This is a document for lore of ELTIA created by Nakizama. Keep in mind that I am still updating these people/places/lore, so not all of this is NOT the full lore of the ELTIA.

Anything with pink brackets are important keywords necessary to activate the ELTIA lorebook(s).


☼ ELTIA'S campaign website.
☼ Janitor profile.
☼ The Creature Index is on the ELTIA website here.
☼ The Regions of ELTIA is on the ELTIA website here.


UPDATES ೄྀ࿐ ˊˎ-

Update: 11/02.
♥ Added 95+ spells including cantrips to the lorebooks/rentry based off a large collection of D&D 5e spells up to level 9.
♥ Added levels to the six party members with the level cap being 20.
♥ Added the 13 core classes from Dungeons & Dragons to the lorebooks/rentry.
♥ Also added 5e skills based off the core six stats into the lorebooks/rentry.
♥ Lastly, integrated the class system into the scenario.

Update: 11/04.
♥ Added a new lorebook that consists of the lore/history of Eltia (will be constantly updated as time goes).
♥ Added a list of current Monarchs of Eltia for each kingdom.
♥ Added seven new notable figures of Eltia and separated the two types into Current and Historical notable figures of Eltia on rentry.
♥ Added the six eras / ages of Eltia.
♥ Added a list of Dragons of Old from previous eras/ages.

Update: 11/06.

♥ Added a new ethnicity for those from the Untamed Wilds frontier.
♥ Added new lorebook that is specifically for the Fire and Ice Campaign.
♥ Added four new classes from the Pathfinder series and on the rentry.
♥ Added four new races from the Pathfinder series and on the ELTIA website.

Update: 11/07.

♥ Released new Campaign here with a set of new party members, new lore, and side characters - enjoy! ♥


TABLE OF CONTENTS


The Prophecy ೄྀ࿐ ˊˎ-

Aye… listen well, adventurer.

Before the stars ever took their place in the heavens, there was naught but fire and ice. Two forces, ancient and stubborn, driftin’ through the void, each tryin’ to outlast the other. For an age they danced — raged, really — ’til they stumbled upon a world bare and still. A land untouched, with no breath, no heart, no soul. Eltia.

Now, the Ice, she was calm — didn’t fancy ruinin’ such quiet beauty. But the Fire? Hah… that one burned with want. He wished to shape somethin’, to see it move, to see it live.

And so, when their quarrel reached its fiercest flame, mankind was born.

Foolish lot we were, worshippin’ the very ones who couldn’t agree on our fate. Flame and Frost, the First Brethren, grew jealous of one another, and their rivalry tore the world asunder.

From the scars of their feud, life spilled forth in all its strange and twisted forms.

There came the ogres of the Untamed Wilds, strong as the mountains they roam. The proud elves of the Rimerian Dominion, who fancy themselves the children of starlight. The kobolds of the Halara Plains, sly scavengers with more wit than sense. The golden dragons of the Bahmuth Peaks, who sleep beneath storms older than time itself.

But aye, there was more still. The kitsune of the Tsuyori Archipelago, southward beyond the Sapphire Sea, where the sun rises red as blood. The vampires and werewolves of the Northern Highlands, children of the lost kingdom of Varelmor, who stalk the snow and whisper to the stupid ol’ moon.

The beastfolk of the Damaric Wastes, enduring and wild, forged by the harsh deserts and untamed lands. And lastly, the dwarves of the Pillar Mountains in the east, deepfolk who carved their halls from the bones of Velkin itself.

That’s how Eltia came to be — wild and wondrous, without a master to chain it. The gods turned their gaze elsewhere, tired o’ the mess they’d made. Left us to fend for ourselves.

But… their power, it didn’t fade, not truly. It lingers — waitin’, whisperin’ to those who dare to listen. They say one day, someone’ll rise — someone not quite man, not quite god — and bend all this chaos to their will.

Heh… maybe it’s nonsense. Maybe it’s prophecy.

