recursal/Fanatic-Fandom huggingface dataset:
Energy Resistance (Invocation)

Invocation Grade: Lesser

Equivalent Spell Level: 3

Descriptor:

Component: Somatic

Range: Personal

Area of Effect / Target: Self

Duration: 24 Hours

Save: None

Spell Resistance: No

The warlock gains resistance 10 to acid, cold, electricity, fire, or sonic damage. If the warlock uses this invocation again while the first duration is still active, the new resistance replaces the old one.
Aurion

## AURIONLegacy of the Kori-Odan

Aurion: Legacy of the Kori-Odan is a 2D African Fantasy Action-RPG developed by Plug In Digital Label. It was recently Kickstarted funded.

**Overview**

It should have been a perfect day for Enzo Kori-Odan, Prince of Zama. He was scheduled to marry his lifelong love Erine Evou and be crowned the new King. Little did he know that Ngarba Evou, his new brother-in-law, plotted to overthrow him.

Through thrillingly executed, combo-heavy action sequences, Erine and Enzo will redefine their bond, rescue the land from its villains, and restore their legacy. Luckily, Enzo can call on the Aurion, a powerful collective energy channelled from past ancestors that can unlock devastating fighting abilities and combos to help him beat his foes.

Auriona is a rich and dynamic planet made of six continents. The world’s population regroups six main ethnic groups which are connected by an exciting common history line. Travel around to discover the wealth of the Kiro’o Tales throughout many side quests.

Features:

* Aurion's gameplay combines African legends and lore with fast-paced real-time combat.
* Gather your legacy, unlock devastating strikes to combo with, and mix aurions to create new ones.
* Confront enemies as Enzo, with Erine’s assistance and make the best out of the couple in combat.
* Powerful duels with fascinating and immersive dialogues.
* Join a spiritual quest that takes our heroes to journey across a wonderful world of African fantasy.
Amplify

**Amplify**

Spell Level: Bard 1; Voodan 2; Scrutiny domain cleric 2

Innate Level: 1

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The target gains a +20 skill bonus to Listen.
Entropic Warding

Invocation Grade: Least

Equivalent Spell Level: 2

Descriptor:

Component(s): Somatic

Range: Personal

Area of Effect / Target: Self

Duration: 1 Hour + 1 Turn / Level

Save: None

Spell Resistance: No

Chaotic energies swirl about the warlock, deflecting incoming arrows, rays, and other ranged attacks, granting 20% concealment against ranged attacks. The warlock also gains a +5 skill bonus to Hide and Move Silently.
Call Lightning Storm

**Call Storm Lightning**

Spell Level: Druid 6; Voodan 6

Innate Level: 6

School: Evocation

Descriptor: Electricity

Component: Verbal, Somatic

Range: Long

Area of Effect / Target: Large

Duration: Instant

Additional Counter Spells:

Save: Reflex Half

Spell Resistance: Yes

Each enemy within the area of effect is struck by lightning.
A lightning bolt deals 1d4 damage per caster level, to a maximum of 15d4. If
cast outdoors, the damage die increases to d6. If cast outdoors during a storm,
the damage die increases to d8.
Cloaked Casting

**Type of Feat:** Class

**Prerequisite:** Beguiler level 2.

**Specifics:** A beguiler's spells are more effective when cast against unwary foes. He gains a +1 bonus to the spell save DC when casting a beguiler spell that targets any creature that would be denied a Dexterity bonus to AC (flat-footed). This bonus increases to +2 at level 14.

At level 8, he also gains a +2 bonus to caster level checks to beat an affected target's spell resistance. At level 20, he automatically overcomes the spell resistance of any affected target.

**Use:** Automatic.
Draconic Knowledge

Invocation Grade: Least

Equivalent Spell Level: 2

Descriptor:

Component: Somatic

Range: Personal

Area of Effect / Target: Self

Duration: 24 Hours

Save: None

Spell Resistance: No

This invocation gives the warlock access to the great ancestral memories of dragonkind. He gains a +6 bonus on Lore and Spellcraft checks.
Bane Bow

**Bane Bow**

Spell Level: Ranger 4; Voodan 9

Innate Level: 4

School: Evocation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Creature or Ranged Weapon

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

You channel divine power into a ranged weapon, granting it a
+5 enhancement bonus. This weapon is the bane of your enemies, and has a 2d6
divine damage bonus against each of your favored enemies.
Combat Focus

**Type of Feat:** Combat Form

**Prerequisite**: Fighter 6.

**Required For:** Combat Absorption, Combat Awareness, Combat Defense, Combat Hardiness, Combat Speed, Combat Stability, Combat Strike, Combat Vigor

**Specifics:** In battle, the character pushes aside the chaos of the fight and attains a focused state that grants him a keen, clear picture of the battle. Fear and pain ebb away as he focuses solely on defeating his enemy. At the end of the first round he attacks a creature, he gains his combat focus, his mind and body becoming one, allowing him to overcome mundane physical limits. He maintains his focus for 9 rounds + 1 per Combat Form feat he has after entering it. He can only gain his combat focus once per encounter. While maintaining his combat focus, he gains a +1 bonus on Will saves for each Combat Form feat he has up to a maximum of +5. If he has three or more Combat Form feats, this bonus applies to all saving throws.

