up to 60 feet long, 20 feet high, and 1 foot thick, or make a ring up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque.
When the wall appears, each creature within its area must make a Dexterity save. It deals 5d8 fire damage on a failed save, or half as much on a success.
One side of the wall deals 5d8 fire damage to a creature that ends its turn inside or within 10 feet of it, or when it enters the wall for the first time on a turn. The other side deals no damage.
At Higher Levels: The damage increases by 1d8 for each slot level above 4th.
<</if>><<if $SK.includes("Watery Sphere")>>
**Watery Sphere
4th-level conjuration
Casting Time 1 action
Range 90 feet
Components V S M (Water)
Duration Conc. Up to 1 minute
A 5-foot radius water sphere appears at point you choose. It can hover up to 10 feet off the ground.
Any creature in the sphere's space must make a Strength saving throw. On a success, it's pushed to the nearest unoccupied space of the creature's choice. On a failure, it's restrained. At the end of its turns, it can repeat the save. A Huge or larger creature succeeds automatically, and a Large or smaller creature can choose to fail.
The sphere can restrain four Medium or smaller creatures, or one Large creature. If the sphere exceeds this capacity, a random creature that was restrained falls out and lands prone within 5 feet.
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a drop-off, it descends until it's hovering by 10 feet. Any creature restrained moves with it. You can ram the sphere into creatures, forcing them to make the save.
When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet. Any creature restrained is knocked prone in the space where it falls. The water vanishes.
<</if>>
5th level spells:
<<if $SK.includes("Animate Objects")>>
**Animate Objects
5th-level transmutation
Casting Time 1 action
Range 120 feet
Components V S
Duration Conc. Up to 1 minute
Choose up to ten nonmagical objects that are not being worn or carried. A Medium target counts as two objects, a Large counts as four, and a Huge counts as eight. You can't animate an object larger than Huge. Each target becomes a creature under your control until the spell ends or it's reduced to 0 hit points.
As a bonus action, you can mentally command a creatures if it's within 500 feet of you. You can command multiple at the same time if the command is the same. You decide what action and movement the creature will take during its next turn, or issue a general command. If you issue no commands, it just defends itself against hostile creatures. Once given an order, the creature continues to follow it until it's complete.
Size HP AC Attack Strength Dexterity
Tiny 20 18 +8 to hit, 1d4+4 damage 4 18
Small 25 16 +6 to hit, 1d8+2 damage 6 14
Medium 40 13 +5 to hit, 2d6+1 damage 10 12
Large 50 10 +6 to hit, 2d10+2 damage 14 10
Huge 80 10 +8 to hit, 2d12+4 damage 18 6
An animated object is a construct with some stats determined by its size. Its Constitution is 10, its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet. If it can't walk, it has a flying speed of 30 feet and hovers. If the object is securely attached to something, its speed is 0. It has blindsight with a radius of 30 feet. When the object drops to 0 hit points, it reverts to its original form, and remaining damage carries over.
It can make a single melee attack against a creature within 5 feet of it. The attack is determined by its size and deals bludgeoning damage. The DM can rule that it inflicts slashing or piercing damage based on its form.
At Higher Levels: You can animate two additional objects for each slot level above 5th.
<</if>><<if $SK.includes("Antilife Shell")>>
**Antilife Shell
5th-level abjuration
Casting Time 1 action
Range Self (10ft radius)
Components V S
Duration Conc. Up to 1 hour
A barrier extends from you in a 10-foot radius and moves with you. It keeps out creatures other than undead and constructs. An affected creature can't pass or reach through, but cast spells or make ranged or reach attacks through the barrier. If you move so that an affected creature is forced to pass, the spell ends.
<</if>><<if $SK.includes("Awaken")>>
**Awaken
5th-level transmutation
Casting Time 8 hours
Range Touch
Components V S M (1000gp agate; consumed)
Duration Instantaneous
Touch a Huge or smaller beast or plant. The target must have an Intelligence of 3 or less. The target gains an Intelligence of 10. It also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move itself and gains senses similar to a human's. Your DM chooses the plant's statistics.
The target is charmed by you for 30 days, or until you or your companions do anything harmful to it. When the charm ends, the target chooses whether to remain friendly to you based on how you treated it.
<</if>><<if $SK.includes("Banishing Smite")>>
**Banishing Smite
5th-level abjuration
Casting Time 1 bonus action
Range Self
Components V
Duration Conc. Up to 1 minute
The next time you hit with a weapon attack before the spell ends, the attack deals an extra 5d10 force damage. If the attack reduces the target to 50 hit points or less, you banish it. If the target is native to a different plane than the one you're on, the target returns to its home plane. If the target is native to the plane you're on, it vanishes to a harmless demiplane. While there, it's incapacitated. It remains there until the spell ends, to which the target reappears in the space it left or in the nearest unoccupied space if it can't.
<</if>><<if $SK.includes("Bigby's Hand")>>
**Bigby's Hand
5th-level evocation
Casting Time 1 action
Range 120 feet
Components V S M (Eggshell, snakeskin glove)
Duration Conc. Up to 1 minute
You create a Large hand of force in an unoccupied space that you can see. It moves at your command, mimicking the movements of your own hand.
The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hp, the spell ends. It has a Strength of 26 and a Dexterity of 10. The hand doesn't fill its space.
When you cast the spell, and as a bonus action on your turns, the hand can move up to 60 feet and cause one of the following effects:
- Clenched Fist: The hand strikes one creature or object within 5 feet. Make a melee spell attack using your statistics. On a successful hit, the target takes 4d8 force damage.
- Forceful Hand: The hand pushes a creature within 5 feet in a direction you choose. Make a check with the hand's Strength against the target's Athletics. If the target is Medium or smaller, you have advantage. If you succeed, the hand pushes the target up to 5 feet, plus a number of feet equal to five times your spellcasting modifier. The hand moves with the target.
- Grasping Hand: The hand grapples a Huge or smaller creature within 5 feet. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage. While grappling the target, you can use a bonus action to have the hand deal 2d6 + your spellcasting modifier of bludgeoning damage.
- Interposing Hand: The hand places itself between you and a creature of your choice until you give it a different command. It moves to stay between you and the target, providing you with half cover. The target can't move through the hand if its Strength is less than or equal to the hand's. If its score is higher than the hand's, the target can move toward you through the hand, but the space is difficult terrain.
At Higher Levels: For each slot level above 5th, Clenched Fist's damage increases by 2d8, and Grasping Hand's increases by 2d6.
<</if>><<if $SK.includes("Circle of Power")>>
**Circle of Power
5th-level abjuration
Casting Time 1 action
Range Self (30ft radius)
Components V
Duration Conc. Up to 10 minutes
You radiate a sphere of energy with a 30-foot radius. The sphere moves with you, centered on you. For the duration, each ally in the area, yourself included, has advantage on saves against spells and magical effects. Additionally, when a creature succeeds on a save that causes half damage, it takes no damage.
<</if>><<if $SK.includes("Cloudkill")>>
**Cloudkill
5th-level conjuration
Casting Time 1 action
Range 120 feet
Components V S
Duration Conc. Up to 10 minutes
You create a 20-foot-radius sphere of fog centered on a point. It spreads around corners. It lasts for the duration or until strong wind disperses it. Its area is heavily obscured.
When a creature enters the fog for the first time on a turn or starts its turn there, it must make a Constitution save. It takes 5d8 poison damage on a fail, or half on a success. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the ground. The vapors sink to the lowest level of the land.
At Higher Levels: The damage increases by 1d8 for each slot level above 5th.
<</if>><<if $SK.includes("Commune")>>
**Commune
5th-level divination
Casting Time 1 minute (Ritual)
Range Self
Components V S M (Incense, holy water)
Duration 1 minute
You contact your deity and ask up to three yes or no questions. You must ask before the spell ends. You receive a correct answer for each question.
You may receive "unclear" as an answer if the deity doesn't know. If a one-word answer is misleading or contrary to the deity's interests, the DM can offer a short phrase instead.
If you cast the spell again before finishing a long rest, there is a cumulative 25 percent chance for each casting that you get no answer. The DM rolls this in secret.
<</if>><<if $SK.includes("Commune with City")>>
**Commune with City
5th-level divination
Casting Time 1 minute (Ritual)
Range Self
Components V S
Duration Instantaneous
Above ground, this spell gives knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge of the area within 600 feet of you.
You learn up to three facts of your choice about any of the following subjects as they relate to the area:
- Terrain and bodies of water.
- Prevalent buildings, plants, animals, or intelligent creatures.
- Celestials, fey, fiends, elementals, or undead with a CR of 1 or higher.
- Influences from other planes of existence.
- Electrical currents, wireless signals, and active transit lines and tracks.
<</if>><<if $SK.includes("Commune with Nature")>>
**Commune with Nature
5th-level divination
Casting Time 1 minute (Ritual)
Range Self
Components V S
Duration Instantaneous
In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't work where nature has been replaced by construction, such as in dungeons and towns.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
- Terrain and bodies of water
- Prevalent plants, minerals, animals, or people
- Celestials, fey, fiends, elementals, or undead of CR 1 or higher
- Influence from other planes of existence
- Buildings
<</if>><<if $SK.includes("Cone of Cold")>>
**Cone of Cold
5th-level evocation
Casting Time 1 action
Range Self (60ft cone)
Components V S M (Crystal/glass cone)
Duration Instantaneous
Each creature in a 60-foot cone must make a Constitution save. A target takes 8d8 cold damage if it fails, or half damage if it passes.
A creature killed by this spell becomes a frozen statue.
At Higher Levels: The damage increases by 1d8 for each slot level above 5th.
<</if>><<if $SK.includes("Conjure Elemental")>>
**Conjure Elemental
5th-level conjuration
Casting Time 1 minute
Range 90 feet
Components V S M (Burning incense (air)/soft clay (earth)/sulfur, phosphorus (fire)/water, sand (water))
Duration Conc. Up to 1 hour
Choose an area of air, earth, fire, or water that fills a 10-foot cube. An elemental of challenge rating 5 or lower appears in an unoccupied space within 10 feet of it. The elemental disappears when it drops to 0 hit points or when the spell ends.
The elemental is friendly to you and your companions. Roll initiative for it. It obeys any verbal commands that you give, no action required. If you don't issue any commands, it just defends itself from hostile creatures.
If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile and might attack .It can't be dismissed by you, and disappears 1 hour after you summoned it.
At Higher Levels: The challenge rating increases by 1 for each slot level above 5th.
<</if>><<if $SK.includes("Conjure Volley")>>
**Conjure Volley
5th-level conjuration
Casting Time 1 action
Range 150 feet
Components V S M (Ammunition/thrown weapon)
Duration Instantaneous
You fire non-magical ammunition or throw a non-magical weapon and choose a point within range. Duplicates of the weapon fall from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on the point must make a Dexterity save. A creature takes 8d8 damage on a failed save, or half damage on a success. The damage type is the same as that of the ammunition or weapon.
<</if>><<if $SK.includes("Conjure Vrock")>>
**Conjure Vrock
5th-level conjuration
Casting Time 1 action
Range 60 feet
Components V S M (100gp or more gem; consumed)
Duration Conc. Up to 1 hour
You summon a vrock that appears in an unoccupied space you can see. It disappears when it drops to 0 hit points or when the spell ends.
The vrock's attitude depends on the value of the gem used as a material component for this spell. Roll initiative for the vrock. At the start of its turn, the DM makes a secret Charisma check for you, with a bonus equal to the gem's value divided by 20. The DC starts at 10 and increases by 2 each round. You can issue orders to the vrock that it will obey if you succeed on the check.
If you fail on the check, the vrock is no longer controlled and your concentration ends. The vrock takes no actions on its next turn and uses its telepathy to tell creatures it can see that it'll fight in exchange for treasure. The creature that gives the most expensive gem can command it for the next 1d6 rounds. At the end of that time, it offers again. If no one offers anything before the vrock's next turn begins, it attacks the nearest creatures for 1d6 rounds, then returns to the Abyss.
As part of casting the spell, you can make a circle on the ground using the blood of an intelligent humanoid killed in the last 24 hours. The circle encompasses your space. The summoned vrock can't cross the circle or target anyone in it while the spell lasts.
<</if>><<if $SK.includes("Contact Other Plane")>>
**Contact Other Plane
5th-level divination
Casting Time 1 minute (Ritual)
Range Self
Components V
Duration 1 minute
When you cast this spell, make a DC15 Intelligence save. On failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what others say, can't read, and only speak gibberish. A Greater Restoration ends this effect.
On a success, you can ask an entity on another plane up to five questions. You must ask before the spell ends. The DM answers each question with one word. If a one-word answer would be misleading, the DM can offer a short phrase instead.
<</if>><<if $SK.includes("Contagion")>>
**Contagion
5th-level necromancy
Casting Time 1 action
Range Touch
Components V S
Duration 7 days
Make a melee spell attack. On hit, you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns, it makes a Constitution save. If it fails three times, the disease's effects last for the duration. If it succeeds three times, it recovers from the disease and the spell ends.
Since this spell induces a natural disease, any effect that deals with disease applies to this spell.
- Blinding Sickness: The target has disadvantage on Wisdom checks and saves, and is blinded.
- Filth Fever: The target has disadvantage on Strength checks, saves, and attack rolls that use Strength.
- Flesh Rot: The target has disadvantage on Charisma checks and is vulnerable to all damage.
- Mindfire: The target has disadvantage on Intelligence checks and saves, and during combat it acts as if it's under the effects of Confusion.
- Seizure: The target has disadvantage on Dexterity checks, saves, and attack rolls that use Dexterity.
- Slimy Doom: The target has disadvantage on Constitution checks and saves. Additionally, when it takes damage, it is stunned until the end of its next turn.
<</if>><<if $SK.includes("Control Winds")>>
**Control Winds
5th-level transmutation
Casting Time 1 action
Range 300 feet
Components V S
Duration Conc. Up to 1 hour
You take control of the air in a 100-foot cube that you can see. Choose one of the following effects. The effect lasts for the duration, unless you use your action to switch to a different effect. You can also temporarily stop the effect or to restart one you've stopped.
- Gusts: Wind blows in a horizontal direction that you choose. Choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it have disadvantage. If the wind is strong, any creature moving against the wind spends 1 extra foot of movement for each foot moved.
- Downdraft: Strong wind blows downward from the top of the cube. Ranged weapon attacks that pass through it have disadvantage. A creature must make a Strength save if it flies into the cube or starts its turn there flying. On a failed save, the creature is knocked prone.
- Updraft: You cause a sustained updraft from the cube's bottom side. Creatures that fall in the cube take only half damage. When a creature makes a vertical jump, it can jump 10 feet higher than normal.
<</if>><<if $SK.includes("Creation")>>
**Creation
5th-level illusion
Casting Time 1 minute
Range 30 feet
Components V S M (Piece of matter you're creating)
Duration Varies
You create a nonliving object of matter. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.
The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration. Using material created by this spell as another spell's material component causes that spell to fail.
Material Duration
Vegetable matter 1 day
Stone or crystal 12 hours
Precious metals 1 hour
Gems 10 minutes
Adamantine or mithral 1 minute
At Higher Levels: The cube increases by 5 feet for each slot level above 5th.
<</if>><<if $SK.includes("Danse Macabre")>>
**Danse Macabre
5th-level necromancy
Casting Time 1 action
Range 60 feet
Components V S
Duration Conc. Up to 1 hour
Choose up to five Small or Medium corpses you can see to become undead. You decide whether it is a zombie or skeleton, and it gains a bonus to attack and damage rolls equal to your spellcasting ability modifier.
You can use a bonus action to mentally command them if they're within 60 feet of you. It must be the same command. Decide what action and movement they take during their next turn. If you issue no command, they do nothing except defend themselves. Once given an order, they will continue to follow it until it's complete.
The creatures are under your control until the spell ends, after which they become inanimate.
At Higher Levels: You animate up to two additional corpses for each slot level above 5th
<</if>><<if $SK.includes("Dawn")>>
**Dawn
5th-level evocation
Casting Time 1 action
Range 60 feet
Components V S M (100gp sunburst pendant)
Duration Conc. Up to 1 minute
Until the spell ends, a 30-foot radius, 40-foot high cylinder of sunlight shines on a location you choose.
When the cylinder appears, each creature in it must make a Constitution save, taking 4d10 radiant damage on a fail and half on a success. It must also make this save when it ends its turn in the space.
If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action.
<</if>><<if $SK.includes("Destructive Wave")>>
**Destructive Wave
5th-level evocation
Casting Time 1 action
Range Self (30ft radius)
Components V
Duration Instantaneous
Each creature you choose must pass a Constitution save or take 5d6 thunder damage and 5d6 radiant or necrotic damage (your choice), and be knocked prone. On a success, it takes half damage and isn't prone.
<</if>><<if $SK.includes("Dispel Evil and Good")>>
**Dispel Evil and Good
5th-level abjuration
Casting Time 1 action
Range Self
Components V S M (Holy water/powdered silver and iron)
Duration Conc. Up to 1 minute
For the duration, celestials, elementals, fey, fiends, and undead not from the material plane have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.
- Break Enchantment: Touch a creature that is charmed, frightened, or possessed by a celestial, elemental, fey, fiend, or undead. It's no longer under the effect.
- Dismissal: Make a melee spell attack against a celestial, elemental, fey, fiend, or undead. On hit, it must pass a Charisma save or be sent back to its home plane if it isn't there. Undead are sent to Shadowfell and fey are sent to the Feywild.
<</if>><<if $SK.includes("Dominate Person")>>
**Dominate Person
5th-level enchantment
Casting Time 1 action
Range 60 feet
Components V S
Duration Conc. Up to 1 minute
A humanoid you see must pass a Wisdom save or be charmed. If you're fighting it, it has advantage.
While charmed, you have a telepathic link to it if you're on the same plane. You can use this link to issue commands it obeys, no action required. You can specify a simple and general course of action. If it completes the order and doesn't receive further orders, it only defends itself.
You can use your action to take total control of the target. Until the end of your next turn, the creature takes only the actions you decide and nothing you don't allow it to. You can also have the creature use a reaction, but this takes your reaction as well.
If the target takes damage, it makes another Wisdom save. On a success, the spell ends.
At Higher Levels: When you cast this spell using a 6th-level slot, the duration is up to 10 minutes. At a 7th-level slot, the duration is up to 1 hour. At a slot of 8th or higher, the duration is up to 8 hours.
<</if>><<if $SK.includes("Dream")>>
**Dream
5th-level illusion
Casting Time 1 minute
Range Special
Components V S M (Sand, ink, writing quill)
Duration 8 hours
Choose a creature on the same plane of existence known to you. Creatures that don't sleep are immune. You or a willing creature you touch enters a trance state, acting as a messenger. While in the trance, it's aware of its surroundings, but can't take actions or move.
If the target is asleep, the messenger appears in its dreams and can converse with it as long as it remains asleep. The messenger can also shape the dream's environment. The messenger can emerge from the trance at any time, ending 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 end the trance or wait for the target to fall asleep.
You can make the messenger appear terrifying to the target. If you do, the messenger can deliver a message of up to ten words and the target must make a Wisdom save. On a failure, the target gains no benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.
If you have a small portion of the target's body, it makes its saving throw with disadvantage.
<</if>><<if $SK.includes("Enervation")>>
**Enervation
5th-level necromancy
Casting Time 1 action
Range 60 feet
Components V S
Duration Conc. Up to 1 minute
Choose a creature you can see to make a Dexterity save. On a success, it takes 2d8 necrotic damage and the spell ends. On failure, the target takes 4d8 necrotic damage, and you can use your action on your turns to automatically deal 4d8 necrotic damage to it. The spell ends if you use your action to do anything else, if the target is outside the spell's range, or if it has total cover from you.