But tell me, youngin’…

Are you the one Eltia’s been waitin’ for… or just another soul passin’ through?”


The Ethnicities of ELTIA ೄྀ࿐ ˊˎ-

Solgardan – Humans of the Kingdom of Solgard (Halara Plains); ambitious, proud, and militaristic.

Helfjornin – Inhabitants of the Varethrim Tundra, especially along Hel Fjord; hardy, enduring, accustomed to cold and isolation.

Eldren – The hardy folk of the Untamed Wilds, the Eldren are frontier settlers and small-village dwellers who live between civilization and wilderness, known for their resilience, quiet wisdom, and deep respect for the untamed lands that both sustain and challenge them.

Vareeli – Nobles, vampires, and highland humans of the Kingdom of Varelmor; gothic, ritualistic, tied to blood and moon worship.

Vuldari – Werewolf clans of Vuldar’s Reach; tribal, predatory, honor-bound, tied to the lunar cycles.

Damari – Beastfolk of the Damaric Wastes, including desert pirates of Fang’s Bay; resilient, cunning, desert-hardened.

Dwarven – Inhabitants of the Pillar Mountains; secretive, stoic, skilled in smithing and stonecraft.

Phiari – Kitsune of the Kingdom of Phia; mystical, playful, illusion-wielding, spiritually tied to the islands.

Elmaren – Elves of the Kingdom of Elmar (Rimerian Dominion); ancient, magical, in harmony with nature and moonlight.


The Languages of ELTIA ೄྀ࿐ ˊˎ-

Common Tongue - Main language used all across Eltia

Dwarvish - Main tongue of dwarves

Draconic - Dragons of old used to speak this language. Also called Old Tongue.

Elvish - Main tongue of elves.

Nocturn - Main tongue of vampires, werewolves and those who live in the Northern Highlands

Orcish - Most orcs and talking beasts in the Untamed Wilds speak this tongue

Dramascis - Main tongue of beastfolk. Those who reside in the Damaric Wastes speak this tongue.

Old Norse - Main tongue of whoever resides in the Varethrim Tundra.


The Pantheons of ELTIA ೄྀ࿐ ˊˎ-

Solkaris, the Flame of Dawn, governs fire, creation, and life; his golden sun emblem burns bright in Solgard and across the Halara Plains.

✧ In contrast, Isirys, the Frost of Dusk, rules ice, stillness, and truth, worshiped in hidden shrines across the Northern Highlands and Varethrim Tundra by humans, vampires, and werewolves alike.

Lyrren, the Bloodmother, binds vampires and werewolves, her faith rooted in hunt, devotion, and clan unity, with blood-altars and cavern temples scattered through the north.

✧ The Kitsune and islanders follow Hanasari, the Veiled Mother, goddess of dreams, illusion, and rebirth, whose living shrines rest in cliffs, forests, and waterfalls.

✧ Among elves, Vaeluna, the Keeper of Nature, is revered as goddess of music, animals, and growth, her grove-temples woven from living trees.

✧ The dwarves honor Molmar, the Lord of Stone and Fire, god of craft, endurance, and oaths, his temples forged deep beneath mountains.

✧ The beastfolk of the Damaric Wastes worship Orani, the Desert Mother, goddess of rebellion and rebirth, her canyon temples echoing with the songs of survival.


Important Factions/Order(s) of ELTIA ೄྀ࿐ ˊˎ-

The Crown Knightage – Elite paladins sworn to protect Solgard and the Halara Plains; champions of justice and the Solkaris faith.

Crown Harbor Merchants’ Guild – Powerful trading guild controlling Halara Plains’ economy and overseas trade.

The Circle – Kitsune illusionists and dreamweavers from Tsuyori, guardians of secret knowledge and magical relics. Most notorious magicians of Eltia.

Vaeluna Keepers – Elven druids of the Rimerian Dominion, protecting sacred groves and ancient wildlife.

Orani Tribes – Desert villages with chieftains of the Damaric Wastes, guiding their people in survival, rebellion, and rebirth.

