Fantasy Asset Collection. Version 0.2 world illustration - Fantasy theme
Fantasy

Fantasy Asset Collection. Version 0.2

B
Backlash84

A ton of generic fantasy assets for you to pick through. Take what you want, leave what you don't.


Author's Note: Alright, so, this is basically just a collection of various generic fantasy assets. Maybe you don't want to build something from scratch? Or maybe you just want some base templates you can adjust? Or even just looking for inspiration? Feel free to look and take whatever you'd like. Just consider this a one stop shop for your fantasy setting needs. Tags! Tags are what I'm going to be using to make sorting through this mess a little easier. A tag will be one letter between two brackets. Put that in the search bar, and poof! Easy to narrow things down to what you're interested in. For classes, here are the tags. (C) = Combat class (M) = Magic user class (N) = Non-Combat class Each class can have multiple tags. For instance, an enchanter would be a (M) (N) class. A pyromancer would be a (C) (M) class. You can also have what appear to be a contradictory set of tags. For instance, a healer might have all three tags, (C) (M) (N), because depending on how you play them, they could be used as a combat focused class, or a non-combat focused class. If you're focusing on healing and all that nice stuff, (N). If you are doing not so nice things, like shutting off someone's nervous system or forcing their body to rapidly grow tumours.... well, that's a (C). Tags will always be in alphabetical order with a space between them. So a combat magic user will always be a (C) (M), and never an (M)(C). UPDATE: Version 0.2 I added some new races, and replaced the symbols for all of the 129 classes with new, cleaner looking images reminiscent of the default classes. I also added the library! What is the library you ask? Simply a building on the world map that will be containing all of the lore for every aspect of the world. It's totally optional, just thought it might be a good thing to have. The library is broken up into sections, then shelves holding POI scrolls with the lore inside.
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Insight (Animation)
0

Insight (Animation)

You imbue an object with your energy, allowing you to sense its inner workings and contents. By holding the object, you can perceive its contents within a range of ten feet from the point of contact. This sense cannot spread through non-solid objects like water or air.

Preserve Flesh (Healing)
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Preserve Flesh (Healing)

This spell halts the decay and death of living flesh at a cellular level, allowing a severed limb to remain viable for reattachment. While it prevents the flesh from dying, it does not prevent the death of the host, making it a useful tool for preserving body parts in emergencies. The caster must remain in physical contact with the flesh to keep the spell active.

Sense Through Construct (Animation)
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Sense Through Construct (Animation)

This spell allows the caster to temporarily use one of the senses of a construct they have animated, provided the construct has the necessary sensory structure. For example, a construct with a preserved rat's eye can grant the caster sight, while a toy with a glass bead cannot. The caster must decide which sense this spell transmits when in physical contact with the structure, and can only change which sense is transmitted while in physical contact with the structure. The caster cannot cast this spell multiple times on the same construct.

Animate Small Construct (Animation)
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Animate Small Construct (Animation)

You can animate a small construct, ranging from the size of a standard six-sided die to that of a small bird. The construct is under your direct control and cannot act independently, requiring you to physically touch the object to animate it, but no longer needing contact once animated.

Shadowy Illusion
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Shadowy Illusion

When cast, this spell conjures a vague shadowy shape that resembles a silhouette of a creature up to the size of a full-grown orc. The shadow lacks detailed features, making it impossible to identify a specific individual, but it can be used to create distractions or confuse enemies.

Muffle Sound (Illusionist)
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Muffle Sound (Illusionist)

Create a zone of silence around yourself, dampening all sound within a ten-foot radius. Low volume noises are silenced, medium volume noises are reduced to low volume, and high volume noises are reduced to medium volume, allowing for stealthy movement.

Rune of Magnetic Guidance (Rune)
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Rune of Magnetic Guidance (Rune)

By inscribing this rune on a small oblong object, the object is subtly pulled towards magnetic north, aligning itself with the Earth's magnetic field. This spell harnesses the radiant energy present in the air, allowing the rune to function without the need for a charge or additional power source.

Blinding Flash (Illusion)
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Blinding Flash (Illusion)

Unleash a sudden burst of radiant light that dazzles and temporarily blinds all creatures within a 20-foot radius. Those caught in the flash must succeed on a Constitution saving throw or be blinded until the end of their next turn.

Cramp (Healing)
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Cramp (Healing)

The caster, in skin-to-skin contact with the target, induces painful spasms in any skeletal muscle of their choice. The target must succeed on a Constitution saving throw or suffer excruciating pain, causing disadvantage on their next attack roll or ability check.