Whenever the spell deals damage, you regain hit points equal to half the amount of the damage taken.
At Higher Levels: The damage increases by 1d8 for each slot level above 5th.
<</if>><<if $SK.includes("Far Step")>>
**Far Step
5th-level conjuration
Casting Time 1 bonus action
Range Self
Components V
Duration Conc. Up to 1 minute
You teleport up to 60 feet to an unoccupied space you can see. On your turn, you can use a bonus action to teleport again.
<</if>><<if $SK.includes("Flame Strike")>>
**Flame Strike
5th-level evocation
Casting Time 1 action
Range 60 feet
Components V S M (Sulfur)
Duration Instantaneous
Each creature in a 10-foot-radius, 40-foot-high cylinder must make a Dexterity save. Targets take 4d6 fire and 4d6 radiant damage on a failed save, or half as much on a success.
At Higher Levels: The fire or radiant damage (your choice) increases by 1d6 for each slot level above 5th.
<</if>><<if $SK.includes("Geas")>>
**Geas
5th-level enchantment
Casting Time 1 minute
Range 60 feet
Components V
Duration 30 days
You place a command on a creature that you can see, forcing it to do or refrain from doing some action or activity you decide. The command can be anything except something that would obviously cause the target to die.
If the creature can't understand you, this spell has no effect. If it can understand you, it must succeed a Wisdom save or become charmed by you. While the creature is charmed, it takes 5d10 psychic damage each time it does something that directly counters to your instructions, but no more than once each day.
You can end the spell early by using an action to dismiss it. A Remove Curse, Greater Restoration, or Wish spell also ends it.
At Higher Levels: When you cast this using a 7th or 8th level spell slot, the duration is 1 year. If you use a 9th level slot, the spell lasts until it is ended by one of the spells mentioned above.
<</if>><<if $SK.includes("Greater Restoration")>>
**Greater Restoration
5th-level abjuration
Casting Time 1 action
Range Touch
Components V S M (100gp diamond dust; consumed)
Duration Instantaneous
Touch a creature. You can reduce its exhaustion level by one, or end one of the following effects on it:
- One effect that charmed or petrified it.
- One curse or attunement to a cursed item.
- Any reduction to one ability score.
- One effect reducing hit point maximum.
<</if>><<if $SK.includes("Hallow")>>
**Hallow
5th-level evocation
Casting Time 24 hours
Range Touch
Components V S M (1000gp of herbs, oils, incense; consumed)
Duration Until dispelled
Touch an area. It can have a radius up to 60 feet, and the spell fails if the radius includes an area already affected by Hallow. The affected area is subject to the following effects.
Celestials, elementals, fey, fiends, and undead can't enter the area, nor can they charm, frighten, or possess creatures in it. Any creature under said effect(s) by them is no longer affected after entering the area. You can exclude types of creatures from this.
You can bind an extra effect to the area. Choose an effect from the following list. When a creature that would be affected enters the spell's area for the first time or starts its turn there, it can make a Charisma save. On a success, the creature ignores the extra effect until it leaves.
- Courage: Affected creatures can't be frightened while in the area.
- Darkness: Darkness fills the area. Normal and magical light lower than this spell's casted level, can't illuminate the area.
- Daylight: Bright light fills the area. Magical darkness lower than this spell's casted level, can't put it out.
- Energy Protection: Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
- Energy Vulnerability: Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.
- Everlasting Rest: Dead bodies in the area can't be turned into undead.
- Extradimensional Interference: Affected creatures can't move or travel using teleportation or interplanar means.
- Fear: Affected creatures are frightened while in the area.
- Silence: No sound can emanate from within the area, and no sound can reach into it.
- Tongues: Affected creatures can communicate with any other creature in the area, even if they don't share a common language.
<</if>><<if $SK.includes("Hold Monster")>>
**Hold Monster
5th-level enchantment
Casting Time 1 action
Range 90 feet
Components V S M (Straight piece of iron)
Duration Conc. Up to 1 minute
Choose a creature you can see. It must pass a Wisdom save or be paralyzed. This spell has no effect on undead. At the end of the target's turns, it can make another save, ending the paralysis on a success.
At Higher Levels: You can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
<</if>><<if $SK.includes("Holy Weapon")>>
**Holy Weapon
5th-level evocation
Casting Time 1 bonus action
Range Touch
Components V S
Duration Conc. Up to 1 hour
Until the spell ends, a weapon you touch emits bright light in a 30-foot radius and dim light for an additional 30 feet. Attacks made with it deal an extra 2d8 radiant damage on a hit. If it isn't already a magic weapon, it becomes one for the duration.
As a bonus action, you can dismiss the spell and cause the weapon to release a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon[1] must make a Constitution save. On a failure, it takes 4d8 radiant damage and it is blinded for 1 minute. On a successful save, it takes half damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution save, ending the blindness on a success.
<</if>><<if $SK.includes("Immolation")>>
**Immolation
5th-level evocation
Casting Time 1 action
Range 90 feet
Components V
Duration Conc. Up to 1 minute
Choose a creature you can see to make a Dexterity save. It takes 8d6 fire damage on a failed save, or half as much on a success. Also on a failure, the target is wreathed in fire. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of its turns, it repeats the save. It takes 4d6 fire damage on a failed save, and ends the spell on a success. The flames can't be extinguished by nonmagical means.
If this spell kills the target, it's turned to ash.
<</if>><<if $SK.includes("Infernal Calling")>>
**Infernal Calling
5th-level conjuration
Casting Time 1 minute
Range 90 feet
Components V S M (999gp ruby)
Duration Conc. Up to 1 hour
You summon a devil from the Nine Hells. You choose the devil's type, which must be of challenge rating 6 or lower. The devil appears in an unoccupied space that you can see. It disappears when it drops to 0 hit points or when the spell ends.
The devil is unfriendly toward you and your companions. Roll initiative for it. It is under the Dungeon Master's control and acts according to its nature.
On your turn, you can use a free action to issue a verbal command. It obeys the command if the likely outcome is in accordance with its desires. Otherwise, you must make a Charisma check contested by its Insight. You have advantage if you say the devil's true name. If your check fails, the devil becomes immune to your verbal commands, though it can follow them if it chooses. If your check succeeds, the devil carries out your command until it completes the activity, at which point it returns to you to report having done so.
If your concentration ends before the duration is up, the devil doesn't disappear if it's immune to your verbal commands. Instead, it acts however it chooses for 3d6 minutes, and then disappears.
If you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands with no Charisma check required.
At Higher Levels: The challenge rating increases by 1 for each slot level above 5th.
<</if>><<if $SK.includes("Insect Plague")>>
**Insect Plague
5th-level conjuration
Casting Time 1 action
Range 300 feet
Components V S M (Sugar, grain, fat)
Duration Conc. Up to 10 minutes
Locusts fill a 20-foot-radius sphere. It spreads around corners, remains for the duration, and its area is lightly obscured and difficult terrain.
When the swarm appears, each creature in its area must make a Constitution save. A creature takes 4d10 piercing damage on a fail, or half on a success. It must also make this saving throw when it enters the spell's area for the first time or ends its turn there.
At Higher Levels: The damage increases by 1d10 for each slot level above the 5th.
<</if>><<if $SK.includes("Legend Lore")>>
**Legend Lore
5th-level divination
Casting Time 10 minutes
Range Self
Components V S M (250gp incense; consumed, 4 50gp ivory strips)
Duration Instantaneous
Name or describe a person, place, or object. The spell gives you a summary of significant lore about it. If the thing you named isn't of legendary importance, you gain no information. The more information you already have, the more detailed the information you receive is.
<</if>><<if $SK.includes("Maelstrom")>>
**Maelstrom
5th-level evocation
Casting Time 1 action
Range 120 feet
Components V S M (Funnel-shaped paper/leaf)
Duration Conc. Up to 1 minute
5-foot-deep, 30-foot radius water swirls centered on a point you can see. The point must be on the ground or in a body of water. The area is difficult terrain. Any creature that starts its turn there must pass a Strength save or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.
<</if>><<if $SK.includes("Mass Cure Wounds")>>
**Mass Cure Wounds
5th-level evocation
Casting Time 1 action
Range 60 feet
Components V S
Duration Instantaneous
Choose up to six creatures in a 30-foot-radius sphere. Each regain hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: The healing increases by 1d8 for each level above 5th.
<</if>><<if $SK.includes("Mislead")>>
**Mislead
5th-level illusion
Casting Time 1 action
Range Self
Components S
Duration Conc. Up to 1 hour
You become invisible, and an illusionary double appears in your space. The invisibility ends if you attack or cast a spell, but the double will persist. You can use an action to move the illusion up to twice your speed and behave in whatever manner you choose.
Using a bonus action, you can see and hear through the double as if you are where it is. You are blinded and deafened to your body's surroundings. You can switch back to your own senses using a bonus action.
<</if>><<if $SK.includes("Modify Memory")>>
**Modify Memory
5th-level enchantment
Casting Time 1 action
Range 30 feet
Components V S
Duration Conc. Up to 1 minute
A creature you can see must make a Wisdom save. If you're fighting it, it has advantage. If it fails, it becomes charmed, is incapacitated, and is unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of its memories are modified.
While the charm lasts, you can affect the target's memory of an event it experienced in the last 24 hours that lasted up to 10 minutes. You can erase all memory of it, allow the target to recall it with perfect detail, change the details of it, or create a memory of some other event.
You must describe to the target how its memories are changed, and it must be able to understand your language. Its mind fills in gaps in your description. If the spell ends before you've finished describing the new memories, the creature is unaffected. Otherwise, the memories take hold when the spell ends.
A Remove Curse or Greater Restoration restores the creature's true memory.
At Higher Levels: You can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time (9th level).
<</if>><<if $SK.includes("Negative Energy Flood")>>
**Negative Energy Flood
5th-level necromancy
Casting Time 1 action
Range 60 feet
Components V M (Broken bone, square of black silk)
Duration Instantaneous
A creature you can see must make a Constitution save. On a failed save, it takes 5d12 necrotic damage. On a success, it takes half as much. A creature killed by this spell becomes a zombie at the start of your next turn and attacks whatever creature it can see that is closest to it.
If the target is undead, it instead gains half of 5d12 in temporary hit points.
<</if>><<if $SK.includes("Passwall")>>
**Passwall
5th-level transmutation
Casting Time 1 action
Range 30 feet
Components V S M (Sesame seeds)
Duration 1 hour
A passage appears at a point you choose on a wooden, plaster, or stone surface you can see. Its dimensions can be up to 5 feet wide, 8 feet tall, and 20 feet deep. It creates no structural instability.
When the opening disappears, any creatures or objects in the passage are safely ejected to an unoccupied space nearest to the surface where the opening was.
<</if>><<if $SK.includes("Planar Binding")>>
**Planar Binding
5th-level abjuration
Casting Time 1 hour
Range 60 feet
Components V S M (1000gp jewel; consumed)
Duration 24 hours
You attempt to bind a celestial, elemental, fey, or fiend to your service. It must be within range for the entire casting of the spell. At completion, it makes a Charisma save. If it fails, it's bound to serve you for the duration. If the creature was brought by another spell, its duration is extended.
A bound creature must follow your instructions to the best of its ability. It obeys the letter of your instructions, but if it's hostile, it may twist your words to achieve its own goals. If the creature carries out your instructions completely before the spell ends, it reports this to you if you're on the same plane of existence. If you're not, it returns to where you bound it and remains there until the spell ends.
At Higher Levels: When you cast this spell using a 6th-level slot, the duration increases to 10 days. With a 7th-level slot, 30 days. With an 8th-level slot, 180 days. At 9th-level, a year and a day.
<</if>><<if $SK.includes("Raise Dead")>>
**Raise Dead
5th-level necromancy
Casting Time 1 hour
Range Touch
Components V S M (500gp diamond; consumed)
Duration Instantaneous
Touch a creature dead for no longer than 10 days. If its soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell has no effect on undead.
This spell neutralizes poisons and cures nonmagical diseases. This spell doesn't remove magical effects. If they aren't removed prior to casting, they return when the creature comes back to life.
This spell closes all mortal wounds, but doesn't restore missing body parts. If the creature doesn't have body parts or organs necessary for survival, the spell fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attacks, saves, and ability checks. Every time it finishes a long rest, the penalty is reduced by 1 until it disappears.
<</if>><<if $SK.includes("Rary's Telepathic Bond")>>
**Rary's Telepathic Bond
5th-level divination
Casting Time 1 action (Ritual)
Range 30 feet
Components V S M (Eggshell from two kinds of creatures)
Duration 1 hour
Up to eight willing creatures you choose that are in range at the time casting form a link and can communicate telepathically, regardless if they have a common language or not. The communication is possible over any distance, but it can't go through different planes. Each target must have an Intelligence of at least 3 to be affected by this spell.
<</if>><<if $SK.includes("Reincarnate")>>
**Reincarnate
5th-level transmutation
Casting Time 1 hour
Range Touch
Components V S M (1000gp rare oils, unguents; consumed)
Duration Instantaneous
Touch a dead humanoid, or a piece of one, that's died in the last 10 days. The spell makes a new adult body for its soul. If the target's soul isn't free or willing to come back to life, the spell fails.
The DM picks the new body, or rolls a d100. The number rolled determines the new body for the soul, which may not be the same race as the old body. The creature remembers its old life and retains its capabilities save for its racial traits, which must be changed if it's given a new race.
d100 Race
01-04 Dragonborn
05-13 Dwarf, hill
14-21 Dwarf, mountain
22-25 Elf, drow
26-34 Elf, high
35-42 Elf, wood
43-46 Gnome, forest
47-52 Gnome, rock
53-56 Half-elf
57-60 Half-orc
61-68 Halfling, lightfoot
69-76 Halfling, stout
77-96 Human
97-00 Tiefling
<</if>><<if $SK.includes("Scrying")>>
**Scrying
5th-level divination
Casting Time 10 minutes
Range Self
Components V S M (1000gp focus)
Duration Conc. Up to 10 minutes
You can see and hear a creature you choose that's on the same plane as you. The target must make a Wisdom save, modified by how well you know it and the sort of physical connection you have. If it knows you're casting this spell, it can fail the save voluntarily.
Knowledge Save Modifier
You've heard of the target +5
You've met the target +0
You know the target well -5
Connection Save Modifier
Likeness or picture -2
Possession or garment -4
Part of body -10
On a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if it were there. The sensor moves with the target. A creature that can see invisible objects sees it as a luminous fist-sized orb.
Instead of targeting a creature, you can choose a location you've seen before. When you do, the sensor appears at that location and doesn't move.
<</if>><<if $SK.includes("Seeming")>>
**Seeming
5th-level illusion
Casting Time 1 action
Range 30 feet
Components V S
Duration 8 hours
You make any amount of creatures you can see look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same limb arrangement. Otherwise, the extent of the illusion is up to you. If a creature is unwilling, it must pass a Charisma save to be unaffected.
If someone attempts to touch you or any disguised person, they will be able to pass through the illusion. Otherwise, to discern that you are disguised, a creature can use its action to make an Investigation check against your spell save DC.
<</if>><<if $SK.includes("Shutdown")>>
**Shutdown
5th-level transmutation
Casting Time 1 action
Range 120 feet
Components V S
Duration Conc. Up to 1 minute
This spell shuts down all electronic devices that are not held by or under the direct control of a creature. If it is, the creature must pass a Constitution save to stop the device from being shut down. While the spell is active, no electronic device in range can be started or restarted.
<</if>><<if $SK.includes("Skill Empowerment")>>
**Skill Empowerment
5th-level transmutation
Casting Time 1 action
Range Touch
Components V S
Duration Conc. Up to 1 hour
Touch a willing creature and choose a skill that the target is proficient in and doesn't already have an effect that doubles its bonus. Until the spell ends, it doubles its proficiency bonus for checks that use the skill.
<</if>><<if $SK.includes("Steel Wind Strike")>>
**Steel Wind Strike
5th-level conjuration
Casting Time 1 action
Range 30 feet
Components S M (Melee weapon worth at least 1sp)
Duration Instantaneous
Choose up to five creatures you can see within range. Make a melee spell attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.
<</if>><<if $SK.includes("Swift Quiver")>>
**Swift Quiver
5th-level transmutation
Casting Time 1 bonus action
Range Touch
Components V S M (Quiver with ammo)
Duration Conc. Up to 1 minute
On each of your turns, you can use a bonus action to make two attacks with a weapon that uses ammunition from a quiver you touch. Each time you make the attack, your quiver replaces the ammunition you used.
Ammunition created by this spell disintegrate when it ends. If the quiver leaves your possession, the spell ends.
<</if>><<if $SK.includes("Synaptic Static")>>
**Synaptic Static
5th-level enchantment
Casting Time 1 action
Range 120 feet
Components V S
Duration Instantaneous
Each creature in a 20-foot-radius sphere makes an Intelligence save. A creature with an Intelligence score of 2 or lower is immune. A target takes 8d6 psychic damage on a failed save, or half as much on a success.
On a failed save, for one minute it rolls a d6 and subtracts the number from all its attacks, ability checks, and concentration saves. It can repeat the save at the end of its turns.
<</if>><<if $SK.includes("Telekinesis")>>
**Telekinesis
5th-level transmutation
Casting Time 1 action
Range 60 feet
Components V S
Duration Conc. Up to 10 minutes
When you cast the spell, and as an action for the duration, you can cause one of the effects below on a creature or object that you can see. However, you cannot move anything beyond the spell's range. You can affect the same target, or choose a new one at any time. If you switch targets, the previous one is no longer affected by the spell.
- Creature: Choose a Huge or smaller creature. Make a spellcasting ability check against the creature's Strength check. If you win, you move the creature up to 30 feet in any direction. Until the end of your next turn, the creature is restrained. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to maintain your grip by repeating the checks.
- Object: You move an object that weighs up to 1,000 lbs and can do fine actions with it. If the object isn't worn or carried, you move it up to 30 feet in any direction. Otherwise, make a spellcasting ability check against the creature's Strength. If you succeed, you pull the object away and can move it up to 30 feet.
<</if>><<if $SK.includes("Teleportation Circle")>>
**Teleportation Circle
5th-level conjuration
Casting Time 1 minute
Range 10 feet
Components V M (Chalks, inks infused with 50gp gems; consumed)
Duration 1 round
You draw a 10-foot-diameter circle on the ground that links your location to a permanent teleportation circle whose sigil sequence you know and that is on the same plane of existence. A portal opens in the circle and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination or in the nearest unoccupied space.
When you first learn this spell, you learn the sigil sequences for two destinations on the material plane, chosen by the DM. You can learn additional sequences by studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You don't need to use the circle for it to become permanent.
<</if>><<if $SK.includes("Transmute Rock")>>
**Transmute Rock
5th-level transmutation
Casting time: 1 Action
Range: 120 feet
Components: V, S, M (clay and water)
Duration: Until dispelled
You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.
Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spell’s duration.
If you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.
<</if>><<if $SK.includes("Tree Stride")>>
**Tree Stride
5th-level conjuration
Casting Time 1 action
Range Self
Components V S
Duration Conc. Up to 1 minute
You enter a tree and teleport to another of the same kind within 500 feet. Both trees must be alive and at least the same size as you. You use 5 feet of movement to enter a tree, but can leave as part of that. You learn the location of trees of the same kind when you enter.
If you teleport, you appear beside the destination and use another 5 feet of movement. If you have no movement left, you do not teleport and are set beside the tree you entered.
You can use this once per round for the duration. You must end each turn outside a tree.