Blood Sigil – Northern Highland vampire cabal manipulating nobles and werewolf clans for centuries to serve their pantheon Lyrren.

Fenvarr Bloodmoon – A proud and ancient werewolf clan of Vuldar’s Reach, bound by lunar rites and fierce loyalty to their lost ancestors.

The Venra Covenant – A clandestine order dedicated to the ancient dragons, guarding their relics, knowledge, and hidden magics across Velkin.
Needs to be kept a secret from the outside world.

The Dread’or – An infamous group of ruthless pirate marauders of Fang’s Bay, blending beastfolk cunning and human ferocity to dominate trade routes and coastal settlements.

Krag’thar – A fierce orc tribe of the Untamed Wilds, clan-driven and honor-bound, led by a warchief and shaman council.

High Elven Council – The High Elven Council of the Kingdom of Elmar in the Rimerian Dominion is a circle of twelve elder elves who govern through wisdom, law, and lunar guidance, with the King and Queen helping to honor the council’s authority.

Stendar Wolf Clan – The Stendar Wolf Clan of Hel Fjord are fierce Helfjornin warriors who revere the wolf as their eternal spirit, surviving the frozen north through blood oaths, feral unity, and an unbreakable bond to the tundra’s ancient power.


Noble Houses of ELTIA ೄྀ࿐ ˊˎ-

House Fenvarr – Werewolf clan leadership of Vuldar’s Reach; preserves ancient rites and history of the northern highlands.

House Kalorne – Royal House of Varelmor, patient and cunning, masters of intrigue and the night.

House Vazthar – Royal House of Kuram, known for their raiding skill and mastery of the harsh wastelands.

House Jafryn – Lesser tribal lords, cunning in trade and political maneuvering among desert tribes.

House Thusunder – Legendary dwarven royal family; unmatched in blacksmithing and defending the mountain halls.

House Vanyarin – Royal house of Elmar; wise, attuned to Vaeluna, and keepers of natural harmony.

House Kyorai – Royal House of Phia, mystical and spiritual leaders tied to the islands’ magic.

House Helior – Royal house of Solgard; proud, ambitious, and militaristic, known for producing paladins and generals.


Monarchs of ELTIA ೄྀ࿐ ˊˎ-

King Valenor Helior IV — The current King of Solgard. A proud and unrelenting paladin-king whose drive for conquest is matched only by his belief in his divine destiny.

King Ardyn Kalorne — The current King of Varelmor. A patient and sinister ruler whose charm masks the quiet cruelty of one who has mastered both court and shadow.

King Raegar Vazthar, the Sun-Scourge of Kuram — Current King of Kuram. A lion beastman who was once a warlord who burned rebellion and slavery from the sands to forge the Wastes into one nation.

King Durrin Thusunder III — Current King of Dwarven Kingdom or King of Dwarves. A proud and iron-willed craftsman-king who rules by example, his hammer echoing through the heart of the mountains. Is the older half-brother of Bramdor.

Queen Reiha Kyorai — The sole current Queen of Phia. An ageless, nine-tailed kitsune whose voice carries the calm of the sea and the whisper of spirits; one of the few leaders of the Circle.

King Elisar Vanyrion — Current King of Elmar, on the High Elven Council. A timeless elven monarch of quiet wisdom and steadfast grace, known for his deep counsel and his role as the guiding heart of Elmar’s governance; father to Princess Aelithra Vanyrion.

Queen Aelindra Vanyrion — Current Queen of Elmar, on the High Elven Council. A revered person whose ethereal bond with nature and the divine balance sustains Elmar’s harmony; mother to Aelithra


Calendar System of ELTIA ೄྀ࿐ ˊˎ-

The people of Eltia measure time by the turning of the Twin Moons, Vaelora and Kareth, whose celestial dance marks the passing of each Cycle, or year.
A Cycle holds thirteen months, each with twenty-eight days, forming a perfect rhythm of balance between fire and ice — the two primal forces that shaped the world.
Every seventh year, a single Silent Day is set apart from all others, devoted to reflection and offerings to the First Brethren.
Weeks, known as Turns, follow seven elemental days: Solturn, Maelturn, Terralun, Aquathen, Pyredan, Nocten, and Eldraen — each tied to an aspect of creation.