Defibrillator (Healing)
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Defibrillator (Healing)

This spell allows the caster to restart a stopped heart, enabling it to beat normally again on its own. Additionally, while in physical contact with the target, the caster can maintain the heart's rhythm, preventing it from stopping for the duration of the spell. Cannot be used to stop a heart.

Oxygen Extraction (Elementalist)
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Oxygen Extraction (Elementalist)

This spell allows the caster to separate and extract oxygen from water, creating a breathable air pocket. When cast continuously underwater, it generates enough oxygen for the caster to breathe normally, making it ideal for underwater exploration or escape.

Summon Wisp (Summoning)
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Summon Wisp (Summoning)

Summons a small, brightly glowing ball of light that hovers near the caster, instinctively following them. If the wisp takes damage, it bursts into sparks and vanishes, and it cannot travel underwater. Maximum speed of 30.

Shove (General Magic)
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Shove (General Magic)

You channel your magical energy into your physical strikes, adding an additional 100 pounds of kinetic force to any punch, kick, or shove. The impact feels like being struck by a heavy sandbag, pushing your target back and potentially knocking them off balance.

Stumbling Block (Elementalist)
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Stumbling Block (Elementalist)

Raise a small mound of earth or stone from the ground, creating an obstacle that can trip enemies or damage vehicles. The mound lasts for a short duration, making it a strategic tool in combat or during travel.

Pocket Dimension (Summoning)
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Pocket Dimension (Summoning)

This spell allows the caster to banish a single item smaller than a cubic foot into a pocket dimension, where it remains until summoned again. The caster can only have one item banished at a time, and time passes normally within this pocket dimension. The caster can banish or summon the item from or to their hand. The object cannot be alive.

Black Mark (General Magic)
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Black Mark (General Magic)

The caster can leave a solid black mark wherever their finger touches. This mark cannot be wiped away and remains on the surface of the material. It lasts until either the sun rises or sets, with a maximum duration of one week.

Rune of Light (Rune)
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Rune of Light (Rune)

This spell allows the caster to draw a glowing rune on a surface. Once charged for ten seconds, the rune emits a moderate amount of light, illuminating an area for up to three hours without needing to be recharged.

Last Words (Animation)
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Last Words (Animation)

This spell allows the caster to animate a corpse, causing it to speak its last sentence from life. The body must be intact and in a condition suitable for speech, allowing for a brief moment of communication with the deceased.

Whisper (Illusion)
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Whisper (Illusion)

Whisper allows the caster to cause a single target within sight to hear one word, as if it were whispered directly into their ear. Additionally, the spell can create a short sound of the same volume, providing versatility in communication or distraction. Can be cast once every two minutes.

Mend (General Magic)
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Mend (General Magic)

This spell allows you to repair a single broken item, restoring it to its original state. The item must be no larger than a cubic foot and must have been broken within the last year; it cannot be used to assemble complex items with multiple parts, only to mend solid physical objects. Cannot be used on living things.

Dehydrate Object (Elemental)
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Dehydrate Object (Elemental)

This spell allows the caster to manipulate water and remove it from an object, dehydrating it completely. The volume of the object can be up to one cubic foot, and the water extracted is pure and free of impurities, making it suitable for various uses, though it cannot be cast on living beings.

Simple Tracking Rune (Rune)
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Simple Tracking Rune (Rune)

This spell allows the caster to inscribe a rune on a small container suspended by a string or chain. When the container holds a piece of a living target, such as blood, hair, or spit, the pendulum will subtly swing in the direction of the target from which the piece originated, guiding the caster towards their quarry.

Circle of Protection (Rune)
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Circle of Protection (Rune)

The caster creates a protective barrier in the shape of a circle, imbuing it with magical energy. While the caster maintains contact with the circle, it shields those within from external threats, but if any creature inside the circle disrupts it, the barrier collapses.

Candlelight Flame (Elemental)
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Candlelight Flame (Elemental)

You conjure a small, flickering flame that resembles a candle flame. This flame can be used to ignite flammable materials or illuminate dark areas, providing light in a 20-foot radius and dim light for an additional 20 feet.

Direct Blood Flow (Healing)
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Direct Blood Flow (Healing)

This spell allows the caster to manipulate the blood flow of a willing or unconscious target, redirecting it from one area of the body to another. While in contact with the target, the caster can significantly reduce blood loss from open wounds, stabilizing the target's condition and preventing shock.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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