<</if>><<if $SK.includes("Wall of Force")>>
**Wall of Force
5th-level evocation
Casting Time 1 action
Range 120 feet
Components V S M (Clear gemstone powder)
Duration Conc. Up to 10 minutes
An invisible wall appears at a point you choose. It can be in any orientation, and can be free floating or on a surface. You can form it into a dome or sphere with a 10ft radius, or you can shape a flat surface made up of ten 10ft-by-10ft panels. Each panel must be attached to another panel. The wall is always 1/4 inch thick. If the wall is in a creature's space when it appears, the creature is pushed to a side of the wall that you choose.
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. Disintegrate destroys the wall instantly, however. The wall also extends into the Ethereal Plane.
<</if>><<if $SK.includes("Wall of Light")>>
**Wall of Light
5th-level evocation
Casting Time 1 action
Range 120 feet
Components V S M (Hand mirror)
Duration Conc. Up to 10 minutes
A wall of light appears at a point you choose. It can be in any orientation, and can be free floating or on a surface. It can be up to 60 feet long, 10 feet high, and 5 feet thick. It blocks line of sight, but things can pass through it. It emits 120 feet of bright light and an additional 120 feet dim light.
When the wall appears, each creature in its area must make a Constitution save. On a failed save, a creature takes 4d8 radiant damage and is blinded for 1 minute. On a success, it takes half damage and isn't blinded. A blinded creature can repeat the save at the end of its turns.
A creature that ends its turn in the wall's area takes 4d8 radiant damage.
You can use an action to launch a laser from the wall at a creature you can see within 60 feet of it. Make a ranged spell attack. On hit, the target takes 4d8 radiant damage. Hit or miss, the wall's length is reduced by 10 feet. If the wall's length reaches 0 feet, the spell ends.
At Higher Levels: The damage increases by 1d8 for each slot level above 5th.
<</if>><<if $SK.includes("Wall of Stone")>>
**Wall of Stone
5th-level evocation
Casting Time 1 action
Range 120 feet
Components V S M (Granite)
Duration Conc. Up to 10 minutes
A non-magical wall of stone appears at a point you choose. It's 6 inches thick and is composed of ten 10ft-by-10ft panels. Each panel must be touch at least one other panel. Alternatively, you can create 10ft-by-20ft panels that are only 3 inches thick.
If the wall is in a creature's space when it appears, the creature is pushed to a side of the wall that you choose. If a creature would be surrounded on all sides, it can make a Dexterity save. On a success, it can use its reaction to move up to its speed so that it's not trapped.
The wall can have any shape you desire, but it can't occupy the same space as a creature or object. The wall doesn't need to be vertical, or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports.
Each panel has an AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points 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 cannot be dispelled. Otherwise, the wall disappears when the spell ends.
<</if>><<if $SK.includes("Wrath of Nature")>>
**Wrath of Nature
5th-level evocation
Casting Time 1 action
Range 120 feet
Components V S
Duration Conc. Up to 1 minute
Choose a point you can see. Spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.
- Grasses and Undergrowth: Any area in the cube covered by grass or undergrowth is difficult terrain for your enemies.
- Trees: At the start of your turns, enemies within 10 feet of any tree in the cube must pass a Dexterity save or take 4d6 slashing damage.
- Roots and Vines: At the end of your turns, one creature of your choice that is on the ground must pass a Strength save or become restrained until the spell ends. A restrained creature can use an action to make an Athletics check against your spell save DC. A success frees it.
- Rocks: As a bonus action, you can cause a loose rock to launch at a creature you can see. Make a ranged spell attack. On hit, the target takes 3d8 bludgeoning damage, and must pass a Strength save or fall prone.
<</if>>
6th Level Spells
<<if $SK.includes("Arcane Gate")>>
**Arcane Gate
6th-level conjuration
Casting Time 1 action
Range 500 feet
Components V S
Duration Conc. Up to 10 minutes
You create two linked portals, one at a point within 10 feet of you and another at a point within 500 feet. If the space is occupied by a creature, the spell fails and the casting is lost. The portal lasts for the duration.
The portals are two-dimensional rings equal to 10 feet in diameter, hovering perpendicular to the ground. A ring is visible only from a side of your choice. This side functions as a portal.
The portals block vision through them, and passing through a portal from the non-portal side has no effect. On your turn, you can rotate the rings as a bonus action.
<</if>><<if $SK.includes("Blade Barrier")>>
**Blade Barrier
6th-level evocation
Casting Time 1 action
Range 90 feet
Components V S
Duration Conc. Up to 10 minutes
You create a wall of magical blades up to 100 feet long, 20 feet high, and 5 feet thick; or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover and is difficult terrain.
When a creature enters the wall's area for the first time on a turn or starts its turn there, it must make a Dexterity save. On a fail, the creature takes 6d10 slashing damage, or half as much on a success.
<</if>><<if $SK.includes("Bones of the Earth")>>
**Bones of the Earth
6th-level transmutation
Casting Time 1 action
Range 120 feet
Components V S
Duration Instantaneous
Up to six cylindrical stone pillars burst from the ground at a point you can see. You can target the ground under a Medium or smaller creature. Each pillar has a diameter of 5 feet, a height of up to 30 feet, an AC of 5, and 30 hit points. When reduced to 0 hit points, the area in a 10-foot radius of the pillar becomes difficult terrain and lasts until cleared. Each 5-foot diameter portion of the area takes 1 minute to clear by hand.
If a pillar is created under a creature, that creature must succeed on a Dexterity save or be lifted by the pillar. A creature can choose to fail the save.
If a pillar is prevented from reaching its full height, a creature on the pillar takes 6d6 bludgeoning damage and is restrained. The restrained creature can use an action to make a Strength or Dexterity check (creature's choice). On a success, the creature is no longer restrained and must either move off the pillar or fall off it.
At Higher Levels: You can create two additional pillars for each level above 6th.
<</if>><<if $SK.includes("Chain Lightning")>>
**Chain Lightning
6th-level evocation
Casting Time 1 action
Range 150 feet
Components V S M (Fur, amber, glass/crystal rod, 3 silver pins)
Duration Instantaneous
You shoot a bolt of lightning at your target. Three bolts leap from that target to as many as three other targets within 30 feet. A target can be a creature or an object, and can be targeted by only one of the bolts.
A creature makes a Dexterity save. It takes 10d8 lightning damage on a fail, or half on a success.
At Higher Levels: An additional bolt leaps from the first target to another target for each slot level above 6th.
<</if>><<if $SK.includes("Circle of Death")>>
**Circle of Death
6th-level necromancy
Casting Time 1 action
Range 150 feet
Components V S M (500gp black pearl powder)
Duration Instantaneous
Each creature in a 60-foot-radius sphere from a point within range must make a Constitution saving throw, taking 8d6 necrotic damage on a failed save, or half as much on a success.
At Higher Levels: The damage increases by 2d6 for each slot level above 6th.
<</if>><<if $SK.includes("Conjure Fey")>>
**Conjure Fey
6th-level conjuration
Casting Time 1 minute
Range 90 feet
Components V S
Duration Conc. Up to 1 hour
You summon a CR 6 or lower fey. It can also take the form of a beast. It disappears when it drops to 0 hit points or when the spell ends.
The fey is friendly to you and your companions for the duration and has its own initiative. It obeys any verbal commands you issue to it, no action required, as long as they don't violate its alignment. If you don't issue any commands to it, it will only defend itself from hostile creatures.
If your concentration is broken, you lose control of the fey and it becomes hostile towards you and your companions. An uncontrolled fey can't be dismissed by you, and it disappears 1 hour after you summoned it.
At Higher Levels: The challenge rating increases by 1 for each slot level above the 6th.
<</if>><<if $SK.includes("Contingency")>>
**Contingency
6th-level evocation
Casting Time 10 minutes
Range Self
Components V S M (1500gp ivory statuette of yourself)
Duration 10 days
Choose a spell of 5th level or lower that you can cast, has a casting time of 1 action, and can target you. You cast it as part of casting this spell, expending spell slots for both, but the chosen spell doesn't come into effect. Instead, it takes effect when a trigger that you describe occurs.
The chosen spell takes effect immediately after the circumstance is met for the first time, and it affects only you, even if it can normally target others. This spell then ends.
You can only have one casting of this spell active at a time. If you cast it again, the effect of the previous casting ends. This spell also ends if you are ever separated from its material component.
<</if>><<if $SK.includes("Create Homunculus")>>
**Create Homunculus
6th-level transmutation
Casting Time 1 hour
Range Touch
Components V S M (Clay, ash, mandrake root; consumed, 1000gp jewel-encrusted dagger)
Duration Instantaneous
You cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can't be reduced in any way. You then drip your blood on the spell's other components and touch them, transforming them into a special construct called a homunculus.
Whenever you finish a long rest and it is on the same plane of existence as you, you can spend up to half your Hit Dice to temporarily increase the homunculus's hit point maximum and current hit points. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, but it cannot be reduced to lower than 1 hit point. The change to your and the homunculus's hit points ends when you finish your next long rest, and it can't be removed by any means except by the homunculus's death before then.
You can only have one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails. The homunculus dies if you die.
<</if>><<if $SK.includes("Create Undead")>>
**Create Undead
6th-level necromancy
Casting Time 1 minute
Range 10 feet
Components V S M (Per corpse: Clay pot with grave dirt, clay pot with water, 150gp black onyx)
Duration Instantaneous
This spell can only be cast at night. Up to three corpses of Medium or Small humanoids you choose become ghouls under your control.
You can mentally command a ghoul as a bonus action if they are within 120 feet of you. You can command multiples at once if you issue the same command. You decide what action the ghoul will take and where it will move during its next turn, or issue a general command. If you issue no commands, the ghoul only defends itself against hostile creatures. Once given an order, the ghoul will follow it until its task is complete.
The ghouls are under your control for 24 hours. To maintain control of the ghouls for another 24 hours, you must recast this spell on up to three of them before the current 24 hours end.
At Higher Levels: With a 7th-level spell slot, you can control up to four ghouls. With an 8th-level slot, five ghouls, or two ghasts or wights. With a 9th-level slot, six ghouls, three ghasts or wights, or two mummies.
<</if>><<if $SK.includes("Disintegrate")>>
**Disintegrate
6th-level transmutation
Casting Time 1 action
Range 60 feet
Components V S M (Lodestone, dust)
Duration Instantaneous
Choose a target. It can be a creature, an object, or a creation of magical force. If it's a creature, it makes a Dexterity save. On a failed save, it takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by True Resurrection or Wish.
This spell automatically disintegrates a Large or smaller non-magical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
At Higher Levels: The damage increases by 3d6 for each slot level above 6th.
<</if>><<if $SK.includes("Drawmij's Instant Summons")>>
**Drawmij's Instant Summons
6th-level conjuration
Casting Time 1 minute (Ritual)
Range Touch
Components V S M (1000gp sapphire)
Duration Until dispelled
You touch an object weighing at most 10 pounds and whose longest dimension is 6 feet or less. Each time you cast this spell, you must use a different sapphire.
At any time thereafter, you can use your action to speak the item’s name and crush the sapphire. The item instantly appears in your hand and the spell ends. If another creature is carrying the item, crushing the sapphire instead causes you to learn who the creature possessing the object is and roughly where that creature is located at that moment.
Dispel Magic or a similar effect successfully applied to the sapphire ends this spell's effect.
<</if>><<if $SK.includes("Druid Grove")>>
**Druid Grove
6th-level abjuration
Casting Time 10 minutes
Range Touch
Components V S M (Mistletoe harvested with golden sickle under full moon light; consumed)
Duration 24 hours
You protect an area outdoors or underground as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.
The spell creates the following effects. When you cast this spell, you can specify creatures who are immune to the effects. You can also make a password that makes whoever says it immune to these effects.
The entire area radiates magic. Dispel Magic removes one effect, not the entire area. The caster chooses which effect to end. Only when all effects are gone is the grove dispelled.
- Solid Fog: You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. Every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like mist.
- Grasping Undergrowth: You can fill any number of 5-foot squares on the ground that aren't filled with fog with grasping weeds and vines, as if they were an Entangle spell. To a creature immune to this effect, the plants feel soft and reshape themselves to serve as temporary seats and beds.
- Grove Guardians: You animate up to four trees in the area, causing them to uproot themselves. They have the same statistics as an awakened tree, except they can't speak and their bark is covered with druidic symbols. If a creature not immune to this effect enters the warded area, the guardians fight them until they have driven off or killed the intruders. The guardians also obey your spoken commands that you issue while in the area. If you don't give them commands and no intruders are present, the guardians do nothing. The guardians can't leave the warded area. When the spell ends, they are no longer animated and take root again if possible.
- Additional Spell Effect. You can place your choice of one of the following magical effects. To a creature immune to this effect, the winds are a gentle breeze and the Spike Growth is harmless.
- A constant Gust of Wind in two locations of your choice
- Spike Growth in one location of your choice
- Wind Wall in two locations of your choice
<</if>><<if $SK.includes("Eyebite")>>
**Eyebite
6th-level necromancy
Casting Time 1 action
Range Self
Components V S
Duration Conc. Up to 1 minute
A creature you can see within 60 feet of you must pass a Wisdom save or be affected by one of the following effects of your choice. On each of your turns, you can use your action to target another creature, but can't target a creature that has succeeded on a save against this casting.
- Asleep: The target falls unconscious. It wakes up if it takes any damage, or if another creature uses its action to shake it awake.
- Panicked: The target is frightened of you. On each of its turns, it must take the Dash action and move away from you by the safest and shortest route, unless there's nowhere to move. If the target moves to a place at least 60 feet away from you and it can no longer see you, this effect ends.
- Sickened: The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom save. If it succeeds, the effect ends.
<</if>><<if $SK.includes("Find the Path")>>
**Find the Path
6th-level divination
Casting Time 1 minute
Range Self
Components V S M (100gp divination tools, object from destination)
Duration Conc. Up to 1 day
This spell finds you the shortest, most direct route to a location you are familiar with. If you name a destination on another plane of existence, a destination that moves, or a destination that isn't specific, the spell fails.
For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you are presented with a choice of paths along the way, you automatically determine which path is the most direct route to the destination.
<</if>><<if $SK.includes("Flesh to Stone")>>
**Flesh to Stone
6th-level transmutation
Casting Time 1 action
Range 60 feet
Components V S M (Lime, water, dirt)
Duration Conc. Up to 1 minute
Choose one creature that you can see that has a body made of flesh. It must make a Constitution save. On a failed save, it's restrained as its flesh begins to harden. On a successful save, it isn't affected.
If restrained, the creature must make a Constitution save at the end of its turns. If it successfully saves three times, the spell ends. If it fails three times, it is turned to stone and has the petrified condition for the duration.
If the creature is broken while petrified, it suffers from similar deformities if it reverts to its original state.
If you maintain concentration for the entire duration, the creature is turned to stone until the effect is removed.
<</if>><<if $SK.includes("Forbiddance")>>
**Forbiddance
6th-level abjuration
Casting Time 10 minutes (Ritual)
Range Touch
Components V S M (Holy water, rare incense, 1000gp powdered ruby)
Duration 1 day
You create a ward up to 40,000 sq ft big and 30 ft high against magical travel. For the duration, creatures can't teleport into the area or use portals to enter the area. The spell also proofs the area against planar travel.
In addition, the spell damages celestials, elementals, fey, fiends, and undead. Choose one or more types when you cast the spell. When one enters the spell's area or starts its turn there, it takes 5d10 radiant or necrotic damage-- your choice when you cast this spell. When you cast this spell, you can make a password. A creature that says the password as it enters takes no damage.
The spell's area can't overlap with another Forbiddance spell. If you cast this spell every day for 30 days in the same location, it lasts until dispelled, and the material components are consumed on the last casting.
<</if>><<if $SK.includes("Globe of Invulnerability")>>
**Globe of Invulnerability
6th-level abjuration
Casting Time 1 action
Range Self (10ft radius)
Components V S M (Glass/crystal bead; consumed)
Duration Conc. Up to 1 minute
A barrier with a 10-foot radius surrounds you. Any spell of 5th level or lower cast from outside the barrier can't affect things in it, even if a higher level slot is used. Spells can target things within the barrier, but the spell has no effect on them. The barrier also blocks areas of effect that reach its area.
At Higher Levels: The barrier blocks spells of one level higher for each slot level above 6th.
<</if>><<if $SK.includes("Guards and Wards")>>
**Guards and Wards
6th-level abjuration
Casting Time 10 minutes
Range Touch
Components V S M (Incense, brimstone, oil, knotted string, umber hulk blood, 10gp silver rod)
Duration 24 hours
You create a ward that protects 2,500 square feet of ground. This area can be a 50 feet square, one hundred 5-foot squares, or twenty-five 10-foot squares. The area can be up to 20 feet tall and shaped how you want. You can ward several stories of a building, dividing the area among them, as long as you can walk into each area while you're casting the spell.
When you cast this spell, you can specify individuals to be immune to the effects of the spell. You can also specify a password that, when spoken, also provides immunity.
The available options are as follows:
- Corridors: Fog makes the corridors heavily obscured. At each intersection, there is a 50% chance a creature will believe it's going in the opposite direction it chose. You are immune to this chance.
- Doors: All doors are magically locked as if by Arcane Lock. You can also hide up to ten doors with a Minor Illusion-like cover to make them appear as sections of the wall.
- Stairs: The stairs are filled with a Web. If burned or torn, the strands regrow in 10 minutes.
- Other Effects: You can place one of the following effects:
- Dancing Lights in four corridors. You can designate a simple program that the lights repeat.
- Magic Mouth in two locations.
- Stinking Cloud in two locations. The vapors return within 10 minutes if dispersed by wind .
- Constant Gust of Wind in one corridor or room.
- Suggestion in one location. Any creature that enters or passes through a 5-foot area you choose receives the suggestion mentally.
- The whole area radiates magic. Dispel Magic, if successful, removes only one effect.
If you cast this spell in the same place every day for one year, the effects become permanent.
<</if>><<if $SK.includes("Harm")>>
**Harm
6th-level necromancy
Casting Time 1 action
Range 60 feet
Components V S
Duration Instantaneous
A creature you can see must make a Constitution save. It takes 14d6 necrotic damage on a fail, or half on a success. Also on a fail, its hit point maximum is reduced by the damage it took for 1 hour, but the spell can't reduce it below 1. Creatures immune to disease are unaffected by this spell, and effects that end disease relieve the reduced hit point maximum.
<</if>><<if $SK.includes("Heal")>>
**Heal
6th-level evocation
Casting Time 1 action
Range 60 feet
Components V S
Duration Instantaneous
Choose a creature that you can see. It regains 70 hit points. Blindness, deafness, and any diseases end. This spell has no effect on undead or constructs.
At Higher Levels: The healing increases by 10 for each slot level above the 6th.
<</if>><<if $SK.includes("Heroes' Feast")>>
**Heroes' Feast
6th-level conjuration
Casting Time 10 minutes
Range 30 feet
Components V S M (1000gp gem-encrusted bowl; consumed)
Duration Instantaneous
You bring forth a feast. It takes 1 hour to consume and disappears after, and the effects don't set in until the hour is over. Up to twelve other creatures can partake in the feast.
Any creature partaking in the feast is cured of all diseases and poison, becomes immune to poison and being frightened, and makes Wisdom saves with advantage. Its hit point maximum increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
<</if>><<if $SK.includes("Investiture of Flame")>>
**Investiture of Flame
6th-level transmutation
Casting Time 1 action
Range Self
Components V S
Duration Conc. Up to 10 minutes
Until the spell ends, you gain the following benefits:
- You shed bright light in a 30-foot radius, and dim light for an additional 30 feet.
- You are immune to fire damage and have resistance to cold damage.