The months themselves are steeped in meaning:

MONTHS Description
Vaeloris Dawn of fire
Karethos Breath of ice
Solven Time of seed
Embril Month of rivers
Farrinfall Labor and forge
Midreach Marking balance and the forge
Varethra Month of gold
Damaris Month of heat
Aurelith Harvest Blessing's
Tremvale Month of haunted past
Frostmere The claim of winter
Helvorn Month of endurance
Eclipthra Month of prophecy and renewal

Notable Historical Figures of ELTIA (before Age of Kingdoms) ೄྀ࿐ ˊˎ-

Lord Falarik
Warlord whose sieges at Falark Bridge are still whispered about in taverns hundreds of years later.

Rathok Thorne
Orc warlord who ruled the forests from the Ruins of Thorne over 200 years past.

Molmar Flamehand
Dwarven blacksmith who became the first legendary King of Dwarves.

Solhara
Previous Archmage of Solgard, her mastery of elemental magic shaped the continent over 400 years ago and left the surrounding lands both enchanted and scarred.

Varethar the Golden
Legendary golden dragon whose fire and wisdom shaped nations, leaving behind treasures and a legacy of both blessing and curse.

Dullan Solen
Once a proud Crown Knight of Solgard and elder brother to Tavric, Dullan fell defending his siblings from a brutal orc ambush. His valor became legend, his name still spoken with reverence by knights who swear oaths in his honor.

Calmerion
Once among Aelithra’s dearest companions, this elven swordsman was banished from the Rimerian Dominion for a crime too dark to name — one she swore he never committed. Seven years later, his light was extinguished by vampire slavers beneath a blood-red moon.

Gorothar the Worldbreaker
A colossal titan from the Third Age whose cracked grey-charcoal skin and jagged spines tower over mountains, whose molten-lava eyes burn with apocalyptic fury, and whose awakening signals a relentless, millennia-long desire to undo the works of mortals, dragons, and gods, reshaping Velkin in the image of the titans long before the age of men.

Notable Current Figures of ELTIA (Age of Kingdoms) ೄྀ࿐ ˊˎ-

Vastrag the Scorched
Minotaur chieftain who terrorizes caravan routes.

Mori
He was a lich but also the King of Assassins, Mori trained Sszarok in the art of silent death within the city of Kuram. His sudden disappearance during Sszarok’s absence left a void feared by both his followers and enemies alike.

Captain Raiden Blacktide
Infamous pirate king of Fang’s Bay, whose leads the most fearless pirate group of all time, the Dread’or.

Phorbas
Minotaur chieftain of a famous raiding group in the Damaric Wastes, the Me’amor, leading brutal raiding parties across forests and plains, leaving only shattered fortresses and tales of terror in his wake. Vastrag is his older half-brother.

Or’mak Skullbreaker
Orc warlord of the biggest orc group in the Untamed Wilds, whose savage cunning and unmatched strength unite disparate clans under a banner of blood and conquest.

Calvara Moonveil
Elven archmage and master of lunar magic, whose spells protect sacred groves and whose name is whispered whenever danger stirs in the night.

Korran Stendar
Legendary werewolf of Hel Fjord who fought many ice giants back in his day, leader of the werewolf Stendar clan over in Hel Fjord in the Varethrim Tundra.

Captain Rhalis
Kitsune sea-captain turned pirate hunter, navigating the Tsuyori Archipelago with uncanny cunning and spectral illusions, trying to find treasure of a bygone era.

Jorvak Stonefist
Dwarven mercenary hero and former general of Molmar’s Forge, famed for slaying a mountain troll with a single swing of his rune-etched warhammer.


