Dak'kon

==Summary==
Dak'kon was once a Githzerai Zerth, a high-ranking monk of the Githzerai, a species that relies on strict discipline to shape the fluid world they inhabit, leader of the city of Shra'kt'lor. When he began doubting the teachings of Zerthimon, their prophet figure, Dak'kon's will was weakened, and through his weakness Shra'kt'lor eventually fell. The Nameless One, in a previous incarnation, rescued Dak'kon at his lowest, knowing that this would prompt him to swear to serve him until his death, unaware of the Nameless One's immortality. Through the right actions, the current incarnation of the Nameless One, can study the Circles of Zerthimon with him, together reaching a deeper understanding of it and, at the final battle, finally allow Dak'kon to free himself in a honorable way.
==Powers and Stats==
Tier: from up to at least | At least , likely 
Key: Pre-Endgame | Endgame (Fortress of Regrets)
Name: Dak'kon
Origin: Dungeons and Dragons - Planescape: Torment
Gender: Male
Age: Unknown, stated to look very old, and Githzerai live for around a century on average.
Classification: Githzerai Zerth
Powers and Abilities:
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|-|Physical and Mental Abilities=
Superhuman Physical Characteristics, Martial Arts (To have received the rank of Zerth, Dak'kon must have received monk trainingDnD 5e Monster Manual and been highly skilled in it), Weapon Mastery, Acrobatics (Dak'kon possesses an excellent level of Dexterity with a value of 16, nearing the peak of human capacities), minor Social Influencing (With a score of 13 Dak'kon's Charisma is significantly above average, though not exceptional), minor Longevity (On average Githzerai live for about a centuryMordenkainen's Tome of Foes), Chaos Manipulation, Law Manipulation and Weapon Control (The Gith were capable of using their sheer will and psionics to form the raw chaos of Limbo into the solid matter that composes their cities and fortresses. Dak'kon's Zerth Blade is composed of such matter,Dak'kon's Zerth Blade ("Chained Blade") maintained stable in shape through sheer mental discipline, and he can somewhat control its shape at will, which will also be altered based on his mood, growing tooth-like jags if he is pained or angered or becoming paper-thin yet even more effective if he has reached a higher level of mental clarity.Dak'kon's Zerth Blade (Kinstealer)Planescape: Torment - Ravel Puzzlewell, Black-Barbed MazeDak'kon's Zerth Blade (Streaming Blade) His armor is also rendered more fluid and easy to move in when used in conjunction with his swordDak'kon's Zerth Armor), Awakened Power and minor Transformation (The Gith can take on new heights of psionic power merely by becoming more enlightened, and becoming more in-tune with the multiverse's resonant order. Dak'kon's Zerth Blade is in particular shaped by his willpower, and gaining superior control over it in turn enhances his strength,Planescape: Torment Dak'kon Conversations which means Dak'kon will become much more powerful upon reaching further levels of mental clarity, and even slightly modify his own appearancePlanescape: Torment (1999), Fortress of Regrets), Forcefield Creation (Githzerai passively generate Inertial Armor, which is a psychic forcefield that disperses impact to prevent them from being harmed in a significant way), Non-Physical Interaction (Both Zerth blades and their bare-handed attacks count as magic attacks, which renders them capable of interacting with creatures in different planes of existence, as well as abstract, intangible, incorporeal, and nonexistent entitiesDragon Magazine #8, page 4), Temperature Manipulation (Dak'kon's Zerth Blade can be hot enough to cause blood on it to boil and turn to steamPlanescape: Torment - Kii'na, Lower Ward), Extreme Resistance to Empathic Manipulation, Fear Manipulation and Mind Manipulation (Githzerai have inherent resistance to psychic attacks, being charmed or afflicted with fearMordenkainen Presents: Monsters of the Multiverse)
|-|With Spells=
Magic, Non-Physical Interaction (Magic is capable of interacting with creatures in different planes of existence, as well as abstract, intangible, incorporeal, and nonexistent entitiesDragon Magazine #8, page 4), Reality Warping (All magic is the result of manipulating The Weave, a multiversal construct personified by the Goddess Mystra, which in turn refines the raw power of the entity known as The Serpent), Statistics Amplification (Can increase allies' and/or his own statistics through a wide variety of spells), Weapon Creation (Armor summons a magical suit of armor around the target, while Missile of Patience creates a large energy crossbow at its greatest level. Ice Knife allows the caster to rapidly form and throw ice daggers. Ax of Torment summons a flying axe to attack foes), Sense Manipulation (Blindness, Vilquar's Eye and Power Word, Blind can be used to take away a target's sight), Empowerment (Chromatic Orb's effect changes depending on the caster's level. Missile of Patience's effect changes with the user's power), Statistics Reduction (Various spells temporarily lower the target's stats, such as various levels of Chromatic Orb), Energy Projection (With various spells, such as Chromatic Orb or Magic Missile), Fire Manipulation (With various spells, such as level 3 Chromatic Orb or Fire and Ice), Status Effect Inducement (Various spells, such as Chromatic Orb, can renders foes Stunned or Unconscious), Paralysis Inducement (Various spells, such as Chromatic Orb, can Paralyze foes. Can immobilize Undead creatures with Hold Undead), Petrification (Various spells, such as Chromatic Orb, can Petrify foes), Biological Manipulation (Fist of Iron renders one's fists as hard as metal, increasing their bare-handed damage), Empathic Manipulation (Friends alters a creature's mind to be more susceptible to persuasion"For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you" - DnD 5e Player's Handbook), Information Analysis (Identify allows one to reveal the effects of an enchanted object), Homing Attack and minor Intangibility (Spells such as Magic Missile, Reign of Anger and Force Missiles home in onto foes"You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage" - ADnD 2e, Core Rulebook pg. 349 and can pierce through certain defensive spells), Decay Negation (Minor Embalming and Major Embalming can prevent and undo an undead's decay, healing them), Empathic Manipulation (Pacify immediately calms down foes, eventually lulling them into slumber), Sleep Manipulation (Pacify immediately calms down foes, eventually lulling them into slumber), Forcefield Creation (Spells such as Shield, Cloak of Warding or Guardian Mantle gather protective force around a target), Acid Manipulation (Adder's Kiss summons a