- Any creature that moves within 5 feet of you for the first time on a turn or ends it there takes 1d10 fire damage.
- You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you. Each creature in the line must make a Dexterity save. A creature takes 4d8 fire damage on a failed save, or half as much on a success.
<</if>><<if $SK.includes("Investiture of Ice")>>
**Investiture of Ice
6th-level transmutation
Casting Time 1 action
Range Self
Components V S
Duration Conc. Up to 10 minutes
Until the spell ends, you gain the following benefits:
- You are immune to cold damage and have resistance to fire damage.
- You ignore difficult terrain created by ice or snow.
- The ground in a 10-foot radius around you is icy and is difficult terrain.
- You can use your action to create a 15-foot cone of cold extending from you. Each creature in the cone must make a Constitution save. A creature takes 4d6 cold damage on a failed save, or half as much on a success. Failing this save halves their speed until the start of your next turn.
<</if>><<if $SK.includes("Investiture of Stone")>>
**Investiture of Stone
6th-level transmutation
Casting Time 1 action
Range Self
Components V S
Duration Conc. Up to 10 minutes
You gain the following benefits:
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
- You can use your action to shake the ground in a 15-foot radius centered on you. Other creatures on that ground must pass a Dexterity save or be knocked prone.
- You ignore difficult terrain made of earth or stone. You can move through solid earth or stone as if it was air, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, the spell ends, and you are stunned until the end of your next turn.
<</if>><<if $SK.includes("Investiture of Wind")>>
**Investiture of Wind
6th-level transmutation
Casting Time 1 action
Range Self
Components V S
Duration Conc. Up to 10 minutes
Until the spell ends, you gain the following benefits:
- Ranged weapon attack rolls made against you have disadvantage.
- You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
- You can use your action to create a 15-foot windswept cube centered on a point you can see within 60 feet. Each creature in that area must make a Constitution save. A creature takes 2d10 bludgeoning damage on a failed save, or half as much on a success. If a Large or smaller creature fails the save, they're also pushed up to 10 feet away from the cube's center.
<</if>><<if $SK.includes("Magic Jar")>>
**Magic Jar
6th-level necromancy
Casting Time 1 minute
Range Self
Components V S M (500gp ornamental container)
Duration 24 hours
Your soul enters the container you used to cast the spell. While you're in the container, your body is comatose, and you perceive the world from inside the jar. The only action you can do is project your soul up to 100 feet outside of the container. You either return to your body and end the spell, or attempt to possess another humanoid's body. You can't move, use reactions, or perform any other actions while in the jar.
You may only possess humanoids that you can see and that aren't guarded by a Protection from Evil and Good or Magic Circle spell. Your target must make a Charisma save. On a failure, your soul possesses the target and the target's soul is put inside the container. On a success, it knows that you tried to possess it and is immune to your possession for 24 hours.
If you possess a creature, you take control of it and assume all of its game statistics except alignment and Intelligence, Wisdom, and Charisma. You also keep your own class features, and don't use class features the target has.
You can use your action to stop possessing and return to the jar if the container is within 100 feet of you. The creature's soul returns to its body.
If the creature's body dies while you possess it, the creature dies and you must make a Charisma save against your spell DC. On a success, if the container is within 100 feet of you, you return to it. Otherwise, you die too.
A creature trapped in the container can see from inside it as normal, but can't move, take actions, or take reactions.
If the spell ends or the container is destroyed, the soul tries to return to its body. This is successful only if the body is alive and within 100 feet of the container; otherwise, the soul die.
Once the spell ends, the container is destroyed.
<</if>><<if $SK.includes("Mass Suggestion")>>
**Mass Suggestion
6th-level enchantment
Casting Time 1 action
Range 60 feet
Components V M (Snake tongue, honeycomb/sweet oil)
Duration 24 hours
You suggest an activity up to twelve creatures of your choice that you can see and that can hear and understand you. You're limited to two sentences. Creatures that can't be charmed are immune. The suggestion must be worded to make the action sound reasonable. Asking the creature to do something obviously self-harmful ends the spell.
Each target makes a Wisdom save. On failure, it performs the action. The action can continue for the entire duration. If the activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. If the condition isn't met before the spell expires, the activity isn't performed.
At Higher Levels: When you cast this spell using a 7th-level spell slot, the duration is 10 days. At 8th level, it's 30 days. At 9th level spell slot, it's a year and a day.
<</if>><<if $SK.includes("Mental Prison")>>
**Mental Prison
6th-level illusion
Casting Time 1 action
Range 60 feet
Components S
Duration Conc. Up to 1 minute
One creature you can see must make an Intelligence save. It succeeds automatically if it's immune to being charmed. On a success, the target takes 5d10 psychic damage and the spell ends. On a failure, it takes the damage, can't see or hear anything beyond 5 feet, and is restrained for the spell's duration. If it's moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, it takes 10d10 psychic damage and the spell ends.
<</if>><<if $SK.includes("Move Earth")>>
**Move Earth
6th-level transmutation
Casting Time 1 Action
Range 120 feet
Components V,S,M (an iron blade and a small bag containing a mixture of soils - clay, loam, and sand)
Duration Concentration, up to 2 hours
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such change can't exceed half the area's largest dimension So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.
At the end of every 10 minutes you spend concentrating on the spell you can choose a new area of terrain to affect.
Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.
This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.
Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.
<</if>><<if $SK.includes("Otiluke's Freezing Sphere")>>
**Otiluke's Freezing Sphere
6th-level evocation
Casting Time 1 Action
Range 300 feet
Components V, S, M (a small crystal sphere)
Duration Instantaneous
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.
If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
<</if>><<if $SK.includes("Otto's Irresistible Dance")>>
**Otto's Irresistible Dance
6th-level enchantment
Casting Time 1 action
Range 30 feet
Components V
Duration Conc. Up to 1 minute
You choose a creature you can see and force it to start dancing in its space. Creatures immune to being charmed are unaffected.
The target is unable to leave its space and uses all its movement to continue the dance. It has disadvantage on Dexterity saves and attacks. Additionally, other creatures have advantage on attacks against it. The target can use its action to make a Wisdom save, ending the spell on a pass.
<</if>><<if $SK.includes("Planar Ally")>>
**Planar Ally
6th-level conjuration
Casting Time 10 minutes
Range 60 feet
Components V S
Duration Instantaneous
You ask a being of cosmic power you know for aid. That entity sends a celestial, elemental, or fiend loyal to it to aid you. It appears in an unoccupied space within range. If you know a specific creature's name, you can request it, though you might get a different creature anyway.
When the creature appears, it's under no compulsion to behave in any particular way. You can ask the creature to do something in exchange for payment, but it isn't obliged to do so. The requested task can range from simple to complex. You must be able to communicate with the creature to bargain for its services.
After the creature completes the task or the duration of service expires, the creature returns to its home plane after reporting back to you. If you are unable to agree on a price, the creature returns to its home plane.
A creature enlisted to join your group counts as a member of it, receiving a full share of experience points.
<</if>><<if $SK.includes("Primordial Ward")>>
**Primordial Ward
6th-level abjuration
Casting Time 1 action
Range Self
Components V S
Duration Conc. Up to 1 minute
You gain resistance to acid, cold, fire, lightning, and thunder damage. You also gain a new way to use your reaction: if you take damage of one of those types, you can choose to gain immunity to it, including against the damaging effect If you use your reaction this way, the other resistances end, but the immunity continues until the end of your next turn. The spell also ends at that time.
<</if>><<if $SK.includes("Programmed Illusion")>>
**Programmed Illusion
6th-level Illusion
Casting Time 1 Action
Range 120 feet
Components V, S, M (a bit o f fleece and jade dust worth at least 25 GP)
Duration Until dispelled
You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.
The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
<</if>><<if $SK.includes("Scatter")>>
**Scatter
6th-level conjuration
Casting Time 1 action
Range 30 feet
Components V
Duration Instantaneous
You teleport a creature to an empty space on the ground within 120 feet of you. You can teleport up to five this way and must be able to see them. A creature unwilling to teleport must pass a Wisdom save to be unaffected.
<</if>><<if $SK.includes("Soul Cage")>>
**Soul Cage
6th-level necromancy
Casting Time: 1 reaction, which you take when a humanoid you can see within 60 feet of you dies
Range: 60 feet
Components: V, S, M (a tiny silver cage worth 100 gp)
Duration: 8 hours
This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can't be revived.
Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.
Query Soul. You can ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Borrow Experience. You can use a bonus action to bolster yourself with the soul's life experience, making your next attack roll, ability check, or saving throw with advantage. If you don't use this before the start of your next turn, it is lost.
Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you're currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.
A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you cased.
<</if>><<if $SK.includes("Sunbeam")>>
**Sunbeam
6th-level evocation
Casting Time 1 action
Range Self (60ft line)
Components V S M (Magnifying glass)
Duration Conc. Up to 1 minute
Each creature in a 5-foot-wide, 60-foot-long line coming from you makes a Constitution save. If a creature in this line is an undead or ooze, it has disadvantage. On a failure, a creature takes 6d8 radiant damage and is blinded until your next turn. On a pass, it takes half damage and isn't blinded. For the duration, you can use your action to make another beam. Your hand also sheds 30 feet of bright sunlight and an additional 30 feet of dim sunlight.
<</if>><<if $SK.includes("Tenser's Transformation")>>
**Tenser's Transformation
6th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (a few hairs from a bull)
Duration: Concentration, up to 10 minutes
You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits:
- You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.
- You have advantage on attack rolls that you make with simple and martial weapons.
- When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
- You have proficiency with all armor, shields, simple weapons, and martial weapons.
- You have proficiency in Strength and Constitution saving throws.
- You attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
Immediately after this spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
<</if>><<if $SK.includes("Transport via Plants")>>
**Transport via Plants
6th-level conjuration
Casting time: 1 action
Range: 10 feet
Components: V,S
Duration: 1 round
This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into target plant and exit from the destination plant by using 5 feet of movement.
<</if>><<if $SK.includes("True Seeing")>>
**True Seeing
6th-level divination
Casting Time 1 action
Range Touch
Components V S M (25gp eye ointment of mushroom powder, saffron, and fat; consumed)
Duration 1 hour
For the duration, the target has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all with range of 120 feet.
<</if>><<if $SK.includes("Wall of Ice")>>
**Wall of Ice
6th-level evocation
Casting Time 1 action
Range 120 feet
Components V S M (Quartz)
Duration Conc. Up to 10 minutes
A wall of ice, either a dome or sphere with a radius of 10 feet or ten contiguously connected 10-foot-square panels, appears on a solid surface. The wall is 1 foot thick.
If the wall is placed on a creature's space, the creature makes a Dexterity save and is pushed to one side of the wall. It takes 10d6 cold damage on a failed save, or half on a success.
Each 10-foot section of the wall has 12 AC and 30 hit points, and is vulnerable to fire damage. If damaged to 0 hit points, it leaves a hole filled with freezing air. The first time a creature moves through the air on a turn, it makes a Constitution save, taking 5d6 cold damage if it fails or half if it succeeds.
At Higher Levels: The damage the wall deals when it appears increases by 2d6, and the damage from passing through the air increases by 1d6, for each slot level above 6th.
<</if>><<if $SK.includes("Wall of Thorns")>>
**Wall of Thorns
6th-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (A handful of thorns)
Duration: Concentration, up to 10 minutes
You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature within its area must make a dexterity saving throw. On a failed save a creature takes 7d8 piercing damage, or half as much damage on a successful save (rounding up).
A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn, or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one (rounding up).
At Higher Levels. When you cast this spell using a spell slot of the 7th level of higher, both types of damage increase by 1d8 for each slot level above the 6th.
<</if>><<if $SK.includes("Wind Walk")>>
**Wind Walk
6th-level transmutation
Casting time: 1 minute
Range: 30 feet
Components: V, S, M (fire and holy water)
Duration: 8 hours
You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.
If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.
<</if>><<if $SK.includes("Word of Recall")>>
**Word of Recall
6th-level conjuration
Casting Time 1 action
Range 5 feet
Components V
Duration Instantaneous
You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary, appearing in the nearest unoccupied space to the spot you chose. If you cast this spell without first preparing a sanctuary, the spell has no effect.
You must designate a sanctuary by casting this spell within a location dedicated or strongly linked to your deity. If you attempt to cast the spell in an area that isn't dedicated to your deity, the spell has no effect.
<</if>>
7th level spells
<<if $SK.includes("Conjure Celestial")>>
**Conjure Celestial
7th-level conjuration
Casting Time 1 minute
Range 90 feet
Components V S
Duration Conc. Up to 1 hour
You summon a celestial of CR 4 or lower, which appears in an unoccupied space that you can see. It disappears when it drops to 0 hit points or when the spell ends. It's friendly to you and your companions. Roll initiative for it. It obeys any verbal commands that you issue to it, no action required by you, as long as they don't go against its alignment. If you don't issue any commands to the celestial, it only defends itself from hostile creatures.
At Higher Levels: If you cast this spell using a 9th-level slot, you can summon a celestial up to CR 5.
<</if>><<if $SK.includes("Conjure Hezrou")>>
**Conjure Hezrou
7th-level conjuration
Casting Time 1 action
Range 60 feet
Components V S M (100gp or more food; consumed)
Duration Conc. Up to 1 hour
You summon a hezrou that appears in an unoccupied space you can see. It disappears when it drops to 0 hit points or when the spell ends.
The hezrou's attitude depends on the value of the food used as a material component for this spell. Roll initiative for the hezrou. At the start of its turn, the DM makes a secret Charisma check for you, with a bonus equal to the food's value divided by 20. The DC starts at 10 and increases by 2 each round. You can issue orders to the hezrou that it will obey if you succeed on the check.
If you fail on the check, your concentration ends and the hezrou is no longer controlled. It focuses on devouring any corpses it can see. If there are none, it attacks the nearest creature and eats anything it kills. If its hit points are reduced to below half its maximum, it returns to the Abyss.
As part of casting the spell, you can make a circle on the ground using the blood of an intelligent humanoid killed in the last 24 hours. The circle encompasses your space. The summoned hezrou can't cross the circle or target anyone in it while the spell lasts.
<</if>><<if $SK.includes("Crown of Stars")>>
**Crown of Stars
7th-level evocation
Casting Time 1 action
Range Self
Components V S
Duration 1 hour
Seven motes of light orbit your head. You can use a bonus action to throw one of the motes at one creature or object within 120 feet of you. Make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Hit or miss, the mote is expended.
If you have four or more motes remaining, they shed a bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed a dim light in a 30-foot radius.
At Higher Levels: The number of motes increases by two for each slot level above 7th.
<</if>><<if $SK.includes("Delayed Blast Fireball")>>
**Delayed Blast Fireball
7th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners.
Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.
If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.
The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.
<</if>><<if $SK.includes("Divine Word")>>
**Divine Word
7th-level evocation
Casting Time 1 bonus action
Range 30 feet
Components V
Duration Instantaneous
Choose any number of creatures you can see. Each creature that can hear you must make a Charisma save. On failure, a creature suffers an effect based on its current hit points:
- 50 HP or less: deafened for 1 minute
- 40 HP or less: deafened and blinded for 10 minutes
- 30 HP or less: blinded, deafened, and stunned for 1 hour
- 20 HP or less: killed
Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin and can't return for 24 hours by any means short of Wish.
<</if>><<if $SK.includes("Etherealness")>>
**Etherealness
7th-level transmutation
Casting Time 1 action
Range Self
Components V S
Duration Up to 8 hours
You step into the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you came from, but everything looks gray and you can't see more than 60 feet.
While on the Ethereal Plane, you can only interact with other creatures on that plane. Creatures not on the Ethereal Plane can't perceive or interact with you, unless a special ability has given them the ability to.
You ignore all objects and effects that aren't on the Ethereal Plane.
When the spell ends, you immediately return to the plane you came from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are moved to the nearest unoccupied space and take force damage equal to twice the 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.
At Higher Levels: You can target up to three willing creatures for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.
<</if>><<if $SK.includes("Finger of Death")>>
**Finger of Death
7th-level necromancy
Casting Time 1 action
Range 60 feet
Components V S
Duration Instantaneous
Choose a creature you can see to make a Constitution save. If it fails, it takes 7d8 + 30 necrotic damage. If it passes, it takes half as much.
If the target dies and was a humanoid, it rises as a zombie permanently under your control at the beginning of your next turn. You can give it verbal orders that it will follow.
<</if>><<if $SK.includes("Fire Storm")>>
**Fire Storm
7th-level evocation
Casting Time 1 action
Range 150 feet
Components V S
Duration Instantaneous
Up to ten 10-foot cubes, which you can arrange as you wish, appear. Each cube must have at least one face touching another cube's face. Each creature in the area makes a Dexterity save. It takes 7d10 fire damage on a failed save, or half on a success.
The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.
<</if>><<if $SK.includes("Forcecage")>>
**Forcecage
7th-level evocation
Casting Time 1 Action
Range 100 feet
Components V, S, M (ruby dust worth 1,500 gp)
Duration 1 Hour
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.
A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can’t be dispelled by dispel magic.
<</if>><<if $SK.includes("Mirage Arcane")>>
**Mirage Arcane
7th-level illusion
Casting Time: 10 minutes
Range: Sight
Components: V,S
Duration: 10 days
You make terrain in an area up to 1 mile square look, sound, smell and even feel like some other sort of terrain. The terrain's general shape remains the same, however, open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy Meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.
The illusions include audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.
Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.
<</if>><<if $SK.includes("Mordenkainen's Magnificent Mansion")>>
**Mordenkainen's Magnificent Mansion
7th-level conjuration
Casting Time: 1 minute
Range: 300 feet
Components: V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)
Duration: 24 hours
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.
Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a ninecourse banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.
<</if>><<if $SK.includes("Mordenkainen's Sword")>>
**Mordenkainen's Sword
7th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
Duration: Concentration, up to 1 minute
You create a sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit. the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.
<</if>><<if $SK.includes("Plane Shift")>>
**Plane Shift
7th-level conjuration
Casting Time 1 action
Range Touch
Components V S M (250gp forked metal rod attuned to destination plane)
Duration Instantaneous
You and up to eight willing creatures who link hands in a circle are transported to a different plane. You can specify a target destination in general or specific terms, and you appear in or near that destination.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane, this spell can take you to that circle. If the circle is too small to hold everyone, they appear in the closest unoccupied spaces.
You can use this spell to banish an unwilling creature to another plane. Make a melee spell attack against a creature in reach. On a hit, the creature must make a Charisma save. If the creature fails, it is transported to a random location on the plane you specify. It must find its own way back to your plane.
<</if>><<if $SK.includes("Power Word Pain")>>
**Power Word Pain
7th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.
While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on Constitution saving throw, or the casting fails and the spell is wasted.
A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.
<</if>><<if $SK.includes("Prismatic Spray")>>
**Prismatic Spray
7th-level evocation
Casting Time 1 action
Range Self (60ft cone)
Components V S
Duration Instantaneous
Each creature in range must make a Dexterity save. Roll a d8 per target to determine what effect it suffers.
1 Takes 10d6 fire damage; half on a success
2 Takes 10d6 acid damage; half on a success
3 Takes 10d6 lightning damage; half on a success
4 Takes 10d6 poison damage; half on a success
5 Takes 10d6 cold damage; half on a success
6 Restrained. Makes a Constitution save at the end of its turns. At 3 saves, it's freed. At 3 fails, it permanently turns to stone and is petrified.
7 Blinded. Makes a Wisdom save at the start of your next turn. On a save, it's not blinded anymore. On a fail, it's transported to another plane of existence (DM's choice) and isn't blinded anymore.