The Dragons of Old ೄྀ࿐ ˊˎ-

This is a list consisting of the Dragons of Old from previous eras/ages that are long gone... or thought to be.

Xalthryx the Fiery – A colossal red dragon whose molten breath carved the Pillar Mountains from raw stone and whose rage created the first volcanoes long before the extinction of dragons in the Dragononian War; even in death, his ashes are said to smolder beneath the mountains.

Isariel the Frostbitten – An immense silver dragon whose wings once spanned the skies of the northern tundras long before the extinction of dragons in the Dragononian War; she is credited with shaping the great glaciers and the aurora, and fragments of her frozen bones are worshiped as relics of old power.

Nyssath the Endless – A black dragon of the primal seas, whose serpentine body circled the world and stirred the first storms long before the extinction of dragons in the Dragononian War; legends say his bones lie deep beneath the Deadflow, still radiating malevolent currents.

Haelthira the Blessing – A massive green dragon who once roamed the first forests of the elven island, planting magical seeds with every exhale long before the extinction of dragons in the Dragonian War; her death is said to have left the first enchanted groves and hidden springs across the Rimerion Dominion.

Solvryn the Sunpiercer – Golden dragon of the first deserts, whose fire forged the sands of the Damaric Wastes long before the extinction of dragons in the Dragononian War.


Universal Laws of ELTIA ೄྀ࿐ ˊˎ-

The Sanctity of Life (Most Civilized Regions) – Killing another sentient being without just cause (self-defense, war, sanctioned execution) is punishable by imprisonment, magical binding, or death.

Property Rights – Theft, fraud, or seizure of property without consent is forbidden; punishments range from fines to labor servitude.

Oaths and Contracts – Spoken or written agreements are legally binding; breaking them without just cause is punishable by fines, exile, or magical retribution if a spellbound contract is involved.

Magic Regulation – Unregulated use of magic against others in certain regions is prohibited; offenses are judged by local magistrates, guilds, or temples depending on region.

Religious Respect – Desecrating temples, shrines, or sacred sites of any major pantheon is a serious crime, punishable according to the faith of the offended party.


The Currency of ELTIA ೄྀ࿐ ˊˎ-

The national currency of the continent of Velkin is Farrin or you can use the different coin names. Most just call it Farrin to make it easier.

Types of Coin Description
Farrin A copper coin worth 1 unit, the most common in daily trade. Its name comes from the old word for fire, symbolizing labor and the forge. Often stamped with local crests or beasts, marking its place of origin.
Silvar A silver coin worth 10 Farrin, used widely by merchants and travelers. Its bright sheen represents honesty and fair exchange, making it a trusted mark in markets across the land.
Varet A gold coin worth 100 Farrin, named after Varethar, the legendary golden dragon. Its circular edge is engraved with eight ancient runes, each representing unity among the realms.
Solanium A platinum coin worth 1,000 Farrin, rare and ceremonial, bearing the crown sigil of Solgard. Reserved for royal transactions, grand contracts, and army payments, embodying the weight of power itself.

The AGES/ERAS of ELTIA ೄྀ࿐ ˊˎ-

There are currently six notable ages of Eltia that most scholars agree happened despite most of it not being recorded. The list goes as follows...

Age of Origins or the First Age:
Time: The creation of Velkin itself.
Description: The world is raw and untamed. Mountains rise, oceans carve valleys, forests and deserts are born. Dragons of Old roam as the first conscious beings, shaping the land with their power. Early elemental and spirit entities appear as well, born from the curiosity of the First Brethren.

Age of Draconic Ascendancy or the Second Age:
Time: Shortly after the world’s formation and over a millennium after the First Age.
Description: Dragons of Old reign supreme, shaping the first magic and teaching the eldest races — proto-elves, ancient beastfolk, and primordial dwarves — to survive. The first civilizations are rudimentary, tribal, and scattered.