powerful acid bolt to melt down foes, while Acid Storm summons entire clouds of it), Plant Manipulation (Black-Barbed Curse causes thorned black plants to grow into the target, while Black-Barbed Shield summons them as protection), Necromancy (With spells such as Blood Bridge), Blood Manipulation, Life Manipulation and Healing (Blood Bridge transfers life force and blood from the user to the target to heal them, at the cost of the some of the caster's health), Illusion Creation (Blur causes one's body and soul to appear blurry, making them harder to hit), Fear Manipulation (Horror inflicts extreme fear upon its targets, causing them to run away, while Phantasmal Killer causes them to hallucinate their deepest fears), Ice Manipulation (With spells such as Ice Knife or Fire and Ice, or Blade Storm, which summons the blackest ice of Acheron's fourth layer to slash foes, while Stygian Ice Storm attacks with the harshest ice of Baator's fifth layer), Temperature Manipulation (Spells such as Ice Knife or Cone of Cold release intense cold upon areas, while Desert Hell unleashes heat strong enough to set foes aflame), Supernatural Luck (Luck temporarily bestows a target with supernatural luck), Damage Transferal (Pain Mirror and Balance in All Things cause all nearby hostile creatures to suffer the same damage that the caster does), Animal Manipulation (Swarm Curse summons a swarm of insects upon the targets), Weapon Control (Ax of Torment summons a flying axe to attack), Electricity Manipulation (With spells such as Ball Lightning and Chain Lightning Storm), Earth Manipulation (Spells such as Meteor Storm Bombardment and Elysium's Tears summon meteors onto foes), Social Influencing (Tasha's Unbearable Derisive Laughter targets male creatures with vicious mockeries, lowering their stats if they are affected), Life Absorption, Soul Manipulation and Death Manipulation (Vampiric Touch drains lifeforce to heal the caster. It inflicts necrotic damage,DnD 5e Player's Handbook which is comprised of negative energy, the cosmic-stuff that annihilates soul-energy on contact), Explosion Manipulation (Various spells result in explosions, such as Blacksphere), minor Madness Manipulation (With Confusion, which twists and assaults the target's mind, and is often associated with insanityDnD 3.5e Player's Handbook), Curse Negation (With Remove Curse, which can either remove curses from a target, or allow one to take off cursed objects), Invisibility (With Shroud of Shadows, which renders one invisibleDnD 5e Xanathar's Guide to Everything), Poison Manipulation (Cloudkill attacks foes with powerful clouds of poison), Duplication, Causality Manipulation and Mathematics Manipulation (When Enoll Eva's Duplication is cast, through enforcing an equation upon reality, all of a target's subsequent actions will be duplicated, with their attacks or spells taking place twice at once), Weather Manipulation (Chain Lightning Storm summons a thunderstorm before pelting foes with lightning), Magic Negation (Globe of Invulnerability prevents level 1 to 4 spells from entering it), Memory Manipulation (Stygian Ice Storm causes those who withstand it to lose their memories), Death Manipulation (Deathbolt strikes foes with a bolt of instant death that still inflicts great harm if resisted, while Power Word, Kill instantly kills foes beyond an HP treshold, with no saving throw), Dimensional Travel and Portal Creation (Both Mechanus' Cannon and Meteor Storm Bombardment transfer attacks from other parts of the multiverse on to the target, while Plane Shift takes creatures to another plane of existence), Law Manipulation (Mechanus' Cannon draws upon Primus' ultimate power to strike them with ultimate logical equalization, preventing any saving throws from lessening the damage suffered), Resistance Negation (Power Word, Blind and Power Word, Kill prevent any saving throw, always affecting foes as long as their HP is low enough), Summoning, Holy Manipulation, Light Manipulation, Deconstruction and Fear Manipulation (Celestial Host summons a variety of celestial phantasms, first of which being an Astral Deva that wields a Mace of Disruption, a shining mace that inflicts extra damage to fiends or undead, either disintegrating them or afflicting them with fear when they are at low health), BFR and Portal Creation (Abyssal Fury dumps the target into the Abyss, to be ravaged by the Tanar'ri. If they succeed their saving throws, they may crawl out, but if they don't, they are left in that place, doomed to a nearly certain death. Plane Shift can be used to exile a being to another plane), Telekinesis (Githzerai are inherently capable of casting an invisible Mage Hand, a magical remote-controlled hand that can be used to manipulate objects), Telepathy and Extrasensory Perception (Githzerai are inherently capable of casting Detect Thoughts, and Zerth can cast See Invisibility), Gravity Manipulation (Capable of casting Feather Fall)
|-|Optional Equipment=
Forcefield Creation (Razor Angel Ink casts Protection from Evil, a magical shield that wards off attacks from evil creaturesPlanescape: Torment - Razor Angel Ink), Enhanced Senses (The Tattoo of Accuracy increases the user's spatial awareness and balancePlanescape: Torment - Tattoo of Accuracy), Text Manipulation (The Tattoo of Bloodletting comes to life and strikes the foe as the wearer attacksPlanescape: Torment - Tattoo of Bloodletting), Resurrection (The Tattoo of Death-in-Life allows one to raise others from the dead three timesPlanescape: Torment - Tattoo of Death-In-Life), Telepathy (The Tattoo of Justice's Eye allows one to cast Detect EvilPlanescape: Torment - Tattoo of Justice's Eye), Fire Absorption (The Tattoo of Sebastion's End allows one to cast Fire Walk, which absorbs flames and lessens the fire damage suffered by those it's cast onPlanescape: Torment - Tattoo of Sebastion's End), Social Influencing (The Tattoo of Spite casts Tasha's Unbearable Derisive Laughter, which targets male creatures with vicious mockeries, lowering their stats if they are affectedPlanescape: Torment - Tattoo of Spite), Empathic Manipulation (The Tattoo of the Joining can cast Friends,Planescape: Torment - Tattoo of the Joining which alters a creature's mind to be more susceptible to persuasion"For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you" - DnD 5e Player's Handbook), Blessing (Can cast Blessing with the Tattoo of the Restless DeadPlanescape: Torment - Tattoo of the Restless Dead), Minor Mind Manipulation (The Negative Token can be used to exert some control over Shadows, and passively renders it harder for them to attackPlanescape: Torment - Negative Token), Energy Manipulation and Damage Reduction (The Displacer Ring redirects energy of attacks aimed at the user, rendering them harder