8 Suffers two effects. Roll 1d8 twice, rerolling any 8s.
<</if>><<if $SK.includes("Project Image")>>
**Project Image
7th-level illusion
Casting Time 1 Action
Range 500 Miles
Components V, S, M (a small replica of you made from materials worth at least 5 gp)
Duration Concentration, up to 1 day
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.
You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
<</if>><<if $SK.includes("Regenerate")>>
**Regenerate
7th-level transmutation
Casting Time 1 minute
Range Touch
Components V S M (Prayer wheel, holy water)
Duration 1 hour
You touch a creature. It regains 4d8+15 hit points. For the duration of the spell, the target regains 1 hit point at the start of its turns.
Any severed body parts are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell immediately reattaches it.
<</if>><<if $SK.includes("Resurrection")>>
**Resurrection
7th-level necromancy
Casting Time 1 hour
Range Touch
Components V S M (1000gp diamond; consumed)
Duration Instantaneous
You touch a creature that has been dead for no more than a century, didn't die of old age, and isn't undead. If its soul is willing, the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases. It doesn't, however, remove magical diseases, curses, and the like. This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
If you use this spell on a creature that has been dead for one year or longer, you can't cast spells, and have disadvantage on all attacks, ability checks, and saves until you finish a long rest.
<</if>><<if $SK.includes("Reverse Gravity")>>
**Reverse Gravity
7th-level transmutation
Casting time: 1 action
Range: 100 feet
Components: V,S,M (a lodestone and iron fillings)
Duration: Concentration up to 1 minute
This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centred 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 saving throw to grab onto a fixed object it can reach, thus avoiding the fall.
If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures 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>><<if $SK.includes("Sequester")>>
**Sequester
7th-level transmutation
Casting time: 1 action
Range: Touch
Components: V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes)
Duration: Until dispelled
By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells.
If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older.
You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage.
<</if>><<if $SK.includes("Simulacrum")>>
**Simulacrum
7th-level illusion
Casting time: 12 hours
Range: Touch
Components: V, S, M (snow or ice in quantities sufficient to make a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)
Duration: Until dispelled
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the 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 creature's hit point maximum 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 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 its level or other abilities, nor can it regain expended spell slots.
If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.
If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.
<</if>><<if $SK.includes("Symbol")>>
**Symbol
7th-level abjuration
Casting Time 1 minute
Range Touch
Components V S M (Mercury, phosphorus, 1000gp powdered diamond and opal; consumed)
Duration Until dispelled/triggered
You inscribe a glyph either upon a surface or within an object that can be closed to hide it. It can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast the spell, it ends without being triggered. You decide what triggers the glyph when you cast the spell. Once the glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics, creature kind, or alignment. You can also set conditions for creatures that don't trigger the glyph.
The glyph is nearly invisible and requires a successful Investigation check to be found.
When you inscribe the glyph, choose one of the options below. Once triggered, the glyph glows a 60-foot-radius dim light sphere for 10 minutes, after which the spell ends. Each creature in the sphere when the glyph activates, and any creature that enters the sphere or ends its turn there, is affected.
- Death: Each target must make a Constitution save, taking 10d10 necrotic damage on a failed save, or half on a success.
- Discord: Each target must make a Constitution save. On a failed save, a target is incapable of meaningful communication and has disadvantage on attack rolls and ability checks for 1 minute.
- Fear: Each target must pass a Wisdom saving throw or become frightened for 1 minute. While frightened, the target drops whatever it's holding and moves at least 30 feet away from the glyph on each of its turns.
- Hopelessness: Each target must make a Charisma save. On a failed save, the target can't attack or target any creature with harmful abilities, spells, or other magical effects for 1 minute.
- Insanity: Each target must make an Intelligence save. On a failed save, the target can't take actions, can't understand what others say, can't read, speaks gibberish, and has erratic movement for 1 minute.
Pain: Each target must pass a Constitution save or incapacitated for 1 minute.
- Sleep: Each target must pass a Wisdom saving throw or fall unconscious for 10 minutes. A creature awakens if it takes damage or if someone uses an action to wake it up.
- Stunning: Each target must pass a Wisdom saving throw or become stunned for 1 minute.
<</if>><<if $SK.includes("Teleport")>>
**Teleport
7th-level conjuration
Casting Time 1 action
Range 10 feet
Components V
Duration Instantaneous
You and up to eight willing creatures you can see, or a single object you can see, to a destination you choose. If you pick an object, it must be able to fit completely inside a 10-foot cube, and it can't be held or carried by a creature unwilling to let it teleport.
The destination must be a place you know and is on the same plane of existence. Roll a d100 to determine how successfully you get there, based on how well you know the place.
Familiarity Mishap Similar Area Off Target On Target
Permanent circle 1-100
Associated object 1-100
Very familiar 1-5 6-13 14-24 25-100
Seen casually 1-33 34-43 44-53 54-100
Viewed once 1-43 44-53 54-73 74-100
Description 1-43 44-53 54-73 74-100
False destination 1-50 51-100
Familiarity:
- Permanent circle refers to a permanent teleportation circle you know.
- Associated object means you have an item from the destination, taken in the last 6 months.
- Very familiar is a place you've been to often, studied a lot, or a place you can see at casting.
- Seen casually is some place you've seen more than once.
- Viewed once is a place you've seen once.
- Description is a place that you only know through words, not first-hand experience.
- False destination is a place that doesn't exist. If you're teleporting to a familiar place that no longer exists, it would be rolled as a false destination.
Results:
- On target means you appear where you meant to.
- Off target means you appear at a d10 x d10 percent of the distance that was traveled away from the destination. The direction is random, determined by a d8. 1 is north, and each number's direction progresses clockwise.
- Similar area means you appear in a different area that's visually or thematically similar to the destination.
- Mishap means everything being teleported takes 3d10 force damage and the d100 is rolled again. Multiple mishaps can occur and deal damage each time.
<</if>><<if $SK.includes("Temple of the Gods")>>
**Temple of the Gods
7th-level conjuration
Casting Time: 1 hour
Range: 120 feet
Components: V, S, M (a holy symbol worth at least 5 gp)
Duration: 24 hours
You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.
You make all decisions about the temple's appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.
The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.
The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.
In addition, the sensors created by divination spell can't appear inside the temple, and creatures within can't be targeted by divination spells.
Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).
The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.
Casting this spell on the same spot every day for a year makes this effect permanent.
<</if>><<if $SK.includes("Whirlwind")>>
**Whirlwind
7th-level evocation
Casting Time 1 action
Range 300 feet
Components V M (Straw)
Duration Conc. Up to 1 minute
Whirlwind takes shape in a 10-foot-radius, 30-foot-high cylinder on the ground. You can use your action to move it up to 30 feet in any direction, but it stays on the ground. Any Medium or smaller objects unsecured and not worn or carried are sucked up.
If a creature enters the whirlwind's space, or the whirlwind passes over a creature, the creature must make a Dexterity save. This includes when the whirlwind appears. It takes 10d6 bludgeoning damage if it fails, and half if it saves. If it's Large or smaller and fails, it makes a Strength save. If it fails that, it's restrained by the whirlwind and dragged along with it as it moves. It's dropped to the ground when the spell ends. At the start of its turns, it's brought 5 feet up into the whirlwind until it reaches the top.
A restrained creature can spend its action to make a Strength or Dexterity check. If it passes, it's thrown 3d6 x 10 feet in a random direction out of the whirlwind.
<</if>>
8th level spells
<<if $SK.includes("Abi-Dalzim's Horrid Wilting")>>
**Abi-Dalzim's Horrid Wilting
8th-level necromancy
Casting Time 1 action
Range 150 feet
Components V S M (Sponge)
Duration Instantaneous
Every creature in a 30-foot cube makes a Constitution save. On a failure, they have 12d8 necrotic damage. On a success, they take half as much. Constructs and undead are immune to this spell, and plants and water elementals have disadvantage on the save. Nonmagical plants that aren't creatures wither instantly.
<</if>><<if $SK.includes("Animal Shapes")>>
**Animal Shapes
8th-level transmutation
Casting Time 1 action
Range 30 feet
Components V S
Duration Conc. Up to 24 hours
Creatures of your choice that you can see turn into a Large or smaller beast with a challenge rating no higher than 4. You can use your action on following turns to change a target into a different form. Anything the target is wearing or carrying melds into the new form and can't be activated, wielded, or otherwise give benefits.
A target takes the beast's statistics except for alignment, Intelligence, Wisdom, and Charisma. It also gains the hit points of the beast and is at the maximum health for said beast. While in this form, the target can't speak or cast spells and can only do the actions that the beast could.
If a target hits 0 hit points, it reverts to its normal form and resumes the number of hit points it had before transforming. If there is excess damage, it deducts from the target's resumed hit points. However, as long as its normal form isn't reduced to 0 hit points, it isn't knocked unconscious.
<</if>><<if $SK.includes("Antimagic Field")>>
**Antimagic Field
8th-level abjuration
Casting Time 1 action
Range Self (10ft radius)
Components V S M (Iron filings/powder iron)
Duration Conc. Up to 1 hour
A 10-foot-radius invisible sphere surrounds you. Within the sphere, spells can't be cast, summoned creatures disappear, and magic items become normal. The sphere moves with you. Summoned creatures re-appear once the sphere leaves their space, and magic items are restored upon being removed from the sphere.
Magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't enter or affect things within it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.
The sphere cannot be dispelled by magic, nor can two antimagic fields suppress each other.
<</if>><<if $SK.includes("Antipathy/Sympathy")>>
**Antipathy/Sympathy
8th-level enchantment
Casting Time 1 hour
Range 60 feet
Components V S M (Vinegar-soaked alum (antipathy)/honey (sympathy)
Duration 10 days
Choose a Huge or smaller object, creature, or area no bigger than a 200-foot cube, then specify an intelligent creature. The target gains an aura of antipathy, which repels the intelligent creature, or sympathy, which draws the creature to it. You choose the aura.
In the antipathy aura, creatures of the chosen type must make a Wisdom save if they can see the target or when they come within 60 feet of it. If it fails, it's frightened and must use its movement to get to the nearest safe spot where it can't see the target. If the creature gets more than 60 feet away and can't see the target, they are no longer frightened but will become so again if they get within the aura or see the target.
The sympathy aura causes creatures of the chosen type to pass a Wisdom save, or use their movement to enter the area if they see the target or move within reach of the target if they're within 60 feet. Once the creature has done so, it can't willingly move away. If the target harms the creature, it can make another Wisdom save.
If the creature successfully saves, it's no longer affected by the target and recognizes the feeling as magical. Additionally, a creature affected can make a Wisdom save every 24 hours. Any creature that successfully saves is immune for 1 minute, then can be affected again.
<</if>><<if $SK.includes("Clone")>>
**Clone
8th-level necromancy
Casting Time 1 hour
Range Touch
Components V S M (1000gp diamond, 1 cubic inch of target's flesh; consumed, 2000gp Medium-sized container with a lid)
Duration Instantaneous
A clone of a creature you touch forms inside a sealed container and grows to full size over a period of 120 days. If desired, the clone becomes a younger version of the target. As long as the container is undisturbed, the clone remains and doesn't age or move.
After the clone is matured, if the target dies, its soul goes into the clone if possible. The clone is identical to the target and retains personality, memories, and abilities. It does not have the same equipment. The target's corpse can't be restored to life.
<</if>><<if $SK.includes("Control Weather")>>
**Control Weather
8th-level transmutation
Casting Time 10 minutes
Range Self (5-mile radius)
Components V S M (Burning incense, earth and wood in water)
Duration Conc. Up to 8 hours
You take control of the weather within 5 miles of you. You must be outdoors. If you move to a place where you don't have a clear path to the sky, the spell ends early.
When you cast the spell, you change the current weather conditions. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a condition on the table and change its stage by one. When changing the wind, you can change its direction.
Precipitation Temperature Wind
Stage Condition Stage Condition Stage Condition
1 Clear 1 Unbearable heat 1 Calm
2 Light clouds 2 Hot 2 Moderate wind
3 Overcast or ground fog 3 Warm 3 Strong Wind
4 Rain, hail or snow 4 Cool 4 Gale
5 Heavy rain, hail, or snow 5 Cold 5 Storm
6 Arctic cold
<</if>><<if $SK.includes("Demiplane")>>
**Demiplane
8th-level conjuration
Casting Time 1 action
Range 60 feet
Components S
Duration 1 hour
A door sized for Medium creatures appears on a flat, solid surface. It leads to a demiplane that is an empty room sized 30ft x 30ft x 30ft. The room is made of wood or stone. When the spell ends, the door disappears, and anything inside the demiplane is trapped there.
When you cast the spell, you can make a new demiplane, connect to an old one you created, or connect to one another creature made if you know the nature and contents of the demiplane.
<</if>><<if $SK.includes("Dominate Monster")>>
**Dominate Monster
8th-level enchantment
Casting Time 1 action
Range 60 feet
Components V S
Duration Conc. Up to 1 hour
A creature you see must pass a Wisdom save or be charmed. If you're fighting it, it has advantage.
While charmed, you have a telepathic link to it if you're on the same plane. You can use this link to issue commands it obeys, no action required. You can specify a simple and general course of action. If it completes the order and doesn't receive further orders, it only defends itself.
You can use your action to take total control of the target. Until the end of your next turn, the creature takes only the actions you decide and nothing you don't allow it to. You can also have the creature use a reaction, but this takes your reaction as well.
If the target takes damage, it makes another Wisdom save. On a success, the spell ends.
At Higher Levels: If you use a 9th-level spell slot, the duration is extended to up to 8 hours.
<</if>><<if $SK.includes("Earthquake")>>
**Earthquake
8th-level evocation
Casting Time 1 action
Range 500 feet
Components V, S, M (Dirt, rock, clay)
Duration Conc. Up to 1 minute
For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on a point you can see. The ground in the area becomes difficult terrain. Each creature on the ground must make a concentration save if applicable.
When you cast this spell, and at the end of your turns, each creature on the ground in the area must make a Dexterity saving throw. On a failure, it's knocked prone.
This spell can have additional effects depending on the terrain in the area, as determined by the DM.
- Fissures: 1d6 fissures open in the spell's area at the start of your next turn in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must pass a Dexterity save or fall in. A creature that saves moves with the fissure's edge. A fissure that opens beneath a structure causes it to automatically collapse.
- Structures: The tremor deals 50 bludgeoning damage to any structure in contact with the ground when you cast the spell and at the start of your turns. If a structure drops to 0 hit points, it collapses. Any creature within half the distance of the structure's height must make a Dexterity save. On a failure, it takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble. It can make a DC 20 Athletics check as an action to escape. The DM can adjust the DC depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.
<</if>><<if $SK.includes("Feeblemind")>>
**Feeblemind
8th-level enchantment
Casting Time 1 action
Range 150 feet
Components V S M (Clay/crystal/glass/mineral spheres)
Duration Instantaneous
A creature you can see takes 4d6 psychic damage and makes an Intelligence save. On failure, its Intelligence and Charisma become 1. It can't cast spells, activate magic items, understand language, or communicate legibly by any means. However, it can identify allies, and follow and protect them.
Every 30 days, it can repeat the save, ending the spell on a success. Greater Restoration, Heal, and Wish also end it.
<</if>><<if $SK.includes("Glibness")>>
**Glibness
8th-level transmutation
Casting Time 1 action
Range Self
Components V
Duration 1 hour
You can replace the rolls of Charisma checks with a 15, and all magic that detects truthfulness indicates that you're being so.
<</if>><<if $SK.includes("Holy Aura")>>
**Holy Aura
8th-level abjuration
Casting Time 1 action
Range Self
Components V S M (1000gp tiny reliquary holding a sacred relic)
Duration Conc. Up to 1 minute
Creatures of your choice in a 30-foot radius when you cast the spell shed 5 feet of dim light and have advantage on all saving throws. Other creatures have disadvantage on attack rolls against them. In addition, when a fiend or an undead hits an affected creature with a melee attack, they must pass a Constitution save or be blinded until the spell ends.
<</if>><<if $SK.includes("Illusory Dragon")>>
**Illusory Dragon
8th-level illusion
Casting Time 1 action
Range 120 feet
Components S
Duration Conc. Up to 1 minute
A Huge shadowy dragon appears in an unoccupied space you can see, and occupies it. When the illusion first appears, enemies of you make a Wisdom save against being frightened of it for 1 minute. If a frightened creature ends its turn in a place where it doesn't have line of sight on the dragon, it can repeat the save.
As a bonus action, you can move the illusion up to 60 feet. During this movement, you can have the dragon make an attack in a 60-foot cone originating from its position. When you first make the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Creatures in the cone make an Intelligence save, taking 7d6 damage of the picked type on a failure or half on a success.
Any attack made on the dragon miss, it succeeds all saves, and it's immune to damage and conditions. A creature can use its action to make an Investigation check against your spell DC. If it passes, it can see through the illusion and has advantage on saving throws against its breath weapon.
<</if>><<if $SK.includes("Incendiary Cloud")>>
**Incendiary Cloud
8th-level conjuration
Casting Time 1 action
Range 150 feet
Components V S
Duration Conc. Up to 1 minute
A 20-foot-radius cloud of smoke and embers appears, spreading around corners and heavily obscures the area. A wind of at least 10mph can disperse it.
When the cloud appears, creatures in it make a Dexterity save. The spell deals 10d8 fire damage on a failure, or half as much on a success. Creatures also make this save when they enter the cloud for the first time on a turn or ends its turn in it.
The cloud moves 10 feet away from you in a direction you choose at the start of your turns.
<</if>><<if $SK.includes("Maddening Darkness")>>
**Maddening Darkness
8th-level evocation
Casting Time 1 action
Range 150 feet
Components V M (Pitch, mercury)
Duration Conc. Up to 10 minutes
Darkness fills a 60-foot-radius sphere, spreading around corners. Darkvision, nonmagical light, and light from spell levels 8th and lower can't penetrate the darkness.
If a creature starts its turn in the darkness, it makes a Wisdom save. On a failed save, it takes 8d8 psychic damage. On a success, it only takes half damage.
<</if>><<if $SK.includes("Maze")>>
**Maze
8th-level conjuration
Casting Time 1 action
Range 60 feet
Components V S
Duration Conc. Up to 10 minutes
A creature you can see is banished to a labyrinth-shaped demiplane. It can use its action to make a DC 20 Intelligence check, escaping on a success. A minotaur or goristro demon automatically succeeds.
Upon escape, the target reappears in the space it left. If that space is occupied, then it appears in the nearest available space.
<</if>><<if $SK.includes("Mighty Fortress")>>
**Mighty Fortress
8th-level conjuration
Casting Time 1 minute
Range 1 mile
Components V S M (500gp diamond; consumed)
Duration Instantaneous
A square fortress of stone appears from the ground at an area you can see. The area must be 120 feet on each side and not have any buildings or other structures in it. Creatures in the area are harmlessly lifted.
The fortress has four turrets with square bases that are 20 feet wide and 30 feet tall. There is one turret on each corner. The turrets are connected by 80-feet-long stone walls that are 1 foot thick and made of panels that are 10 feet wide and 20 feet tall. You can place up to four doors on the outer wall.
A square keep, 50 feet on each side with three 10-foot-high floors, is in the center of the fortress. The floors can have as many rooms as desired, but each one must be at least 5 feet on each side. Rooms can be connected by doors or archways and have whatever furniture desired. The keep also has food to serve a nine-course meal to 100 people each day. If objects in the keep are taken outside the fortress, they become dust. The keep's floors are connected by staircases. Each wall of the keep is 6 inches thick.
100 invisible servants come with the fortress and can be commanded by creatures you pick when you cast the spell. The servants act as though made by Unseen Servant.