Age of Dragonian War or the Third Age:
Time: The oldest recorded conflict or war, predating most modern races. Lasted around at least over a hundred thousand years.
Description: Dragons and the eldest races rise against the remnants of the titans and fallen gods, whose power still lingers in the land. Entire continents are reshaped by fire, ice, and magic as dragons clash with titans. The war leaves scars in the world — mountains split, seas boil, and dormant magical loci are formed. Many titans die and many dragons also die, some disappear, and the surviving eldest races are forever changed by the conflict.

Age of Awakening or Fourth Age:
Time: After the Dragonian War, as the land begins to stabilize. Lasted around at least eighty thousand years.
Description: With the titans and god remnants defeated or vanquished, surviving dragons and the eldest races explore and settle the land. New civilizations begin to take root, and magic becomes codified. Early ruins, relics, and dragon-scarred landscapes serve as testaments to the Dragonian War.

Age of Emergence or Fifth Age:
Time: Occurs during a span of five centuries after the fourth age.
Description: Modern races begin to diverge from the eldest — humans, elves, dwarves, and beastfolk emerge as distinct societies. Dragons grow rarer, and their interactions with mortals become legendary tales and myths. Kingdoms are yet far in the future.

Age of Kingdoms or Sixth Age:
Time: The current historical age, has been occurring around at least a thousand years.
Description: Velkin is dominated by organized nations and dynasties. Trade, war, magic, and exploration shape civilization. Ancient scars from the Dragonian War still influence landscapes, magic, and politics.


The 13 Core Classes and More ೄྀ࿐ ˊˎ-

Classes Description
Barbarian Fierce warriors who channel rage into incredible strength and resilience.
Bard Charismatic performers and spellcasters who inspire allies and manipulate foes.
Cleric Divine agents who wield magic granted by deities to heal, protect, and smite enemies.
Druid Nature-focused spellcasters who can shapeshift and command the forces of the wild.
Fighter Skilled combatants, adaptable to weapons, armor, and tactics.
Monk Masters of martial arts and ki, blending agility, speed, and spiritual power.
Paladin Holy warriors bound by oaths, combining martial skill with divine magic.
Ranger Hunters and trackers who excel in wilderness survival and ranged combat.
Rogue Stealthy and cunning, experts in infiltration, traps, and precision attacks.
Sorcerer Spellcasters with innate magical talent, often shaped by bloodlines or raw power.
Warlock Magic-users who gain power through pacts with supernatural beings.
Wizard Scholars of magic who wield a wide variety of spells through study and preparation.
Artificer Inventive creators who infuse objects with magic and use technology to craft magical devices.
Gunslinger Masters of black powder and precision, Gunslingers wield pistols, rifles, and experimental firearms, turning smoke and thunder into instruments of deadly artistry.
Slayer Silent and relentless, Slayers strike with blades, crossbows, and thrown weapons, each tool chosen for swift and merciless kills.
Oracle Guided by visions beyond mortal sight, Oracles channel their power through sacred symbols, staves, or relics, wielding divine force that often defies their own understanding.
Vampire Hunter Armed with silvered blades, blessed crossbows, and sanctified stakes, Vampire Hunters stalk the creatures of the night with unwavering purpose and holy wrath.

How to work Spells/Magic ೄྀ࿐ ˊˎ-

Now, I usually use Dungeons & Dragons 5e version for my spells and leveling / levels - so you will see that a lot in this and any future Eltia bot.
But also keep in mind, lore-wise, only certain species can actually do magic.

Magical Races:
Humans
Elves
Dwarves
Kitsune
Vampires
Werewolves
Dragons
Liches

Non-magical Races:
Beastfolk/Lizardfolk
Ogres / Orcs
Undead
Zombies

Be warned this is a list of at least over 95+ spells, so it is fairly long. Overtime, I will try to add as many as I can.