to hit and hurtPlanescape: Torment - Displacer Ring), Forcefield Creation (Mempa's Biting Ring protects the wearer with an auraPlanescape: Torment - Mempa's Biting Ring), minor Invisibility (The Ring of Almost Invisibility renders the wearer partially invisiblePlanescape: Torment - Ring of Almost Invisibility), Healing and Resistance to Pain Manipulation (The Intestinal Phylactery provides increased pain endurance, and can be used to cast full heals a limited amount of timesPlanescape: Torment - Intestinal Phylactery), Resistance to Poison Manipulation (Gehraise's Ring protects from poisonPlanescape: Torment - Gehraise's Ring), Fear Manipulation (The Dread Bond causes an adrenaline rush that prevents PanicPlanescape: Torment - Dread Bond), Fire Manipulation and Fear Manipulation (The Tattoo of Avernus offers resistance to fire and immunity to Panic,Planescape: Torment - Tattoo of Avernus as do some others), Acid Manipulation (That Tattoo of Devouring Vermin offers resistance to acidPlanescape: Torment - Tattoo of Devouring Vermin), Death Manipulation (The Tattoo of Graves of Es-Ammon offers resistance to death magicPlanescape: Torment - Tattoo of Graves of Es-Ammon), Paralysis Inducement (The Tattoo of Trist's Savior grants one extreme protection from paralysis and other means of restricting someone, such as chainsPlanescape: Torment - Tattoo of Trist's Savior)
|-|Consumables= Creation (Dak'kon can use a Whispering Flask to fill holes in a wounded person's body, healing even the greatest woundsPlanescape: Torment - Whispering Flask), Statistics Amplification (Many charms increase one or several of the wearer's statistics), Magic (Many charms can cast magic), Non-Physical Interaction (Magic is capable of interacting with creatures in different planes of existence, as well as abstract, intangible, incorporeal, and nonexistent entities), Reality Warping (All magic is the result of manipulating The Weave, a multiversal construct personified by the Goddess Mystra, which in turn refines the raw power of the entity known as The Serpent), Healing (With Healing ScrollsPlanescape: Torment - Healing Scroll), Blood Manipulation (Blood Charms heal wounds by causing the user's blood to clot around them, preventing blood loss,Planescape: Torment - Blood Charm as do Clot Charms, with the added benefit of causing their blood to clot around wounds faster for a whilePlanescape: Torment - Clot Charm), Poison Manipulation (Abyssal Pipes summon Cloudkill, which attacks foes with powerful clouds of poisonPlanescape: Torment - Abyssal Pipes), Acid Manipulation (Adder's Kiss, cast by Adder's Tear summons a powerful acid bolt to melt down foes,Planescape: Torment - Adder's Tear while Acid Storm, summoned by Scent of the Storm, summons entire clouds of itPlanescape: Torment - Scent of the Storm), Plant Manipulation (Black-Barbed Curse causes thorned black plants to grow into the target, while Black-Barbed Shield summons them as protection. The two are cast, respectively, by Black-Barbed Seed and Black-Barbed Charm.Planescape: Torment - Black-Barbed SeedPlanescape: Torment - Black-Barbed Charm The entire tree maze that she resides in was created by her over thousands of years from just a tiny seed she had on her when she was Mazed), Blessing (Can cast Blessing with Blessed CandyPlanescape: Torment - Blessed Candy), Bone Manipulation (Bone Charms increase the strength of the user's bonesPlanescape: Torment - Bone Charm), Regeneration (Blood Fly Charms temporarily imbue the user with regeneration, or boost pre-existing regenerative abilitiesPlanescape: Torment - Blood Fly Charm), Animal Manipulation (Corpse Fly Charms cast Swarm Curse, which summons a swarm of insects upon the targetsPlanescape: Torment - Corpse Fly Charm), Transformation and minor Elasticity (Cockroach Charms give the user a tough insect hide and render them much harder to squashPlanescape: Torment - Cockroach Charm), Creation and Supernatural Luck (Clipped Copper Pieces increase the user's luck temporarily and create a handful of copper commonsPlanescape: Torment - Clipped Copper Piece), Weapon Creation (Crunchity Candy casts Armor, which summons a magical suit of armor around the targetPlanescape: Torment - Crunchity Candy), Decay Negation (Dustman Embalming Charms can cast Minor Embalming and Major Embalming, which prevent and undo an undead's decay, healing themPlanescape: Torment - Lesser/Greater Dustman Embalming Charm), Resurrection (Divine Censers can resurrect one freshly deceased personPlanescape: Torment - Divine Censer), Soul Manipulation (Fanged Mirrors of Yehcir-Eya cause the target's body to split from their soul and attempt to kill themPlanescape: Torment - Fanged Mirrors of Yehcir-Eya), Forcefield Creation (Holy Candy invokes Protection from Evil, a magical shield that wards off attacks from evil creaturesPlanescape: Torment - Holy Candy), Empathic Manipulation (Frost Mint Candy can cast Friends,Planescape: Torment - Frost Mint Candy which alters a creature's mind to be more susceptible to persuasion"For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you" - DnD 5e Player's Handbook), Electricity Manipulation (Mechanus Candy invokes Call Lightning summoning a lightning bolt to strike the target,Planescape: Torment - Mechanus Candy as does Shackles of Light with Chain Lightning StormPlanescape: Torment - Shackles of Light), Purification (Quint's Poison Charm cures PoisonPlanescape: Torment - Quint's Poison Charm), Explosion Manipulation (Murk casts the explosive BlackspherePlanescape: Torment - Murk), Illusion Creation (Mirrors of Imaging create copies of the userPlanescape: Torment - Mirror of Imaging), Dimensional Travel and Earth Manipulation (The Ring of Fallen Stars casts Meteor Storm Bombardment which summons meteors from another dimension onto foesPlanescape: Torment - Ring of Fallen Stars), Damage Transferal (Sadistic Frame casts Pain Mirror, which causes all nearby hostile creatures to suffer the same damage that the caster doesPlanescape: Torment - Sadistic Frame), Magic Negation (Whistles of Warding cast Antimagic Shell, which undoes all magic in its area of effectPlanescape: Torment - Whistles of Warding), Sense Manipulation (Thrice-Blind Charms afflict a target with blindness for several minutesPlanescape: Torment - Thrice-Blind Charm), Resistance to Fire Manipulation (Charcoal Charms protect the user from firePlanescape: Torment - Charcoal Charm), Fear Manipulation (Kasseg provide resistance to PanicPlanescape: Torment - Cerebral Parasite Kasseg)
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Attack Potency: Varies from Wall level (Dak'kon starts as a 3/3 Fighter/Mage, which grants him an effective level of 4, rendering him greatly superior to casters of Burning Hands) up to Island level+ (Capable of assisting in a fight against Ravel Puzzlewell) | At least Multi-Continent level, likely Universe level+ (Capable of assisting in the fight against The Transcendent One)