Each 10x10ft section of the fortress has 30 hit points and 15 AC per inch of thickness, and is immune to poison and psychic damage. If a section is reduced to 0 hit points, it's destroyed, and the DM may rule other sections collapse as well.
If the spell is cast elsewhere or 7 days pass, the fortress sinks back into the ground. Creatures inside it are harmlessly set on the ground. Casting this spell every 7 days for a year makes the fortress permanent.
<</if>><<if $SK.includes("Mind Blank")>>
**Mind Blank
8th-level abjuration
Casting Time 1 action
Range Touch
Components V S
Duration 24 hours
Touch a willing creature. It becomes immune to psychic damage and the charmed condition. Additionally, any effect that would sense its emotions or read its thoughts fails, even if the attempt is from Wish. Divination spells also fail on it.
<</if>><<if $SK.includes("Power Word Stun")>>
**Power Word Stun
8th-level enchantment
Casting Time 1 action
Range 60 feet
Components V
Duration Instantaneous
A creature you can see is stunned if it has 150 hit points or less. Otherwise, nothing happens. The target can make a Constitution save at the end of its turns, being freed on a success.
<</if>><<if $SK.includes("Sunburst")>>
**Sunburst
8th-level evocation
Casting Time 1 action
Range 150 feet
Components V S M (Fire, sunstone)
Duration Instantaneous
Creatures in a 60-foot radius around a point you choose make a Constitution save. If they fail, they take 12d6 radiant damage and are blinded for 1 minute. If they pass, they take half damage and aren't blinded. If an undead or ooze is making the save, they do it with disadvantage.
A blinded creature can repeat the save at the end of its turns. They aren't blinded anymore on a success.
Magical darkness in the spell's radius is dispelled when this is cast.
<</if>><<if $SK.includes("Telepathy")>>
**Telepathy
8th-level evocation
Casting Time: 1 action
Range: Unlimited
Components: V, S, M (a pair of linked silver rings)
Duration: 24 hours
You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane. Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.
<</if>><<if $SK.includes("Tsunami")>>
**Tsunami
8th-level Conjuration
Casting Time: 1 minute
Range: Sight
Components: V, S
Duration: Concentration, up to 6 rounds
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.
At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.
<</if>>
9th level spells
<<if $SK.includes("Astral Projection")>>
**Astral Projection
9th-level necromancy
Casting Time 1 hour
Range 10 feet
Components V S M (Per target: 1000gp jacinth, 100gp silver bar; consumed)
Duration Special
You and up to eight willing creatures within range project yourselves into the Astral Plane. The material body you leave behind is unconscious and in a state of suspended animation.
Your astral body resembles your normal form in almost every way. The main difference is a cord that extends from your back and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. If the cord is cut, you die instantly.
Your astral form can pass through portals leading to any other plane. If you enter a new plane or return to the plane you were on, your body and possessions are transported, allowing you to re-enter your body. Any damage or other effects that apply to your astral form have no effect on your physical body, nor do they persist when you return to it.
The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body and awakens.
A successful Dispel Magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or astral form drops to 0 hit points, the spell ends for it and it returns to its body.
If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies.
<</if>><<if $SK.includes("Foresight")>>
**Foresight
9th-level divination
Casting Time 1 minute
Range Touch
Components V S M (Hummingbird feather)
Duration 8 hours
Touch a willing creature. For 8 hours, it can't be surprised and has advantage on attack rolls, ability checks, and saves. In addition, other creatures have disadvantage on attack rolls against it. The spell ends if you cast it again before the time is up.
<</if>><<if $SK.includes("Gate")>>
**Gate
9th-level conjuration
Casting Time 1 action
Range 60 feet
Components V S M (5000gp diamond)
Duration Conc. Up to 1 minute
You make a portal in an unoccupied space you can see that goes to a precise location on a different plane of existence. The portal is a circular opening 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.
The portal has a front and a back, but travel is only possible through the front. Anything that moves through it is instantly transported to the other plane, appearing in the nearest unoccupied space.
Planar rulers can prevent portals from opening in their presence or anywhere in their domains.
When you cast this spell, you can say the name of a specific creature and it will be pulled to the nearest unoccupied space next to you. You gain no special power over the creature and it's free to act as desired.
<</if>><<if $SK.includes("Imprisonment")>>
**Imprisonment
9th-level abjuration
Casting Time 1 Minute
Range 30 feet
Components V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 GP per Hit Die of the target)
Duration Until dispelled
You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.
When you cast the spell, you choose one of the following forms of imprisonment.
Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.
The special component for this version of the spell is a small mithral orb.
Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then.
The special component for this version of the spell is a fine chain of precious metal.
Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade.
Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect.
The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.
Slumber. The target falls asleep and can’t be awoken.
The special component for this version of the spell consists of rare soporific herbs.
Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.
A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.
You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.
<</if>><<if $SK.includes("Invulnerability")>>
**Invulnerability
9th-level abjuration
Casting Time 1 action
Range Self
Components V S M (500gp adamantine; consumed)
Duration Conc. Up to 10 minutes
You are immune to all damage until the spell ends.
<</if>><<if $SK.includes("Mass Heal")>>
**Mass Heal
9th-level evocation
Casting Time 1 action
Range 60 feet
Components V S
Duration Instantaneous
You restore up to 700 hit points, divided among any number of creatures that you can see. Creatures are also cured of all diseases, blindness, and deafness. This spell has no effect on undead or constructs.
<</if>><<if $SK.includes("Mass Polymorph")>>
**Mass Polymorph
9th-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour.
You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.
Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.
Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.
The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech.
The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment.
<</if>><<if $SK.includes("Meteor Swarm")>>
**Meteor Swarm
9th-level evocation
Casting Time 1 action
Range 1 mile
Components V S
Duration Instantaneous
Four meteors strike the ground in points you can see. Each creature in a 40-foot-radius sphere of a meteor makes a Dexterity save, taking 20d6 fire and 20d6 bludgeoning damage on a failure or half as much on a success. If a creature is in the area of more than one meteor, it only takes the damage once. The spell's area spreads around corners. Flammable objects in the area not being worn or carried are set on fire.
<</if>><<if $SK.includes("Power Word Heal")>>
**Power Word Heal
9th level evocation
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Instantaneous
A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.
<</if>><<if $SK.includes("Power Word Kill")>>
**Power Word Kill
9th-level enchantment
Casting time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect (101 hp or more).
<</if>><<if $SK.includes("Prismatic Wall")>>
**Prismatic Wall
9th-level abjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 10 minutes
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot is wasted.
The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.
The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below.
The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An antimagic field has no effect on it, and dispel magic works only against the violet layer.
1. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
2. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind.
3. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
4. Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
5. Blue. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.
6. Indigo. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save 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 creature collects three of a kind.
While this layer is in place, spells can’t be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.
7. Violet. On a failed save, the creature is blinded. It must then make a Wisdom saving throw 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 the GM’s choosing 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 or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.
<</if>><<if $SK.includes("Psychic Scream")>>
**Psychic Scream
9th-level enchantment
Casting Time 1 action
Range 90 feet
Components S
Duration Instantaneous
Up to ten creatures of your choice that you can see must make an Intelligence save. Creatures with an Intelligence of 2 or less are unaffected. On a fail, a target takes 14d6 psychic damage and is stunned. On a success, it takes half damage and isn't stunned. If a target is killed by this spell, its head explodes.
A stunned target can make an Intelligence save at the end of its turns. On a success, the stun ends.
<</if>><<if $SK.includes("Shapechange")>>
**Shapechange
9th-level transmutation
Casting Time 1 Action
Range Self
Components V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell)
Duration Concentration, up to 1 hour
You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower. The creature can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.
Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you, and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form.
You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hitpoints, you aren’t knocked unconscious.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.
When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.
During this spell’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
<</if>><<if $SK.includes("Storm of Vengeance")>>
**Storm of Vengeance
9th-level conjuration
Casting Time 1 action
Range Sight
Components V S
Duration Conc. Up to 1 minute
A 360-foot-radius storm cloud appears in the sky at a point you can see. Each creature less than 5,000 feet below the cloud makes a Constitution save when it appears, taking 2d6 thunder damage and being deafened for 5 minutes if they fail.
The longer you concentrate on this spell, the more effects will occur. Each takes place on a specific round.
- Round 2: Each creature and object under the cloud takes 1d6 acid damage.
- Round 3: Six lightning bolts all strike different creatures or objects of your choice. A struck creature makes a Dexterity save, taking 10d6 lightning damage if they fail and half if they succeed.
- Round 4: Each creature under the cloud takes 2d6 bludgeoning damage.
- Round 5-10: The area under the cloud becomes difficult terrain and is heavily obscured. In addition, each creature takes 1d6 cold damage and ranged weapon attacks in the area are impossible. Any fog, mists, and the like, magical or not, are dispersed due to strong winds. The storm is a severe distraction to maintaining concentration on a spell.
<</if>><<if $SK.includes("Time Stop")>>
**Time Stop
9th-level transmutation
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you.
In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
<</if>><<if $SK.includes("True Polymorph")>>
**True Polymorph
9th-level transmutation
Casting Time 1 Action
Range 30 feet
Components V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)
Duration Concentration, up to 1 hour
Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.
This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.
Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.
The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions.
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature’s statistics and resolves all of its actions and movement.
If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.
Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.
<</if>><<if $SK.includes("True Resurrection")>>
**True Resurrection
9th-level necromancy
Casting Time 1 hour
Range Touch
Components V S M (Holy water, 25000gp diamonds; consumed)
Duration Instantaneous
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, it's restored to life with all its hit points.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.
The spell can provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature appears in an unoccupied space you choose within 10 feet of you.
<</if>><<if $SK.includes("Weird")>>
**Weird
9th-level illusion
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30‑foot‑radius sphere centered on a point of your choice within range must make a Wisdom saving throw.
On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat.
At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage.
On a successful save, the spell ends for that creature.
<</if>><<if $SK.includes("Wish")>>
**Wish
9th-level conjuration
Casting Time 1 action
Range Self
Components V
Duration Instantaneous
You can duplicate a spell of level 8 or lower without needing to meet any requirements, material components with a cost included.
Alternatively, you create one of the following effects:
- A non-magic item worth up to 25,000 gp appears in an empty space on the ground. It can't be more than 300 feet in any dimension.
- Up to 20 creatures you can see regain all hit points and end all effects listed in Greater Restoration.
- Up to 10 creatures you can see gain resistance to a damage type you choose.
- Up to 10 creatures you can see gain immunity to a spell or other magical effect for 8 hours.
- You force a re-roll of any roll made within the last round, your turn included. You can force the re-roll to be made with advantage or disadvantage. Additionally, you can choose whether or not to use the re-roll.
You can do effects unlisted by stating your wish as precisely as possible. However, the DM has full ruling on what the wish does. The greater the wish, the greater the likelihood of something going wrong. This can range from the spell failing, to only getting part of the effect, to getting an undesired consequence.
If you use Wish to do anything besides duplicate a spell, you suffer the following effects:
- Each time you cast a spell, you take 1d10 necrotic damage per spell level. This damage can't be reduced or prevented. This effect ends after a long rest.
- Your Strength score becomes 3 if not so already for 2d4 days. If you spend a day doing nothing but resting or light activity, your recovery time decreases by 2 days.
- A die that can be split into thirds is rolled. Designate one third before doing so. If you roll a number in this third, you can't cast Wish ever again.
<</if>><<set $temp is random(1,2)>>
<<if $temp is 1>><<set $SK.push($L1S.pluck())>><<endif>>
<<if $temp is 2>><<set $SK.push($L2S.pluck())>><<endif>><<set $temp is random(1,3)>>
<<if $temp is 1>><<set $SK.push($L1S.pluck())>><<endif>>
<<if $temp is 2>><<set $SK.push($L2S.pluck())>><<endif>>
<<if $temp is 3>><<set $SK.push($L3S.pluck())>><<endif>><<set $temp is random(1,4)>>
<<if $temp is 1>><<set $SK.push($L1S.pluck())>><<endif>>
<<if $temp is 2>><<set $SK.push($L2S.pluck())>><<endif>>
<<if $temp is 3>><<set $SK.push($L3S.pluck())>><<endif>>
<<if $temp is 4>><<set $SK.push($L4S.pluck())>><<endif>><<set $L1S = ["Alarm","Cure Wounds","Detect Magic","Disguise Self","Expeditious Retreat","False Life","Identify","Jump","Longstrider","Sanctuary","Shield of Faith"]>>
<<set $L2S = ["Aid","Alter Self","Arcane Lock","Blur","Continual Flame","Darkvision","Enhance Ability","Enlarge/Reduce","Invisibility","Lesser Restoration","Levitate","Magic Weapon","Protection from Poison","Rope Trick","See Invisibility","Spider Climb"]>>
<<set $L3S = ["Blink","Fly","Gaseous Form","Glyph of Warding","Haste","Protection from Energy","Revivify","Water Breathing","Water Walk"]>>
<<set $L4S = ["Arcane Eye","Death Ward","Fabricate","Freedom of Movement","Leomund's Secret Chest","Mordenkainen's Faithful Hound","Mordenkainen's Private Sanctum","Otiluke's Resilient Sphere","Stone Shape","Stoneskin"]>>
<<set $SK to $L1S.pluckMany(4)>><<set $SK.push($L2S.pluck())>>
$SKInsert character level (1-20) and hit enter:
<<textbox "$CL" "" "BardGenerate">><<silently>>
<<set $CL to Number($CL)>>
<<set $SK = []>>
<<set $LCS = ["Blade Ward", "Dancing Lights", "Friends", "Light", "Mage Hand", "Mending", "Message", "Minor Illusion", "Prestidigitation", "Thunderclap", "True Strike", "Vicious Mockery"]>>
<<set $L1S = ["Animal Friendship", "Bane", "Charm Person", "Comprehend Languages", "Cure Wounds", "Detect Magic", "Disguise Self", "Dissonant Whispers", "Earth Tremor", "Faerie Fire", "Feather Fall", "Healing Word", "Heroism", "Identify", "Illusory Script", "Longstrider", "Silent Image", "Sleep", "Speak with Animals", "Tasha's Hideous Laughter", "Thunderwave", "Unseen Servant", "Guiding Hand", "Puppet", "Sense Emotion", "Sudden Awakening", "Unearthly Chorus"]>>
<<set $L2S = ["Animal Messenger", "Blindness/Deafness", "Calm Emotions", "Cloud of Daggers", "Crown of Madness", "Detect Thoughts", "Enhance Ability", "Enthrall", "Heat Metal", "Hold Person", "Invisibility", "Knock", "Lesser Restoration", "Locate Animals or Plants", "Locate Object", "Magic Mouth", "Phantasmal Force", "Pyrotechnics", "See Invisibility", "Shatter", "Silence", "Skywrite", "Suggestion", "Warding Wind", "Zone of Truth"]>>
<<set $L3S = ["Bestow Curse", "Catnap", "Clairvoyance", "Dispel Magic", "Enemies Abound", "Fear", "Feign Death", "Glyph of Warding", "Hypnotic Pattern", "Leomund's Tiny Hut", "Major Image", "Nondetection", "Plant Growth", "Sending", "Speak with Dead", "Speak with Plants", "Stinking Cloud", "Tongues"]>>
<<set $L4S = ["Charm Monster", "Compulsion", "Confusion", "Dimension Door", "Freedom of Movement", "Greater Invisibility", "Hallucinatory Terrain", "Locate Creature", "Polymorph"]>>
<<set $L5S = ["Animate Objects", "Awaken", "Dominate Person", "Dream", "Geas", "Greater Restoration", "Hold Monster", "Legend Lore", "Mass Cure Wounds", "Mislead", "Modify Memory", "Planar Binding", "Raise Dead", "Scrying", "Seeming", "Skill Empowerment", "Synaptic Static", "Teleportation Circle", "Commune with City", "Conjure Vrock", "Shutdown"]>>
<<set $L6S = ["Eyebite", "Find the Path", "Guards and Wards", "Mass Suggestion", "Otto's Irresistible Dance", "Programmed Illusion", "True Seeing"]>>
<<set $L7S = ["Etherealness", "Forcecage", "Mirage Arcane", "Mordenkainen's Magnificent Mansion", "Mordenkainen's Sword", "Project Image", "Regenerate", "Resurrection", "Symbol", "Teleport"]>>
<<set $L8S = ["Dominate Monster", "Feeblemind", "Glibness", "Mind Blank", "Power Word Stun"]>>
<<set $L9S = ["Foresight", "Mass Polymorph", "Power Word Heal", "Power Word Kill", "Psychic Scream", "True Polymorph"]>>
<<if $CL gte 1>><<set $SK.push($LCS.pluckMany(2))>>
<<set $SK.push($L1S.pluckMany(4))>><<endif>>
<<if $CL gte 2>><<set $SK to $L1S.pluck()>><<endif>>
<<if $CL gte 3>><<set $SK to $L2S.pluck()>><<endif>>
<<if $CL gte 4>><<set $SK to $LCS.pluck()>>
<<display "1or2>><<endif>>
<<if $CL gte 5>><<set $SK to $L3S.pluck()>><<endif>>
<<if $CL gte 6>><<display "12or3>><<endif>>
<<if $CL gte 7>><<set $SK to $L4S.pluck()>><<endif>>
<<if $CL gte 8>><<display "123or4>><<endif>>
<<if $CL gte 9>><<set $SK to $L5S.pluck()>><<endif>>
<<if $CL gte 10>><<set $SK to $LCS.pluck()>>
<<display "1234or5>>
<<display "1234or5>><<endif>>
<<if $CL gte 11>><<set $SK to $L6S.pluck()>><<endif>>
<<if $CL gte 13>><<set $SK to $L7S.pluck()>><<endif>>
<<if $CL gte 14>><<display "123456or7>>
<<display "123456or7>><<endif>>
<<if $CL gte 15>><<set $SK to $L8S.pluck()>><<endif>>
<<if $CL gte 17>><<set $SK to $L9S.pluck()>><<endif>>
<<if $CL gte 18>><<display "12345678or9>>
<<display "12345678or9>><<endif>>
<<endsilently>>Setting up!