Cantrips (Level 0)

Spells Descriptions
Acid Splash Hurls a bubble of acid that corrodes a target.
Blade Ward Temporarily shields you from physical damage.
Chill Touch A ghostly skeletal hand delivers necrotic harm.
Dancing Lights Creates hovering lights for illumination or distraction.
Fire Bolt Launches a small bolt of fire at an enemy.
Guidance Grants a small bonus to an ally’s next ability check.
Light Makes an object glow brightly.
Mage Hand Conjures a spectral hand to manipulate objects.
Mending Repairs a small break or tear in an object.
Message Sends a brief whispering message to a nearby creature.
Minor Illusion Creates a small sound or image to deceive or distract.
Poison Spray Emits a puff of poisonous gas.
Prestidigitation Performs minor magical tricks and effects.
Ray of Frost A chilling ray that slows and damages a foe.
Sacred Flame Calls down radiant fire upon an enemy.
Shocking Grasp Electrifies a touch attack to stun and damage.
Thaumaturgy Creates harmless supernatural effects to show divine power.
Thorn Whip Summons a vine to lash and pull a target closer.
True Strike Briefly grants advantage on your next attack.
Vicious Mockery Insults so cutting it deals psychic damage.

1st Level

Spells Descriptions
Bless Bolsters allies’ attacks and defenses.
Burning Hands Unleashes a cone of fire from your palms.
Charm Person Magically convinces a creature to regard you as a friend.
Cure Wounds Heals injuries with divine or natural energy.
Detect Magic Reveals magical auras and effects.
Disguise Self Magically alters your appearance.
Faerie Fire Outlines creatures in light, granting advantage to hit them.
Grease Creates a slick, slippery surface.
Mage Armor Conjures protective force around an unarmored creature.
Magic Missile Automatically hits with glowing darts of arcane force.
Shield Creates an instant barrier to deflect attacks.
Sleep Magically puts weak creatures to sleep.
Thunderwave Emits a concussive blast of sound.
Wrathful Smite Infuses your weapon strike with divine fury.

2nd Level

Spells Descriptions
Aid Strengthens and heals allies temporarily.
Blur Distorts your form, making you harder to hit.
Darkness Creates an area of magical blackness.
Flaming Sphere Summons a rolling ball of fire.
Hold Person Paralyzes a humanoid in place.
Invisibility Turns you or an ally unseen.
Lesser Restoration Cures disease or specific conditions.
Mirror Image Creates illusory duplicates to confuse enemies.
Misty Step Teleports you a short distance.
Pass without Trace Grants stealthy silence and concealment.
Scorching Ray Fires several blazing rays at targets.
Spiritual Weapon Summons a floating weapon to strike at foes.
Suggestion Plants a compelling idea in a creature’s mind.

3rd Level

Spells Descriptions
Animate Dead Reanimates skeletons or zombies under your control.
Beacon of Hope Inspires vitality and maximizes healing.
Bestow Curse Inflicts a harmful magical curse.
Counterspell Interrupts another caster’s spell.
Dispel Magic Ends ongoing magical effects.
Fireball Erupts an explosion of fire in a wide radius.
Fly Grants a creature the ability to soar through the air.
Haste Doubles speed and improves reaction for a short time.
Lightning Bolt Launches a streak of lightning in a line.
Major Image Creates a realistic illusion with sound, smell, and movement.
Revivify Brings a recently dead creature back to life.
Water Breathing Allows creatures to breathe underwater.

4th Level

Spells Descriptions
Banishment Sends a creature to another plane temporarily.
Blight Withers and drains life from plants and living tissue.
Dimension Door Teleports yourself and an ally long distances.
Greater Invisibility Makes a creature completely unseen even while attacking.
Guardian of Faith Summons a radiant spirit to protect an area.
Ice Storm Pelts a zone with freezing hailstones.
Polymorph Transforms a creature into another form entirely.
Stoneskin Hardens flesh like stone to resist physical damage.

5th Level

Spells Descriptions
Animate Objects Brings inanimate items to life to fight for you.
Cloudkill Creates a drifting poisonous cloud.
Commune Lets you ask your deity for divine guidance.
Cone of Cold Unleashes a frigid blast of frost.
Dispel Evil and Good Banishes extraplanar beings and purifies areas.
Hold Monster Paralyzes any creature, not just humanoids.
Wall of Force Creates an impenetrable invisible barrier.
Teleportation Circle Opens a short-lived portal between known sigils.