Speed: Varies from Subsonic (Far superior to various creatures capable of dodging arrows, and do the same himself) up to to at least Relativistic+ (Would be capable of reacting to Anger of the Noonday Sun, and fight others who could do the same, such as Ravel Puzzlewell), with FTL+ reactions (Can tag others with the Great Cat's Dodge feat) | At least Relativistic+, with FTL+ reactions
Lifting Strength: Class 5 (Dak'kon's strength starts at 17 and can reach 18, which allows him to push 1179.34 and 1360.777 kg in the air respectively) | Class 5 (Dak'kon can reach 19 strength, which allows him to push 1587.573 kg in the air)
Striking Strength: Varies from Wall level up to Island level+ | At least Multi-Continent level, likely Universe level+
Durability: Varies from Wall level up to Island level+ | At least Multi-Continent level, likely Universe level+
Stamina: Superhuman (Comparable to adventurers who can endure impalement, loss of limb, and other extreme forms of punishment and still manage to fight and press on)
Range: Extended Melee Range, up to Low Multiversal with Magic (Spells such as Meteor Storm Bombardment pull attacks from other dimensions)
Standard Equipment: Dak'kon wields his Zerth Blade and Armor in battle
*Optional Equipment: A wide variety of consumables and pieces of equipment.
Intelligence: Above Average. Dak'kon has a 13 in Charisma, Intelligence and Wisdom, marking him as solidly above average in all those categories
Weaknesses: Dak'kon must "prepare" spells that he wants to cast the day before.
Notable Attacks/Techniques:
*Magic: Spell descriptions are cited here. Note that the precise statistics reported are gameplay mechanics, and are merely kept to indicate relative scopes of power.
**Githzerai Psionics: Githzerai are, whether inherently or through monk training, capable of casting certain psionic abilities.
***Mage Hand: The caster can point their finger at an object and can lift it and move it at will from a distance. As a move action, they can propel the object as far as 15 feet in any direction, though the spell ends if the distance between them and the object ever exceeds the spell’s range.
***Shield: As seen below, Shield summons a globe of force that protects the caster from physical attacks. When cast, a magical orb of protective energy arises and protects the recipient from attacks from all directions.
***Detect Thoughts: The caster detects surface thoughts. The amount of information revealed depends on how long they study a particular area or subject. Each round, they can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it,
****1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
****2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher, the caster is stunned for 1 round and the spell ends. This spell does not let them determine the location of the thinking minds if they can’t see the creatures whose thoughts they are detecting.
****3rd Round: Surface thoughts of any mind in the area. A target’s Will save prevents them from reading its thoughts, and one must cast detect thoughts again to have another chance. Creatures of animal intelligence have simple, instinctual thoughts that one can pick up.
***Feather Fall: The caster can slow up to five falling creatures' rate of descent to 60 feet per round until the spell ends, allowing them to take no falling damage and land on their feet.
***Jump: The creature affected can jump for triple their usual distance until the spell ends.
***See Invisibility: For the duration, the caster sees invisible creatures and objects as if they were visible, and can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
***Phantasmal Killer: The caster taps into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.
***Plane Shift: The caster and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and they appear in or near that destination. Alternatively, if the caster knows the sigil sequence of a teleportation circle on another plane of existence, this spell can take them to that circle. If the teleportation circle is too small to hold all the creatures transported, they appear in the closest unoccupied spaces next to the circle. The spell can be used to banish an unwilling creature to another plane: The caster chooses a creature within their reach and makes a melee spell attack against it. On a hit, it is transported to a random location on the plane of existence the caster specified, if they failed their saving throws.
**Level 1
***Armor: Physical attacks shall be better thwarted as protection is granted to those who have none. This spell grants an Armor Class of 6 to the target. It is cumulative with Dexterity bonuses, but nothing else. The spell lasts until the wearer sustains cumulative damage totaling more than 8 pts. + 1 / level of the caster. Note that the armor does not absorb this damage; it only disintegrates after that much damage has been inflicted on it.
***Blindness: How frail is the body when it depends upon its eyes! When sight is removed, things become harder to hit, and the sufferer becomes an easier target. The creature will be struck with blindness and suffer a -4 penalty to its attack rolls and a +4 penalty to its AC.
***Chromatic Orb: Long are the debates about the spectrum of color in the multiverse. "This Blue is better than Yellow!" "Pike it, berk! Of course White is the true color!" And while in the end, many generally agree that a color's greatness is in the eye of the beholder, this spell establishes the fact that some colors are deadlier than others. This summons a large, magical Orb of Color, which can then be hurled at a target using the caster's normal Attack roll +3. The color of the Orb changes depending on the caster's level. Its power (generally) increases and its effect changes as the level increases, too.
****Level 1 (White): For 10 sec: -4 Attack, -4 S.T., +4 AC
****Level 2 (Red): For 10 sec: -1 Strength, -1 Dexterity
****Level 3 (Orange): Additional 1-4 pts. of fire damage.
****Level 4 (Yellow): For 10 sec: -4 Attack, -4 S.T., +4 AC
****Level 5 (Green): Stun for 10-25 sec.
****Level 6 (Turquoise): Unconscious for 10-25 sec.
****Level 7-9 (Blue): Paralyzed for 30-100 sec.
****Level 10-11 (Violet): Paralysis, Petrification, no damage.
****Level 12+ (Black): Paralysis for 10-40 sec.
***Fist of Iron: This spell gives the caster's fist the strength and durability of iron, turning it into a living weapon. Any punches the caster does will do more damage than normal. When cast, all their normal punch attacks are +3 to hit and +6 to damage. The caster cannot cast spells while the Fist of Iron is in place.