[[Continue|Generated]]<<set $temp is random(1,5)>>
<<if $temp is 1>><<set $SK.push($L1S.pluck())>><<endif>>
<<if $temp is 2>><<set $SK.push($L2S.pluck())>><<endif>>
<<if $temp is 3>><<set $SK.push($L3S.pluck())>><<endif>>
<<if $temp is 4>><<set $SK.push($L4S.pluck())>><<endif>>
<<if $temp is 5>><<set $SK.push($L5S.pluck())>><<endif>><<set $temp is random(1,6)>>
<<if $temp is 1>><<set $SK.push($L1S.pluck())>><<endif>>
<<if $temp is 2>><<set $SK.push($L2S.pluck())>><<endif>>
<<if $temp is 3>><<set $SK.push($L3S.pluck())>><<endif>>
<<if $temp is 4>><<set $SK.push($L4S.pluck())>><<endif>>
<<if $temp is 5>><<set $SK.push($L5S.pluck())>><<endif>>
<<if $temp is 6>><<set $SK.push($L6S.pluck())>><<endif>><<set $temp is random(1,7)>>
<<if $temp is 1>><<set $SK.push($L1S.pluck())>><<endif>>
<<if $temp is 2>><<set $SK.push($L2S.pluck())>><<endif>>
<<if $temp is 3>><<set $SK.push($L3S.pluck())>><<endif>>
<<if $temp is 4>><<set $SK.push($L4S.pluck())>><<endif>>
<<if $temp is 5>><<set $SK.push($L5S.pluck())>><<endif>>
<<if $temp is 6>><<set $SK.push($L6S.pluck())>><<endif>>
<<if $temp is 7>><<set $SK.push($L7S.pluck())>><<endif>><<set $temp is random(1,8)>>
<<if $temp is 1>><<set $SK.push($L1S.pluck())>><<endif>>
<<if $temp is 2>><<set $SK.push($L2S.pluck())>><<endif>>
<<if $temp is 3>><<set $SK.push($L3S.pluck())>><<endif>>
<<if $temp is 4>><<set $SK.push($L4S.pluck())>><<endif>>
<<if $temp is 5>><<set $SK.push($L5S.pluck())>><<endif>>
<<if $temp is 6>><<set $SK.push($L6S.pluck())>><<endif>>
<<if $temp is 7>><<set $SK.push($L7S.pluck())>><<endif>>
<<if $temp is 8>><<set $SK.push($L8S.pluck())>><<endif>><<set $temp is random(1,9)>>
<<if $temp is 1>><<set $SK.push($L1S.pluck())>><<endif>>
<<if $temp is 2>><<set $SK.push($L2S.pluck())>><<endif>>
<<if $temp is 3>><<set $SK.push($L3S.pluck())>><<endif>>
<<if $temp is 4>><<set $SK.push($L4S.pluck())>><<endif>>
<<if $temp is 5>><<set $SK.push($L5S.pluck())>><<endif>>
<<if $temp is 6>><<set $SK.push($L6S.pluck())>><<endif>>
<<if $temp is 7>><<set $SK.push($L7S.pluck())>><<endif>>
<<if $temp is 8>><<set $SK.push($L8S.pluck())>><<endif>>
<<if $temp is 9>><<set $SK.push($L8S.pluck())>><<endif>><<set $SK to "">> <<script>>var SK = ['Apple', 'Banana'];
console.log(SK.length);<</script>>
[[continue|Test2]]<<script>>setup.getAll()<</script>>
$SK<<print either("O","o")>><<print either("O","o")>>
<<print either("Y","y")>><<print either("Y","y")>>
<<print either("C","c")>><<print either("C","c")>>
<<print either("M","m")>><<print either("M","m")>>
<<print either("B","b")>><<print either("B","b")>>
<<print either("W","w","wi")>><<print either("W","w","wi")>>
<<set $Y to random(0,100)>><<set $C to random(0,100)>><<set $M to random(0,100)>>Y: $Y
C: $C
M: $M
[[Save Color]]Y: $Y
C: $C
M: $M
[[Mutate color]]<<set $YPM to random(1,2)>><<set $CPM to random(1,2)>><<set $MPM to random(1,2)>><<if $YPM is 1>><<set $Y += random(1,10)>><<else>><<set $Y -= random(1,10)>><<endif>><<if $CPM is 1>><<set $C += random(1,10)>><<else>><<set $C -= random(1,10)>><<endif>><<if $MPM is 1>><<set $M += random(1,10)>><<else>><<set $M -= random(1,10)>><<endif>>
Y: $Y
C: $C
M: $M
[[Save Color]]<<set $Ran to "false">>WARNING: Although there is a "save" option on the sidebar, it will not actually save your NPCs! Please make sure to copy-paste or screenshot them.
[[Settings|NPC generation settings]]
Select race:
[[Random Race]]
[[Aarakocra]]
[[Dragonborn]]
[[Dwarf]]
[[Elf]]
[[Gnome]]
[[Half-Elf]]
[[Halfling]]
[[Half-Orc]]
[[Human]]
[[Tiefling]]<<set $Ran to "true">><<set $Race to random(1,10)>><<if $Race is 1>><<display "Aarakocra">><<endif>><<if $Race is 2>><<display "Dragonborn">><<endif>><<if $Race is 3>><<display "Dwarf">><<endif>><<if $Race is 4>><<display "Elf">><<endif>><<if $Race is 5>><<display "Gnome">><<endif>><<if $Race is 6>><<display "Half-Elf">><<endif>><<if $Race is 7>><<display "Halfling">><<endif>><<if $Race is 8>><<display "Half-Orc">><<endif>><<if $Race is 9>><<display "Human">><<endif>><<if $Race is 10>><<display "Tiefling">><<endif>>
[[Again|Random Race]]
[[Back|Generate NPC]]''Aarakocra''
When interacting with other races, aarakocra may use nicknames gained from people they meet or shortened forms of their full names.
Full name:<<set $Sylla to random(2,4)>> <<print either("Ae", "Aer", "Ra", "Ai", "Aia", "Al", "A", "Ur", "Dee", "Kek", "Err", "Rek", "Hee", "Hik", "Ik", "Ikk", "Ki", "Klee", "Eeck", "Oo", "Or", "Ouss", "Ou", "Af", "Qua", "Qui", "Erk", "Sal", "Leek", "Eek", "Urr", "Eek", "Reek", "Ze", "Ed", "Zee")>><<print either("ae", "aer", "ra", "ai", "aia", "al", "a", "ur", "dee", "kek", "err", "rek", "hee", "hik", "ik", "ikk", "ki", "klee", "eeck", "oo", "or", "ouss", "ou", "af", "qua", "qui", "erk", "sal", "leek", "eek", "urr", "eek", "reek", "ze", "ed", "zee")>><<if $Sylla is 3>><<print either("ae", "aer", "ra", "ai", "aia", "al", "a", "ur", "dee", "kek", "err", "rek", "hee", "hik", "ik", "ikk", "ki", "klee", "eeck", "oo", "or", "ouss", "ou", "af", "qua", "qui", "erk", "sal", "leek", "eek", "urr", "eek", "reek", "ze", "ed", "zee")>><<endif>><<if $Sylla is 4>><<print either("ae", "aer", "ra", "ai", "aia", "al", "a", "ur", "dee", "kek", "err", "rek", "hee", "hik", "ik", "ikk", "ki", "klee", "eeck", "oo", "or", "ouss", "ou", "af", "qua", "qui", "erk", "sal", "leek", "eek", "urr", "eek", "reek", "ze", "ed", "zee")>><<print either("ae", "aer", "ra", "ai", "aia", "al", "a", "ur", "dee", "kek", "err", "rek", "hee", "hik", "ik", "ikk", "ki", "klee", "eeck", "oo", "or", "ouss", "ou", "af", "qua", "qui", "erk", "sal", "leek", "eek", "urr", "eek", "reek", "ze", "ed", "zee")>><<endif>>
<<silently>><<display "Traits">><</silently>>Personality traits: <<print either($t1)>>, <<print either($t1)>>, <<print either($t1)>>.<<display "Background Generator">>
<<silently>><<display "Stats">> <<set $Dex += 2>> <<set $Wis +=1>> <</silently>>Str: $Str Dex: $Dex Con: $Con Int: $Int Wis: $Wis Cha: $Cha<<display "SN2">>
<<if $Ran is "true">><<else>>[[Again|Aarakocra]]
[[Back|Generate NPC]]<<endif>>''Dragonborn''
Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a habit.
Full name: <<print either("Clethtinthiallor", "Daardendrian", "Delmirev", "Drachedandion", "Fenkenkabradon", "Kepeshkmolik", "Kerrhylon", "Kimbatuul", "Linxakasendalor", "Myastan", "Nemmonis", "Norixius", "Ophinshtalajiir", "Prexijandilin", "Shestendeliath", "Turnuroth", "Verthisathurgiesh", "Yarjerit")>> "<<print either("Climber", "Earbender", "Leaper", "Pious", "Shieldbiter", "Zealous")>>" <<print either("Arjhan", "Balasar", "Bharash", "Donaar", "Ghesh", "Heskan", "Kriv", "Medrash", "Mehen", "Nadarr", "Pandjed", "Patrin", "Rhogar", "Shamash", "Shedinn", "Tarhun", "Torinn", "Akra", "Biri", "Daar", "Farideh", "Harann", "Havilar", "Jheri", "Kava", "Korinn", "Mishann", "Nala", "Perra", "Raiann", "Sora", "Surina", "Thava", "Uadjit")>>
<<silently>><<display "Traits">><</silently>>Personality traits: <<print either($t1)>>, <<print either($t1)>>, <<print either($t1)>>.<<display "Background Generator">>
<<silently>><<display "Stats">> <<set $Str += 2>> <<set $Cha +=1>> <</silently>>Str: $Str Dex: $Dex Con: $Con Int: $Int Wis: $Wis Cha: $Cha<<display "SN2">>
<<if $Ran is "true">><<else>>[[Again|Dragonborn]]
[[Back|Generate NPC]]<<endif>>''Dwarf''
A dwarf’s name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf’s name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.
Name options taken from Races of Stone.
Prefix: <<print either("A/Al = forge", "An = enemy/giant", "Ar/Ara = blood", "Az = rock", "B/Bal = anger/wrath", "Bar/bari = crushing/mighty", "Baz = fire/of the flame", "Bel = first", "Bof = great/ancient", "Bol = hidden/secret", "D/dal = stout/heavy", "Dar/dare = burned/burning", "Del = steel", "Dol = weapon/sword", "Dor/dura = red", "Duer = dark/darkness", "Dur/duri = wolf", "Dw/dwo = Fierce", "El = goblin/foe", "Er/eri = elder/old", "Fal/fall = strong/strongest/strength", "Far = of the stronghold", "Gar = bear/of the bear", "Gil = fire/fiery", "Gim = glad/cheerful", "Glan = forgotten/lost", "Glor/glori = silver/glitter/glittering", "Har = hearty/stalwart", "Hel = god’s/of the gods", "Jar = orc/ugly", "Kil = proud/powerful", "Ma/mar = gold/golden", "Mor/mari = brave/bold", "Nal = honored/honorable", "Nor/nora = mithral", "Nur/nura = steady/sure", "o/ol = large/fat", "Or/ori = gem", "Ov = cunning/wise", "Rei = vermin", "Th/ther = oath/of oaths", "Tho/thor = noble/loyal", "Thr/thra = black", "Tor/tore = soul", "Ur/urni = death/skull", "Val = dragon/magic/magical", "Von = tunnel/of the tunnel", "Wer/wera = battle/war", "Whur = Iron", "Yur = Rune")>>
Male suffix: <<print either("Aim/and = slayer/killer", "Ain/arn = fist/striker", "Ak = axe/cutter", "Ar/ard = guard/guardian", "Auk = clansman/crafter", "Bere = gauntlet/hand", "Bir/bin = keeper/warden", "Dak/dek = mine/miner", "Dal = ale/drink/drinker", "Din = smith/blacksmith", "El = warrior", "Ent = mountain", "Erl = father", "Gal = shield", "Gan = mason", "Gar/gath = lurker/thief", "Gen = stone/monolith", "Grim = eternal/lasting", "Gur/guk = boar/steed", "I/ik = brother/ally", "Ias = anvil", "Ili/li = beard/pride", "Im/rim = king", "In/rin = dwarf/dwarves/people", "Ir/init = giver", "Kas = scout/seeker", "Kral = hall/stronghold", "Lond = friend", "o/oak = barrow/tomb", "On/lon = raid/raider", "Or/ror = riddle/riddle master", "Oril/oric = judge/lawgiver", "Rak = hammer/smasher", "Ral = heart/spirit", "Ric = chest/belly", "Rid = craft worker/craft master", "Rim = spear/stabber", "Ring = armor/hide/skin", "Ster/stili = kin/cousin", "Sun = rider", "Ten = son/child of", "Thal = mattock/crusher", "Then = earth/earthen/of the earth", "Thic = champion/victor", "Thur = hunter/way finder", "Ur/rur = master/craftsman", "Urt = berserker/battlerager", "Ut/unt = highborn/nobleman", "Val = messenger", "Var/villi = outcast/exile")>>
Female suffix: <<print either("a/aed = hearth", "Ala/la = blessing", "Alsia = partner/wife", "Ana = eye/eyes", "Ani = bearer", "Astr = ring/jewelry", "Bela = ally/sister", "Bera/bena = will/faith", "Bo = hair/braid", "Bryn = wisewoman", "Deth = guard/guardian", "Dis = gift/riches", "Dred = maiden", "Drid = spinner/weaver", "Dris = heart/love/lovely", "Esli = hand/skill", "Gret = daughter/child of", "Gunn = warrior", "Hild = speech/voice", "Ia = priestess/holy woman", "Ida = air/breath", "Iess = mother/matriarch", "Iff = beauty/jewell", "Ifra = craftswoman/cook/seamstress", "Ila = joy", "Ild = fair/kindness", "Ina = art/artisan/craft", "Ip/ippa = pledge/promise", "Isi = treasure/treasure of", "Iz = fox", "Ja = mistress", "Kara = healer", "Li/ili = twin/twin sister of", "Lin = song/singer", "Lydd = vindicator", "Mora/moa = seer/prophetess", "Ola = brewer/brew/ale", "On/ona = white/pure", "Ora/oa = tender/protector", "Re/rra = tree/root", "Ren = life/living/birth of", "Serd = virtue/virtuous", "Shar/sha = moon", "Thra = escort/matron", "Tia = river/pool", "Tryd = heroine", "Unn = highborn/noblewoman", "Wynn = grace/gracious", "Ya = guest/hostess", "Ydd = queen")>>
<<set $Subrace to either("Hill","Mountain")>>Subrace: $Subrace dwarf
<<silently>><<display "Traits">><</silently>>Personality traits: <<print either($t1)>>, <<print either($t1)>>, <<print either($t1)>>.<<display "Background Generator">>
<<silently>><<display "Stats">> <<set $Con += 2>> <<if $Subrace is "Hill">><<set $Wis +=1>><<endif>> <<if $Subrace is "Mountain">><<set $Str +=2>><<endif>> <</silently>>Str: $Str Dex: $Dex Con: $Con Int: $Int Wis: $Wis Cha: $Cha<<display "SN2">>
<<if $Ran is "true">><<else>>[[Again|Dwarf]]
[[Back|Generate NPC]]<<endif>>''Half-Elf''
Name can be elven or human.
Given name: <<set $n1 to either("elf", "human")>><<if $n1 is "elf">>
<<print either("Ael: knight", "Aer : law, order", "Af : ring", "Ah : crafty, sly", "Al : sea", "Am : swan", "Ama : beauty, beautiful", "An : hand", "Ang : glitter", "Ansr : rune", "Ar : gold, golden", "Arì : silver", "Arn : south", "Aza : life, lives", "Bael : guardian", "Bes : oath", "Cael : archer, arrow", "Cal : faith", "Cas : herald", "Cla : rose", "Cor : legend, legendary", "Cy : onyx", "Dae : white", "Dho : falcon", "Dre : hound", "Du : crescent", "Eil : azure, blue", "Eir : sharp", "El : green", "Er : boar", "Ev : stag", "Fera : champion", "Fi : rain", "Fir : dark", "Fis : light", "Gael : pegasus", "Gar : owl", "Gil : griffin", "Ha : free, freedom", "Hu : horse", "Ia : day", "Il : mist", "Ja : staff", "Jar : dove", "Ka : dragon", "Kan : eagle", "Ker : spell", "Keth : wind", "Koeh : earth", "Kor : black", "Ky : ruby", "La : night", "Laf : moon", "Lam : east", "Lue : riddle", "Ly : wolf", "Mai : death, slayer", "Mal : war", "Mara : priest", "My : emerald", "Na : ancient", "Nai : oak", "Nim : deep", "Nu : hope, hopeful", "Ny : diamond", "Py : sapphire", "Raer : unicorn", "Re : bear", "Ren : west", "Rhy (Ry): jade", "Ru : dream", "Rua : star", "Rum : meadow", "Rid : spear", "Sae : wood", "Seh : soft", "Sel : high", "Sha : sun", "She : age, time", "Si : cat, feline", "Sim : north", "Sol : history, memory", "Sum : water", "Syl : faerie", "Ta : fox", "Tahl : blade", "Tha : vigil, vigilance", "Tho : true, truth", "Ther : sky", "Thro : lore, sage", "Tia : magic", "Tra : tree", "Ty (Try): crystal", "Uth : wizard", "Ver : peace", "Vil : finger, point", "Von : ice", "Ya : bridge, path, way", "Za : royal", "Zy : ivory")>>
<<print either("-ae (-nae) : whisper", "-ael : great", "-aer / -aera : singer, song", "-aias / -aia : mate, husband / wife", "-ah / -aha : wand", "-aith / -aira : home", "-al / -ala (-la; -lae; -llae) : harmony", "-ali : shadow", "-am / -ama : strider", "-an / -ana (-a; -ani; -uanna) : make, maker", "-ar / -ara (-ra) : man / woman", "-ari (-ri) : spring", "-aro (-ro) : summer", "-as (-ash; -sah) : bow, fletcher", "-ath : by, of, with", "-avel : sword", "-brar (-abrar; -ibrar) : craft, crafter", "-dar (-adar; -odar) : world", "-deth (-eath; -eth) : eternal", "-dre : charm, charming", "-drim (-drimme; -udrim) : flight, flyer", "-dul : glade", "-ean : ride, rider", "-el (ele / -ela) : hawk", "-emar : honor", "-en : autumn", "-er (-erl; -ern) : winter", "-ess (-esti) : elves, elvin", "-evar : flute", "-fel (-afel; -efel) : lake", "-hal (-ahal; -ihal) : pale, weak", "-har (-ihar; -uhar) : wisdom, wise", "-hel (-ahel; -ihel) : sadness, tears", "-ian / ianna (-ia; -ii; -ion) : lord / lady", "-iat : fire", "-ik : might, mighty", "-il (-iel; -ila; -lie) : gift, giver", "-im : duty", "-in (-inar; -ine) : sibling, brother / sister", "-ir (-ira; -ire) : dusk", "-is (-iss; -ist) : scribe, scroll", "-ith (-lath; -lith; -lyth) : child, young", "-kash (-ashk; -okash) : fate", "-ki : void", "-lan / -lanna (-lean; -olan / -ola) : son / daughter", "-lam (-ilam; -ulam) : fair", "-lar (-lirr) : shine", "-las : wild", "-lian / -lia : master / mistress", "-lis (-elis; -lys) : breeze", "-lon (-ellon) : chief", "-lyn (-llinn; -lihn) : bolt, ray", "-mah / -ma (-mahs) : mage", "-mil (-imil; -umil) : bond, promise", "-mus : ally, companion", "-nal (-inal; -onal) : distant, far", "-nes : heart", "-nin (-nine; -nyn) : rite, ritual", "-nis (-anis) : dawn", "-on/onna: Keep/Keeper", "-or (oro): Flower", "-oth (-othi) : gate", "-que : forgotten, lost", "-quis : branch, limb", "-rah(-rae; -raee) : beast", "-rad(-rahd) : leaf", "-rail/-ria (-aral; -ral; -ryl) : hunt, hunter", "-ran (-re; -reen) : binding, shackles", "-reth (-rath) : arcane", "-ro (-ri; -ron) : walker, walks", "-ruil (-aruil; -eruil) : noble", "-sal (-isal; -sali) : honey, sweet", "-san : drink, wine", "-sar (-asar; -isar) : quest, seeker", "-sel (-asel; -isel) : mountain", "-sha (-she; -shor) : ocean", "-spar : fist", "-tae (-itae) : beloved, love", "-tas (-itas) : wall, ward", "-ten (-iten) : spinner", "-thal /-tha (-ethal / -etha) : heal, healer, healing", "-thar (-ethar; -ithar) : friend", "-ther (-ather; -thir) : armor, protection", "-thi (-ethil; -thil) : wing", "-thus /-thas (-aethus / -aethas) : harp, harper", "-ti (-eti;-til) : eye, sight", "-tril /-tria (-atri; -atril / -atria) : dance, dancer", "-ual (-lua) : holy", "-uath (-luth; -uth) : lance", "-us /-ua : cousin, kin", "-van /-vanna : forest", "-var /-vara (-avar / -avara) : father / mother", "-vain (-avain) : spirit", "-via (-avia) : good fortune, luck", "-vin (-avin) : storm", "-wyn : music, muscian", "-ya : helm", "-yr / -yn : bringer", "-yth : folk, people", "-zair /-zara (-azair / -ezara) : lightning")>><<else>>Generate a human name here: https://www.behindthename.com/random/random.php?number=1&gender=both&surname=&all=yes<<endif>>
Surname: <<set $n1 to either("elf", "human")>><<if $n1 is "elf">>