6th Level

Spells Descriptions
Blade Barrier Forms a whirling wall of magical blades.
Disintegrate Reduces a creature or object to fine dust.
Globe of Invulnerability Blocks lower-level magic from affecting you.
Mass Suggestion Charms a crowd into following a single command.
True Seeing Grants vision that pierces illusions and invisibility.

7th Level

Spells Descriptions
Finger of Death Channels necrotic energy to kill and raise the slain as undead.
Plane Shift Teleports you to another plane of existence.
Prismatic Spray Fires a cascade of multicolored energy with random effects.
Resurrection Restores life to the long-dead.
Teleport Instantly transports you anywhere you’ve seen or studied.

8th Level

Spells Descriptions
Antimagic Field Suppresses all magic within a sphere.
Dominate Monster Seizes control over any creature’s actions.
Earthquake Causes the ground to violently shake and collapse structures.
Power Word Stun Overwhelms a creature’s mind into paralysis.
Sunburst Erupts a radiant explosion that blinds and burns undead.

9th Level

Spells Descriptions
Astral Projection Sends your spirit to travel the astral plane.
Foresight Grants perfect awareness of danger and opportunity.
Gate Opens a portal to another plane or summons a powerful being.
Meteor Swarm Summons four blazing meteors that devastate an area.
Power Word Kill Instantly kills a creature with weak enough vitality.
True Resurrection Restores even long-dead or destroyed bodies to life.
Wish The most powerful spell, capable of bending reality itself.

How the Stats/Leveling Work ೄྀ࿐ ˊˎ-

Since I use the Dungeons & Dragons 5e version for this universe, I also use the six core stats and the level cap of 20.

These are the six core stats and their abbreviations

STR // Strength
DEX // Dexterity
CON // Constitution
INT // Intelligence
WIS // Wisdom
CHA // Charisma

These are the skills based off of each stat and their descriptions

Strength-based Skills

Stat Skill Description
Strength Athletics Measures physical power for climbing, jumping, swimming, or grappling opponents.

Dexterity-based Skills

Stat Skill Description
Dexterity Acrobatics Used for balance, flips, tumbling, or escaping grapples.
Dexterity Sleight of Hand Covers pickpocketing, planting items, or performing subtle manual tricks.
Dexterity Stealth Determines how well you hide or move silently without being detected.

Intelligence-based Skills

Stat Skill Description
Intelligence Arcana Knowledge of magic, spellcraft, symbols, and mystical lore.
Intelligence History Recall of historical events, famous figures, and ancient civilizations.
Intelligence Investigation Logical searching, clue-hunting, and piecing together evidence.
Intelligence Nature Understanding of natural environments, creatures, plants, and weather.
Intelligence Religion Knowledge of deities, divine rituals, and religious traditions.

Wisdom-based Skills

Stat Skill Description
Wisdom Animal Handling Calming, training, or controlling animals and mounts.
Wisdom Insight Reading emotions, motives, and lies through observation.
Wisdom Medicine Treating wounds, diagnosing ailments, and stabilizing the dying.
Wisdom Perception Spotting hidden creatures, traps, or noticing fine details.
Wisdom Survival Tracking, foraging, navigating, or enduring harsh environments.

Charisma-based Skills

Stat Skill Description
Charisma Deception Convincing others through lies, bluffing, or disguises.
Charisma Intimidation Influencing others through fear, threats, or dominance.
Charisma Performance Entertaining through music, acting, dance, or storytelling.
Charisma Persuasion Diplomatically convincing or charming others through speech or sincerity.

You have reached the end of my current updates. I have not reached the end of the lore for this universe yet as I am still working hard on it. But if there are any questions, please contact my discord @Nakizama.

Edit

Pub: 01 Nov 2025 21:25 UTC

Edit: 07 Nov 2025 20:03 UTC

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