***Friends: One's charm, one's beauty and one's charisma are oftentimes the key to gaining the trust of strangers and creating new friends. When cast, the caster temporarily gains 2-8 points of charisma, which could be helpful in making new friends, or opening new paths.
***Identify: This spell reveals the mysteries of an enchanted object, allowing you to know its exact abilities.
***Magic Missile: This spell shapes arcane energies into unerring missiles. The greater your skill, the more missiles you can hurl from your body. The spell summons a magical missile that strikes its target unerringly for 2-5 pts. of damage with no saving throw possible. In addition, the caster gains 1 extra missile every 2 levels, for a total of 5 missiles at level 9.
***Minor Embalming: Embalming preserves the flesh of the dead. . . as such, this spell can preserve the flesh of the Nameless One, mending tears, off-setting decay, and making your skin more resilient to damage. This spell works only on the Nameless One or any undead. When cast, the target gains +2-8 temporary hit points and a temporary bonus of +1 AC for a "half-hour". The extra hit points behave exactly like an Aid spell... they will heal the caster if he is less than max hit points or they will give him bonus hit points for a half-hour.
***Pacify: Violence is not always the best solution. This spell seeks to quell the boiling blood, the anger and malice through peaceful means. As per the name, this spell will magically pacify 2-8 creatures of 6 HD or less in the area of effect; this affects all types of creatures except for undead. When cast, creatures must immediately make a saving throw vs. spell. If they fail, they stop all activities that require any exertion, including arguments, combat, etc. From here, the affected creatures will fall into a deep slumber. The affected creatures will remain in this state for the duration of the spell if left unharmed. If attacked, they automatically gain a new saving throw to try and break the spell.
***Shield: This spell summons a globe of force that protects the caster from physical attacks. When cast, a magical orb of protective energy arises and protects the recipient from attacks from all directions. It bestows an AC 3 against all attacks and +1 to all Saving Throws for 25 seconds / level of the caster.
***Reign of Anger: The Flame scorches and burns. Its hatred arcs and swirls as it strikes the enemy without error. This spell summons a missile of flame that strikes its target unerringly for 2-5 pts. of magical fire damage with no saving throw possible. In addition, the caster gains 1 extra missile every 2 levels, for a total of 5 missiles at level 9.
***Missile of Patience: Could this spell be any more useless??!" cried Eelnek, mage of Amnar. The bane of mages everywhere, could this be the practical joke of an arch-mage, or living dis-proof of the old Prime Material axiom that "good things come to those who wait"? [Increases in power as the caster does, ultimately resulting into a rapid-fire energy Ballista]
***Scripture of Steel: One of the earliest teachings of Zerthimon, this incantation reflects what knowing that flesh yields to steel achieves: bestowing a greater advantage to strike and the strength to resist damage. Scripture of Steel grants +1 to hit and +1 to saves to all creatures that are "Friendly" to the caster in a 50 feet radius from the casting point.
***Submerge the Will: When the will is submerged, new strength is gained: The strength to endure and protect against adversity. With knowing the teachings of the Third Circle of Zerthimon, comes greater protection against all forms of attacks. When cast, a magical orb of protective energy arises and protects the recipient from attacks from all directions. It bestows an AC 2 against all attacks and +1 to all Saving Throws for 12 seconds / level of the caster.
***Vilquar's Eye: Vilquar's Eye is branded upon the one who is foolish enough to cross the caster. Vilquar's shortsightedness becomes the target's vision, and soon the world is muddled and dark. If the targeted creature fails its saving throw at -1 penalty, the creature will be struck with blindness and suffer a -4 penalty to its attack rolls and a +4 penalty to the target's AC.
**Level 2
***Adder's Kiss: It is said an adder's kiss can scald even the most fearsome of fiends. This spell calls forth an acidic bolt to shower an opponent with its vile green acid. If the caster is skilled enough, the adder's kiss lingers after the initial strike, continuing to sink into an opponent's skin with its acidic teeth. When cast, the caster chooses any target within 150 ft. and the Adder's Kiss will strike for 2-8 hit points of acid damage. For every three levels of the caster, the acid lasts 5 seconds longer, inflicting another 2-8 points of acid damage / 5 second segments.
***Black-Barbed Curse: Ravel's maze seeks new fields in which to grow. This spell summons some of the barbed seeds from the maze to burrow inside the target's flesh. When cast, the player can select any target within 30 feet. When a target is selected, the spell summons a swirling mass of black barbs that grow and burrow into any target for 4-16 hit points of piercing physical damage.
***Blood Bridge: A bizarre compact of the healer's heart and the merchant's mind, this necromantic spell transforms your very body into a marketplace that barters life and death. Your life essence can be given to others... at a cost to yourself. When cast, the mage can select any living (non-undead) target within touch range and drain life from himself (2 hit points + 1 hit point per level of the caster) and give it to the target.
***Blur: The blurring of form and spirit causes one to be hard to see or touch, granting a great advantage in battle. Blur causes the wizard's form to shift and blur, making it much more difficult to attack the caster: It causes all incoming attacks to be made at -3 penalty and grants the wizard +1 on all saving throws.
***Major Embalming: Embalming preserves the flesh of the dead... as such, this spell can preserve the flesh of the Nameless One, mending tears, off-setting decay, and making your skin more resilient to damage. This spell is a more potent version of Minor Embalming, and the mending and damage resistance it bestows lasts longer. This spell works only on the Nameless One or any undead. When cast, the target gains +2 HP/level of the caster and +2 AC for one hour. The extra hit points behave exactly like an Aid spell... they will heal the caster if he is less than max hit points or they will give him bonus hit points for an hour.
***Horror: Pure horror is perhaps the greatest equalizer in existence, causing both the weakest and the strongest to lose their courage and flee in cowardice. This spell causes all non-undead creatures within a 30-foot radius of the target point to flee in terror from the area, if they fail their saving throw.