<<print either("Ael: knight", "Aer : law, order", "Af : ring", "Ah : crafty, sly", "Al : sea", "Am : swan", "Ama : beauty, beautiful", "An : hand", "Ang : glitter", "Ansr : rune", "Ar : gold, golden", "Arì : silver", "Arn : south", "Aza : life, lives", "Bael : guardian", "Bes : oath", "Cael : archer, arrow", "Cal : faith", "Cas : herald", "Cla : rose", "Cor : legend, legendary", "Cy : onyx", "Dae : white", "Dho : falcon", "Dre : hound", "Du : crescent", "Eil : azure, blue", "Eir : sharp", "El : green", "Er : boar", "Ev : stag", "Fera : champion", "Fi : rain", "Fir : dark", "Fis : light", "Gael : pegasus", "Gar : owl", "Gil : griffin", "Ha : free, freedom", "Hu : horse", "Ia : day", "Il : mist", "Ja : staff", "Jar : dove", "Ka : dragon", "Kan : eagle", "Ker : spell", "Keth : wind", "Koeh : earth", "Kor : black", "Ky : ruby", "La : night", "Laf : moon", "Lam : east", "Lue : riddle", "Ly : wolf", "Mai : death, slayer", "Mal : war", "Mara : priest", "My : emerald", "Na : ancient", "Nai : oak", "Nim : deep", "Nu : hope, hopeful", "Ny : diamond", "Py : sapphire", "Raer : unicorn", "Re : bear", "Ren : west", "Rhy (Ry): jade", "Ru : dream", "Rua : star", "Rum : meadow", "Rid : spear", "Sae : wood", "Seh : soft", "Sel : high", "Sha : sun", "She : age, time", "Si : cat, feline", "Sim : north", "Sol : history, memory", "Sum : water", "Syl : faerie", "Ta : fox", "Tahl : blade", "Tha : vigil, vigilance", "Tho : true, truth", "Ther : sky", "Thro : lore, sage", "Tia : magic", "Tra : tree", "Ty (Try): crystal", "Uth : wizard", "Ver : peace", "Vil : finger, point", "Von : ice", "Ya : bridge, path, way", "Za : royal", "Zy : ivory")>>
<<print either("-ae (-nae) : whisper", "-ael : great", "-aer / -aera : singer, song", "-aias / -aia : mate, husband / wife", "-ah / -aha : wand", "-aith / -aira : home", "-al / -ala (-la; -lae; -llae) : harmony", "-ali : shadow", "-am / -ama : strider", "-an / -ana (-a; -ani; -uanna) : make, maker", "-ar / -ara (-ra) : man / woman", "-ari (-ri) : spring", "-aro (-ro) : summer", "-as (-ash; -sah) : bow, fletcher", "-ath : by, of, with", "-avel : sword", "-brar (-abrar; -ibrar) : craft, crafter", "-dar (-adar; -odar) : world", "-deth (-eath; -eth) : eternal", "-dre : charm, charming", "-drim (-drimme; -udrim) : flight, flyer", "-dul : glade", "-ean : ride, rider", "-el (ele / -ela) : hawk", "-emar : honor", "-en : autumn", "-er (-erl; -ern) : winter", "-ess (-esti) : elves, elvin", "-evar : flute", "-fel (-afel; -efel) : lake", "-hal (-ahal; -ihal) : pale, weak", "-har (-ihar; -uhar) : wisdom, wise", "-hel (-ahel; -ihel) : sadness, tears", "-ian / ianna (-ia; -ii; -ion) : lord / lady", "-iat : fire", "-ik : might, mighty", "-il (-iel; -ila; -lie) : gift, giver", "-im : duty", "-in (-inar; -ine) : sibling, brother / sister", "-ir (-ira; -ire) : dusk", "-is (-iss; -ist) : scribe, scroll", "-ith (-lath; -lith; -lyth) : child, young", "-kash (-ashk; -okash) : fate", "-ki : void", "-lan / -lanna (-lean; -olan / -ola) : son / daughter", "-lam (-ilam; -ulam) : fair", "-lar (-lirr) : shine", "-las : wild", "-lian / -lia : master / mistress", "-lis (-elis; -lys) : breeze", "-lon (-ellon) : chief", "-lyn (-llinn; -lihn) : bolt, ray", "-mah / -ma (-mahs) : mage", "-mil (-imil; -umil) : bond, promise", "-mus : ally, companion", "-nal (-inal; -onal) : distant, far", "-nes : heart", "-nin (-nine; -nyn) : rite, ritual", "-nis (-anis) : dawn", "-on/onna: Keep/Keeper", "-or (oro): Flower", "-oth (-othi) : gate", "-que : forgotten, lost", "-quis : branch, limb", "-rah(-rae; -raee) : beast", "-rad(-rahd) : leaf", "-rail/-ria (-aral; -ral; -ryl) : hunt, hunter", "-ran (-re; -reen) : binding, shackles", "-reth (-rath) : arcane", "-ro (-ri; -ron) : walker, walks", "-ruil (-aruil; -eruil) : noble", "-sal (-isal; -sali) : honey, sweet", "-san : drink, wine", "-sar (-asar; -isar) : quest, seeker", "-sel (-asel; -isel) : mountain", "-sha (-she; -shor) : ocean", "-spar : fist", "-tae (-itae) : beloved, love", "-tas (-itas) : wall, ward", "-ten (-iten) : spinner", "-thal /-tha (-ethal / -etha) : heal, healer, healing", "-thar (-ethar; -ithar) : friend", "-ther (-ather; -thir) : armor, protection", "-thi (-ethil; -thil) : wing", "-thus /-thas (-aethus / -aethas) : harp, harper", "-ti (-eti;-til) : eye, sight", "-tril /-tria (-atri; -atril / -atria) : dance, dancer", "-ual (-lua) : holy", "-uath (-luth; -uth) : lance", "-us /-ua : cousin, kin", "-van /-vanna : forest", "-var /-vara (-avar / -avara) : father / mother", "-vain (-avain) : spirit", "-via (-avia) : good fortune, luck", "-vin (-avin) : storm", "-wyn : music, muscian", "-ya : helm", "-yr / -yn : bringer", "-yth : folk, people", "-zair /-zara (-azair / -ezara) : lightning")>><<else>>Generate a human surname here (disregard first name): https://www.behindthename.com/random/random.php?number=1&gender=both&surname=&randomsurname=yes&all=yes<<endif>>
<<silently>><<display "Traits">><</silently>>Personality traits: <<print either($t1)>>, <<print either($t1)>>, <<print either($t1)>>.<<display "Background Generator">>
<<silently>><<display "Stats">> <<set $Cha += 2>> <<set $st1 to random(1,6)>><<set $st2 to random(1,6)>>
<<if $st1 is 1>><<set $Str += 1>><<endif>><<if $st1 is 2>><<set $Dex += 1>><<endif>><<if $st1 is 3>><<set $Con += 1>><<endif>><<if $st1 is 4>><<set $Int += 1>><<endif>><<if $st1 is 5>><<set $Wis += 1>><<endif>><<if $st1 is 6>><<set $Cha += 1>><<endif>>
<<if $st2 is 1>><<set $Str += 1>><<endif>><<if $st2 is 2>><<set $Dex += 1>><<endif>><<if $st2 is 3>><<set $Con += 1>><<endif>><<if $st2 is 4>><<set $Int += 1>><<endif>><<if $st2 is 5>><<set $Wis += 1>><<endif>><<if $st2 is 6>><<set $Cha += 1>><<endif>>
<</silently>>Str: $Str Dex: $Dex Con: $Con Int: $Int Wis: $Wis Cha: $Cha<<display "SN2">>
<<if $Ran is "true">><<else>>[[Again|Half-Elf]]
[[Back|Generate NPC]]<<endif>>''Half-Orc''
Name can be orcish or human.
Given name: <<set $n1 to either("orc", "human")>><<if $n1 is "orc">><<print either("Dench", "Feng", "Gell", "Henk", "Holg", "Imsh", "Keth", "Krusk", "Mhurren", "Ront", "Shump", "Thokk", "Baggi", "Emen", "Engong", "Kansif", "Myev", "Neega", "Ovak", "Ownka", "Shautha", "Sutha", "Vola", "Volen", "Yevelda")>> <<else>>Generate a human name here: https://www.behindthename.com/random/random.php?number=1&gender=both&surname=&all=yes<<endif>>
<<silently>><<display "Traits">><</silently>>Personality traits: <<print either($t1)>>, <<print either($t1)>>, <<print either($t1)>>.<<display "Background Generator">>
<<silently>><<display "Stats">> <<set $Str += 2>> <<set $Con +=1>><</silently>>Str: $Str Dex: $Dex Con: $Con Int: $Int Wis: $Wis Cha: $Cha<<display "SN2">>
<<if $Ran is "true">><<else>>[[Again|Half-Orc]]
[[Back|Generate NPC]]<<endif>>''Human''
Generate name here: https://www.behindthename.com/random/random.php?number=2&gender=both&surname=&all=yes
<<silently>><<display "Traits">><</silently>>Personality traits: <<print either($t1)>>, <<print either($t1)>>, <<print either($t1)>>.<<display "Background Generator">>
<<silently>><<display "Stats">> <<set $Str += 1>> <<set $Dex += 1>> <<set $Con +=1>> <<set $Int += 1>> <<set $Wis += 1>> <<set $Cha +=1>><</silently>>Str: $Str Dex: $Dex Con: $Con Int: $Int Wis: $Wis Cha: $Cha<<display "SN2">>
<<if $Ran is "true">><<else>>[[Again|Human]]
[[Back|Generate NPC]]<<endif>>''Tiefling''
<<set $n1 to either("tiefling", "human")>><<if $n1 is "tiefling">>Name: <<print either("Akmenos", "Amnon", "Barakas", "Damakos", "Ekemon", "Iados", "Kairon", "Leucis", "Melech", "Mordai", "Morthos", "Pelaios", "Skamos", "Therai", "Akta", "Anakis", "Bryseis", "Criella", "Damaia", "Ea", "Kallista", "Lerissa", "Makaria", "Nemeia", "Orianna", "Phelaia", "Rieta", "Art", "Carrion", "Chant", "Creed", "Despair", "Excellence", "Fear", "Glory", "Hope", "Ideal", "Music", "Nowhere", "Open", "Poetry", "Quest", "Random", "Reverence", "Sorrow", "Temerity", "Torment", "Weary")>> <<else>>Generate name here: https://www.behindthename.com/random/random.php?number=1&gender=both&surname=&all=yes<<endif>>
<<silently>><<display "Traits">><</silently>>Personality traits: <<print either($t1)>>, <<print either($t1)>>, <<print either($t1)>>.<<display "Background Generator">>
<<silently>><<display "Stats">> <<set $Cha += 2>> <<set $Int +=1>><</silently>>Str: $Str Dex: $Dex Con: $Con Int: $Int Wis: $Wis Cha: $Cha<<display "SN2">>
<<if $Ran is "true">><<else>>[[Again|Tiefling]]
[[Back|Generate NPC]]<<endif>>AmoraChinchillaA simple NPC generator that gives you a name, a few personality traits, and stats! Has advanced options for background and scar generation.
Stats are rolled using the 4d6 method, and all races have their racial bonuses added to them, so no worries about doing the math.
If you'd like to help support me, you can donate to my kofi here!
https://ko-fi.com/amorachinchilla<<if $BG is "off">><<else>><<set $lived to either("born", "born and raised")>>
Was $lived <<if $BG is "simple">><<set $born to either("in this area", "close to here", "far from here", "very far from here")>>$born<<endif>><<if $BG is "advanced">>in <<set $born to either($Areas)>>$born<<endif>><<if $lived is "born">> and raised <<if $BG is "simple">><<set $raised to either("in this area", "close to here", "far from here", "very far from here", "moving around a lot")>>$raised<<endif>><<if $BG is "advanced">>in <<set $raised to either($Areas)>>$raised<<endif>><<else>><<endif>>, in a <<set $class to either("royal (or equivilant)", "upperclass", "middleclass", "lowerclass", "starving")>>$class family.<<silently>>
HIGHER EDUCATION
<<if $class is "royal (or equivilant)">><<set $HigherEducations to random(2,4)>><<endif>>
<<if $class is "upperclass">><<set $HigherEducations to random(1,3)>><<endif>>
<<if $class is "middleclass">><<set $HigherEducations to random(0,2)>><<endif>>
<<if $class is "lowerclass">><<set $HigherEducations to random(0,1)>><<endif>>
<<if $class is "starving">><<set $HigherEducations to 0>><<endif>>
BASIC EDUCATION
<<if $class is "royal (or equivilant)">><<set $BasicEducations to random(3,5)>><<endif>>
<<if $class is "upperclass">><<set $BasicEducations to random(2,4)>><<endif>>
<<if $class is "middleclass">><<set $BasicEducations to random(1,3)>><<endif>>
<<if $class is "lowerclass">><<set $BasicEducations to random(0,2)>><<endif>>
<<if $class is "starving">><<set $BasicEducations to random(0,1)>><<endif>>
EXP EDUCATION
<<if $class is "royal (or equivilant)">><<set $EXPEducations to random(0,3)>><<endif>>
<<if $class is "upperclass">><<set $EXPEducations to random(0,3)>><<endif>>
<<if $class is "middleclass">><<set $EXPEducations to random(1,3)>><<endif>>
<<if $class is "lowerclass">><<set $EXPEducations to random(1,4)>><<endif>>
<<if $class is "starving">><<set $EXPEducations to random(1,4)>><<endif>><<endsilently>>They are in their current situation <<print either("trying to make end's meet.", "for the sake of someone they care about.", "because someone is threatening them.", "because they have no other choice.", "to please someone important to them.", "to impress someone.", "to provide for people they care about.", "because they feel secure here.", "because the people here make them feel welcome.", "because they enjoy their current work.", "because they're working toward something better.", "to accomplish something that will raise their fame.", "to further their carreer.", "to build a family.", "to chase their dream.", "due to a mistake in their life.")>><<if $EDU is "off">><<else>>
Over the course of their life, they have received:
<<if $HigherEducations is 0>>No higher education<<else>>Higher education in: <<set $HiEd to $Educations.pluckMany($HigherEducations)>>$HiEd<<endif>>
<<if $BasicEducations is 0>>No basic education<<else>>Basic education in: <<set $BaEd to $Educations.pluckMany($BasicEducations)>>$BaEd.<<endif>>
<<if $EXPEducations is 0>><<else>>Learned through life experience: <<set $XPEd to $Educations.pluckMany($EXPEducations)>>$XPEd<<endif>><<endif>><<endif>><<silently>><<set $HiEd to []>>
<<set $BaEd to []>>
<<set $XPEd to []>>
<<set $Educations to ["economics", "stoneworking", "metalworking", "woodworking", "mechanics", "engineering", "agriculture", "forestry", "politics", "psychology", "biology", "anthropology", "archaeology", "architecture", "sculpting", "painting", "drawing", "business", "alchemy", "abjuration magic", "conjuration magic", "divination magic", "enchantment", "evocation", "illusion magic", "necromancy", "transmutation magic", "chemistry", "history", "communications", "creative writing", "criminology", "acting", "dance", "medicine", "teaching", "language (common race)", "language (unusual race)", "language (rare race)", "language (different plane)", "fashion", "cooking", "forensic science", "geography", "geology", "law", "marketing", "mathmatics", "music", "nursing", "philosophy", "physics", "astronomy", "social work", "sociology", "sports", "theology", "animal medicine", "animal work", "animal training"]>><<endsilently>><<set $ScarMin to Number($ScarMin)>><<set $ScarMax to Number($ScarMax)>>NOTE: If you would like to save your settings, please use the "save" feature on the sidebar when you are put back on the generator's home page. You will then be allowed to load your settings even if you refresh the page.
BACKGROUND SETTINGS
* <<if $BG is "off">><<radiobutton "$BG" "off" "checked">><<else>><<radiobutton "$BG" "off">><<endif>> No background: No background information for your character will be generated.
* <<if $BG is "simple">><<radiobutton "$BG" "simple" "checked">><<else>><<radiobutton "$BG" "simple">><<endif>> Simple background: A simple background will be created for your character, including vauge descriptions of distance such as "far from here" or "close to here."
* <<if $BG is "advanced">><<radiobutton "$BG" "advanced" "checked">><<else>><<radiobutton "$BG" "advanced">><<endif>> Advanced background: Allows you to physically input cities to be referenced in the background of your character, making it say specifically "was born in Huaam" instead of "was born close to here." For this option to work properly you must [[configure advanced background settings]].
GENERATE EDUCATION
If this option is turned on, simple and advanced backgrounds will also come with lists of higher, basic, and life experience educations.
* <<if $EDU is "off">><<radiobutton "$EDU" "off" "checked">><<else>><<radiobutton "$EDU" "off">><<endif>> Off
* <<if $EDU is "on">><<radiobutton "$EDU" "on" "checked">><<else>><<radiobutton "$EDU" "on">><<endif>> On
SCAR GENERATION
If this option is turned on, it will generate up to 10 scars for each character. If you use this option, you must [[configure scar settings]]. Currently formatted to give $ScarMin - $ScarMax scars.
* <<if $Scars is "off">><<radiobutton "$Scars" "off" "checked">><<else>><<radiobutton "$Scars" "off">><<endif>> Off
* <<if $Scars is "on">><<radiobutton "$Scars" "on" "checked">><<else>><<radiobutton "$Scars" "on">><<endif>> On
[[Confirm|Generate NPC]]<<if $Area>>\
<<run $Areas.push($Area)>>\
<</if>>\
<<set $Area to ''>>\
Current areas configured: $Areas
Insert new place result:
<<textbox '$Area' '' 'configure advanced background settings' autofocus>>
[[Back|NPC generation settings]]<<set $BG to "off">>
<<set $Areas to []>>
<<set $Area to ''>>
<<set $EDU to "off">>
<<set $Scars to "off">>
<<set $ScarMin to 0>>
<<set $ScarMax to 10>>
<<set $HiEd to []>>
<<set $BaEd to []>>
<<set $XPEd to []>>
<<set $Educations to ["economics", "stoneworking", "metalworking", "woodworking", "mechanics", "engineering", "agriculture", "forestry", "politics", "psychology", "biology", "anthropology", "archaeology", "architecture", "sculpting", "painting", "drawing", "business", "alchemy", "abjuration magic", "conjuration magic", "divination magic", "enchantment", "evocation", "illusion magic", "necromancy", "transmutation magic", "chemistry", "history", "communications", "creative writing", "criminology", "acting", "dance", "medicine", "teaching", "language (common race)", "language (unusual race)", "language (rare race)", "language (different plane)", "fashion", "cooking", "forensic science", "geography", "geology", "law", "marketing", "mathmatics", "music", "nursing", "philosophy", "physics", "astronomy", "social work", "sociology", "sports", "theology", "animal medicine", "animal work", "animal training"]>>Min number of scars (must be at least 0)
<<textbox '$ScarMin' ''>>
Max number of scars (10 at most)
<<textbox '$ScarMax' ''>>
[[Confirm|NPC generation settings]]<<set $test1 to 5>> <<set $test2 to 7>>
<<set $test3 to random($test1,$test2)>>$test3