***Ice Knife: Daggers of ice can be conjured that not only strike the intended target but can spread cold as ice in water. This spell fires a magical ice dagger at a target. The caster must successfully hit with his normal missile attack roll. A successful hit causes 2-8 pts. of damage per dagger. When the ice knife strikes a solid object or a creature, the knife shatters, releasing a wave of numbing cold. All creatures w/in a 5' radius must make a successful saving throw vs. paralyzation or suffer 1-4 pts. of cold damage and have a -2 penalty to their attack rolls. If the attack roll misses, the Ice Dagger will 'fall to the ground' 2 feet past (using the same trajectory that it originally took) the intended target. The Ice dagger will then remain on the ground for 2 seconds. If any creature touches this ice dagger during that time it will immediately shatter, and emit a cold wave (as above). If not, then after the elapsed time it will melt away. Finally, the caster gains 1 additional Ice Dagger for every 2 levels after 3rd level, for a maximum of 5 Daggers. The subsequent Daggers can be fired off by a subsequent 'click' on the same (or another) target.
***Knock: The inaccessible, the locked, can be freed and within one's grasp with this incantation. With Knock, all locked doors, chests, boxes, or shackles shall be unlocked, but it doesn't affect barred gates and the like. In addition, it can only affect up to 2 impediments per spell.
***Luck: Fortune. Chance. Kismet. Whatever its name, this spell grants a boost in one's Luck for a short duration. This spell grants a 2-8 point bonus to the target's Luck for 5 seconds per level of the caster. This bonus increases the chance for success in various efforts such as Attacking, Thieving Skills, or Saving Throws and the like.
***Pain Mirror: A near-forgotten legacy of an ancient empire, this spell reminds those who wish to harm the caster that they must be willing to suffer as well. If the caster is hurt, the same damage is inflicted on any creatures close to the caster. This spell only affects the caster. Whenever the caster is attacked while the spell is in effect, all hostile creatures within a 10-foot radius take equal damage. It only works for one attack, and the effects are not cumulative (you cannot have more than one mirror erected). If the spell is not triggered, it lasts for 5 seconds per level of the caster.
***Strength: Grants immense strength to the weak - or greater strength to the strong. This spell increases the target's Strength score by a certain number of points (or tenths of points above 18) which will still be qualified by race/class restrictions. The spell cannot bestow a Strength of 19 or greater. The bonus is as follows. Priest/Rogue: 1d6 points, Warrior: 1d8 points, Wizard: 1d4 points.
***Swarm Curse: All that scuttles, creeps, and swarms shall be invited to dine... on a victim of your choosing. Brings a swarm of insects to attack all those in the area of effect. Brings a swarm of insects to attack all those in the area of effect. They inflict 1-4 + (caster level/3) points of damage every 5 seconds. No one can cast a spell while within the swarm.
***Black-Barbed Shield: Those who have walked the forest paths of Ravel's maze can summon its branches to help shield them from damage.This spell (which affects only the caster) calls forth a series of black barbs that protect and shield the caster from harm for 10–30 seconds. The player gains +2 to AC for the duration of the spell, and any creature that attacks the player with a melee attack should suffer 1-6 hit points of damage every time they successfully hit the character. Can only be cast through items, not learned.
***Power of One: And from Gith, the warrior-queen, came the knowing of oneself. And from the knowing, came immense power." This spell increases the target's Strength score by a certain number of points (or tenths of points above 18) which will still be qualified by race/class restrictions. The spell cannot bestow a Strength of 21 or greater. The bonus is as follows: Fighter: 1d8+1 points. Mage: 1d4+1 points. Priest/Thief: 1d6+1 points.
**Level 3
***Ax of Torment: As if from the depths of Baator, Torment shall be brought upon your enemies, and with time, its strength will only grow. This spell summons a mystical giant Battle Ax. The Ax strikes a specified individual target for 1-8 pts. of damage. In addition, as a final blow, the Ax will cause a magical effect to occur (at random): Suffer an additional 1-8 pts. of damage 2-16 pts. of damage Paralyzed for 5–15 seconds. At Level 9+, the following new effects can occur: 5-40 pts. of Fire damage 6-48 pts. of Ice damage Randomly teleported 1-100 yds. away Turned to stone 8-64 pts. of pure damage.
***Ball Lightning: Spheres of electrical force shoot forth and strike your nearest foes. Caster can create up to 4 glowing spheres of lightning when the spell is cast. They are roughly 3 ft. in diameter. The damage varies depending on the number of balls created: 4 =	2-8 each, 3 = 2-12 each, 2 = 5-20 each and 1 = 4-48.
***Cloak of Warding: This spell summons a magical cloak of force around your body that absorbs damage. The spell creates a "shield" effect similar to the shield spell that absorbs 3-12 points of damage + 1 point per level of the caster. Once it has absorbed this amount of damage, it shatters or "powers down". The spell will also expire after 5 seconds per level of the caster.
***Elysium's Tears: The skies of the Upper Planes shed tears when evil is done. These tears can burn even the most armored of foes. The caster chooses any single target within range. Then, a stream of small meteors rain down and strike the target and surrounding area - one 'meteor' for each level of experience, up to a maximum of 10. Each missile that hits inflicts 1-2 points of blunt damage and 1-4 points of fire damage. Anyone within 3 feet of the target takes 1 point of fire damage as well.
***Hold Undead: The restless dead shall be bound and held when this spell is cast. This spell allows the caster to immobilize 1-3 undead creatures, provided that the total HD of the creatures is equal to or less than the caster's level. Furthermore, undead with less than 3 HD are automatically affected. Those with 3 or more HD are allowed a saving throw to negate the spell. Those affected are rendered immobile for the duration of the spell. When cast, the caster can choose the point of origin of the spell (within range), and from there, the 3 closest undead are affected.
***Tasha's Unbearable Derisive Laughter: What man does not feel their body fill with burning shame when mocked by a woman? Fill the ears of your enemies with the derisive scorn of a woman's laughter. Their bodies shall become clumsy and foolish, easily struck, and confidence shall be leeched from their muscles, weakening their blows. Tasha's Unbearable Derisive Laughter occurs in a 30 ft radius from that spot. All male living creatures with an INT > 4 in range of the spell must make a Saving Throw vs. Spells or get a -2 to their attack, -2 to AC, and -2 to their damage rolls for 5 seconds / level of the caster.
***Vampiric Touch: This spell steals life from the target and transfers it to you. When the caster touches a non-undead creature, he drains 1-6 HP from the target for every 2 mage levels he has (2-12 HP for Lvl 4). The damage that he drains is then transferred to the caster and added to their total HP. Any HP over the normal maximum is treated as 'temporary hit points' which will be lost after one hour if not used beforehand (absorbing damage).
***Zerthimon's Focus: Know that through this spell, the focus and discipline of Zerthimon will be granted to you, and your blade shall strike true. This enchantment helps the target remember Zerthimon's teachings on the ways to channel one's mental and physical focus during battle. When cast, the recipient's chances for a Critical Attack are raised for 5 seconds per level of the caster.
***Balance in All Things: From the Separation of the People, came the knowing of Two Skies. From the knowing of Two Skies came the realization that hurting others, hurts oneself. This spell only affects the caster. Whenever the caster is attacked while the spell is in effect, all hostile creatures within a 10-foot radius take equal damage. It lasts for 1 attack per 4 levels of the caster, and the effects are not cumulative (you cannot have more than one Balance spell erected). If the spell is not triggered, it lasts for 5 seconds per level of the caster.
***Infernal Shield: Even the Great Destroyer is halted by this mystical barrier. When cast, all fiery effects are absorbed and altered into healing energies. Works on caster only. The spell creates a fiery shield that bestows a 150% Normal Fire Resistance and 150% Magical Fire Resistance. The spell will expire after 5 seconds / level of the caster.
**Level 4
***Blacksphere: This spell illustrates the power of Force, as a wave of concussive force explodes out in a 10' radius that not only damages but imprisons as well. The spell allows the caster to create a black sphere of force which explodes and causes 1-4 pts. of damage, + 1 pt. per caster level, to all creatures within a 30 ft. radius. Creatures failing a saving throw vs. spell are trapped in a 10-foot radius sphere of force for the duration of the spell. Even if they make the saving throw they still take damage from the blacksphere itself.
***Confusion: Focus and purpose shall become undone. As per the name, this spell causes 1-4 creatures, +1 creature / level, to become confused and unsure of themselves. They will do one among these: Wander away/Stand confused/Attack nearest creature/Act normal.
***Force Missiles: Missiles of Force accurately strike down and blast its intended victims. Like the Magic Missile, this spell creates a mystical globe of magical energy, which will successfully hit its target for 2-8 pts. of damage, regardless of saving throw. It then explodes with a concussive blast that does 1 pt. of damage / level of the caster within a 3 ft. radius. If a saving throw is made, then this concussive damage is negated. The wizard creates 1 missile at 7th, + an additional missile every 2nd level after 7th, for a max of 7 missiles.
***Improved Strength: Superhuman strength can be yours, regardless of prior limitations. This spell can bestow superhuman strength upon a creature. Furthermore, improved strength allows the recipient of the spell to ignore race or class restrictions on his max Strength score, possibly reaching scores as high as 25. Fighters get 1d8+4, Mages get 1d4+4 and Priests/Thieves 1d6+3.
***Remove Curse: Cursed items shall no longer afflict you when this spell is cast. When cast, this spell removes a curse upon the person targeted. It does not remove the curse from the actual item itself, but it allows the person to successfully unequip and rid themselves of the cursed item.
***Shroud of Shadows: This spell brings shadows to your aid, enshrouding your body from detection and physical attacks. When this spell is cast, a targeting cursor appears, and the player may select any target within touch range. The recipient of this spell gains the following abilities: +3 to AC, +10% to Stealth, and targets have a -1 penalty to hit the caster.
**Level 5
***Cloudkill: Clouds of death stream forth from the caster and send those not strong enough on a free journey to their deserved plane of rest. A billowing cloud of toxic vapor is created that is so deadly that it will slay any creature with fewer than 4+1 HD, cause creatures with 4+1 to 5+1 HD to roll saving throws vs. poison at -4 penalties or be slain, and creatures up to 6 HD to roll unmodified saving throws vs. poison or be slain! Those above 6 HD suffer 1-10 pts.
***Cone of Cold: Extreme cold blasts forth and welcomes your enemies in its freezing embrace. This spell shoots forth a cone-shaped area of extreme cold from the caster's hand in a 30 ft.-long cone. It deals 1-4 +1 pts. of damage per level of the caster, to a maximum of 10-40 +10 pts.
***Desert Hell: 'Hell' is an oft-debated term. Some say Hell is Baator. Others, the Abyss. This spell proffers that nothing could be worse than the endless dunes and scorching heat of the desert. This spell summons the scorching heat of the desert planes to scorch all enemies within sight. Enemies within range must save vs. spell or spontaneously combust for 4-40 pts. of damage. Even if they save, they still take half damage from the searing heat.
***Enoll Eva's Duplication: This 'spell' is actually a complex mathematical equation accidentally discovered by the modron, Enoll Eva, while calculating the multiplication factor on various linear algebraic formulas. The results are devastating: This equation allows all subsequent actions to be doubled or duplicated. Hence it was found that during confrontations, all physical or magical attacks were seemingly doubled - dealing twice the amount of damage. This spell affects a single target. No Saving Throw required. When cast, all subsequent attacks (physical or magical) will be duplicated once. For example, after attacking once with a weapon, the attack will be immediately duplicated - same for spells (cast a Magic Missile, and immediately afterwards, another Magic Missile spell will launch). This spell will last for approximately 2 minutes after launching.
***Fire and Ice: A red sphere of Fire and a blue sphere of Ice shall streak forth and quickly strike down the target of your choosing. This spell summons 2 crystal spheres (one red, one blue) that strike a specified target. Upon impact, the red sphere explodes into a fireball 30' radius that inflicts 3-18 pts. of fire damage upon all w/in range, while the blue sphere explodes in the same area of effect, causing 3-18 pts. of cold damage to all w/in range. A successful saving throw vs. spell halves the damage.
**Level 6
***'Chain Lightning Storm:As Man looked up and cried to the heavens, so it responded... Judgement rains down from the skies when this spell is invoked. Giant Bolts which strike and chain shall comprise the Storm of death. Lightning Bolts strike down all hostile creatures on screen for 7-70 pts. of damage. A successful saving throw reduces it to half damage.
***Globe of Invulnerability: Similar to its sister spell, Antimagic Shell, this enchantment restricts certain magic from entering its confines. Yet unlike its sibling, this spell allows magic to flow outward from within. This spell creates an immobile sphere of magic that prevents any 1st - 4th level spell effects from penetrating (even area effect spells). Spells of 5th level or higher are not affected by the Globe, but unlike Antimagic Shell, any type of spell can be cast out of the sphere. The Globe lasts for 5 seconds per level of the caster.
**Level 7
***Acid Storm: The tempest of acid may come and go, but its sting lingers much longer. This spell creates a massive storm that rains deadly acid to all enemies in a 20 ft radius area that inflicts 1-6 pts. of damage for every 5 seconds per level of the caster. A successful saving throw reduces the damage in half.
***Bladestorm: The blackest ice from the fourth layer of Acheron is summoned to cut, shear, and slice away all who oppose you. This spell summons rows upon rows of Ocanthyan razor-ice shards that strike all opponents in 10 yards per level radius with a THAC0 of 11 and inflicts 1-8 pts. of damage per level of the caster, in addition to inflicting another 2-20 pts. of damage on a natural roll of 20.
***Guardian Mantle: All physical hostile attacks can be done away with. This spell creates a magical blanket of energy that envelops the caster's body and deflects all physical attacks for 50 seconds + 5 seconds per level of the caster. All attackers must make a successful saving throw vs. spell at -4 penalty in order to break through, otherwise their attacks are thwarted by the mantle. In addition, while the spell is active, the caster can still attack or use magic. This spell cancels all other protective effects while the spell is active.
***Stygian Ice Storm: "Few know the true terror of Baator, let alone the gruesome Fifth Layer. This devastating spell summons the harshest cold and bitter ice of the Fifth Layer of Baator, Stygia, to annihilate all enemies within range. As the River Styx flows through the Stygian Ice, so it does in this spell as well. Perhaps if the victims are strong enough to survive this devastation they may live to tell others about the true terror... but the River Styx has a tendency to make people forget." Ice from Stygia is summoned to crush all creatures within sight for 8-64 pts. of ice damage, with no saving throw. Finally, all creatures must save vs. spell or suffer confusion for 5–30 seconds due to the immediate contact with the frozen, forgetful waters of the River Styx.
**Level 8
***Deathbolt: Death comes in many forms, but none so painful as this. For even if you evade Death's Touch, it will always leave a mark. This spell calls forth a magical bolt of death energy that kills a specified target, unless it makes a successful saving throw vs. spell. Even on a successful saving throw, the victim suffers 10-60 pts. of damage.
***Mechanus' Cannon: The true, logical justice of Primus shall be delivered unto the illogical, as pure energy descends from Mechanus. This spell summons the ultimate form of 'equalization' from Primus: A huge energy blast that comes from the very heart of Mechanus and fires toward the target specified by the caster, via a portal. A temporary portal will appear 10 ft. from the target and Mechanus' Logical Justice will be handed down, inflicting 30-90 pts. of damage, with no saving throw.
***Meteor Storm Bombardment: Meteors from across the multiverse are called to rain destruction upon all who oppose the caster. This spell calls forth a great shower of meteors to bombard all enemies within sight for 10-120 pts. of damage, or half the damage with a successful saving throw vs. spell.
***Power Word, Blind: "The power of sight shall be removed, and darkness shall enter." This spell blinds up to 100 hit points of creatures within a 15 ft. radius / level of the caster from the specified target point. The blindness spreads outwards from the center, affecting creatures with the lowest HP totals first. Those with more than 100 HP are not affected. The spell effect's duration depends on the number of HP affected: If 25 or fewer HP are affected, then the blindness lasts for 160–400 seconds. If 26-50 HP are affected, the blindness lasts for 80–200 seconds. If 51-100 HP are affected, the blindness lasts for 16–40 seconds. An individual creature can't be partially affected: Unless all of its HP are affected, it is not blind.
**Level 9
***Abyssal Fury: When compared to the Tanar'ri, at least the Baatezu are more civilized. There is, perhaps, nothing more horrific than the unbounded fury of the Abyss. By use of this spell, the ground shall split open and the victim dragged into the Tanar'rian Madness. Welcome to Hell. This spell opens a planar portal beneath a specified victim and drags them down into the Abyss. The portal remains open even after the victim is swallowed in. The only sound bystanders hear is the incessant screaming of the victim as he/she is torn apart by the ruthless Tanar'ri. After what seems like only a few seconds (which is more than an eternity for the victim in the Abyss), the victim (or what's left of him) gets spit back out of the portal. If the victim makes a successful saving throw, he will get spit out of the portal in 'one piece', but while the victim senses nothing at first, after a split-second, all the Wrath of the Tanar'ri will surface. The victim will suffer 5-510 pts. of damage as he suffers multiple 'delayed' attacks and slashes from all angles. If the victim fails the saving throw, it is instant death. All that is left are body parts.
***Celestial Host: While the various proxies and beings of the Celestial Planes are seen as the embodiment of kindness, compassion, and benevolence, their might easily rivals those of Baator or the Abyss. Woe to those who underestimate the power of the Upper Planes! When cast, a group of powerful phantasms are called to help eradicate all enemies in a 50 ft. x 50 ft. area, as their combined attacks inflict 40 - 120 hit points of damage, with no saving throw possible. The phantasms represent some of the most powerful celestial beings from the Upper Planes, each casting a powerful attack:
****Astral Deva (Mace of Disruption): A shining mace that inflicts extra damage to fiends or undead, either disintegrating them or afflicting them with fear when they are at low health.
****Phoenix (Fire Storm): Summons a powerful storm of flames.
****Solar Aasimon (Celestial Bow)
****Gold Dragon (Energy Wave)
***Power Word, Kill: With a single word, life's energies are snuffed out. When this spell is uttered, one creature of any type within the spell range is instantly killed. It can kill any creature that has up to 120 hit points, with no saving throw allowed.
==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
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