**Use:** Automatic, but limited to one use per day for every two fighter levels, with a 60 seconds cooldown between each use.
Create Concussive Blast

Craft Level: Black Powder Avenger 4

Range: Personal

Area of Effect / Target: Self

Duration: Special

Additional Counter Spells:

Save: Reflex

Spell Resistance: No

The black powder avenger prepares an explosive that detonates on impact creating a concussive shockwave upon all within the area of effect for 1d6 sonic damage for every 2 black powder avenger levels, + the black powder avenger's Intelligence modifier. The damage dice increases to d8 if the bomb is fully loaded with black powder. Additionally, all creatures in the area of effect must succeed at a reflex save or randomly experience one of the following effects:

\*Stunned (1d2 rounds)

\*Slowed (1d4 rounds)

\*Knocked prone (1 round)

\*Nothing

When the black powder avenger creates a black craft, the spell slot remains unusable until the black craft has expired after its lifespan, which corresponds to the time left until the black powder avenger can once again rest normally.
Anger of the Noonday Sun

**Anger of the Noonday Sun**

Spell Level: Druid 6; Voodan 6

Innate Level: 6

School: Evocation

Descriptor: Blindness, Light

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Huge

Duration: Instant

Additional Counter Spells:

Save: Reflex Special

Spell Resistance: Yes

Your body explodes with radiance that bathes the area around
you in sunlight. Any creature within the area of the spell must make a reflex
saving throw or be blinded for 1 round per caster level. An undead caught
within the spell's area takes 1d6 points of divine damage per caster level
(maximum 15d6). A successful reflex saving throw reduces this damage by half,
as well as negating the effects of the blindness. Vampires are instantly slain
if they fail a reflex saving throw.

The ultraviolet light generated by the spell deals damage to
oozes as if they were undead creatures.
Pronk Spikgomp

The surprisingly friendly Goblin whose door a distressed Perlapae knocked on when she first gained the ability to fly and was having difficulty controlling it. He cheerfully attempted to assist her down from the ceiling of the hallway in the inn they were both staying at, but to no avail.

## Quick Facts

* **Full Name**: Pronk Spikgomp
* **Sex:** Male
* **Race**: Goblin
* **Age**: Unknown
* **Homeland**: Goblintown
* **Class**: Unknown
* **Alignment**: Unknown
* **Family**: Unknown
Curse of Distraction

**Type of Feat:** Hex

**Prerequisite:** Hexblade's curse ability.

**Specifics:** The hexblade may spend one of his hexblade's curse uses to distract his victim, making spellcasting difficult for them. For a duration of 2 rounds per level, the victim must make Concentration checks in order to cast spells. The Concentration DC equals 15 + the spell's level. The DC increases to 20 + the spell's level as a greater curse, and to 25 + the spell's level as a dire curse. A successful Will save (DC 10 + 1/2 hexblade's class level + Charisma modifier) negates the effect.

**Use:** Selected.
Devour Magic

Invocation Grade: Greater

Equivalent Spell Level: 6

Descriptor:

Component(s): Somatic

Range: Touch

Area of Effect / Target: Single

Duration: Instant

Save: None

Spell Resistance: Yes

This invocation attempts to strip all magical effects from a single target. To remove an effect, the warlock makes a dispel check of 1d20, +1 per caster level (to a maximum of +15) against a DC of 12 + the spell effect's caster level.

The warlock gains 5 temporary hit points for each spell level dispelled by this touch. These temporary hit points fade after 1 turn and do not stack with other temporary hit points gained from Devour Magic. The warlock cannot devour his own invocations.
Derek Harnet

Derek is a dark-skinned man with a gravelly voice and a unique signature weapon--a sort of hand-cannon supposedly invented by his grandfather. He's "not proud" of much of the work he's done lately or the circles he's ran in, implying a long life of seedy mercenary work and assassinations that he hopes to turn away from now. He likes to think his time with the party will be the first steps towards a more respectable employment of his skills.

With the help of Captain Veller, Sajaina was able to buy the schematics for Derek's hand canon off of him, in exchange for not only a large sum of gold, but a spot in their party (and a share in their spoils) during their next "mission for money." Sajaina then gifted the schematics to Baygrith, as a sign of their strong friendship.

Unfortunately, Derek died shortly after joining up with the party. During an impromptu high-stakes battle with the seemingly "gone rogue" Ascendant, Albert, Derek was wounded to within an inch of his life. Despite this, he repeatedly refused Sajaina's pleads for him to drink one of her health potions, claiming to know his own limits. Seconds after his refusal, a blast of shadow energy was sent his way, and though Sajaina dove in front of him and suffered the majority of the damage, the small amount that she could not block was enough to kill Derek.

The party held a makeshift funeral for him, constructing a hasty raft by which to send his body drifting down the river. They lit the raft on fire with explosive means it was noted that Derek would have approved of, and his heirloom gun was given to Baygrith, who promised to construct his own second model in Derek's honor.

Sajaina is still struggling to recover from the shock of the incident.

## Quick Facts

* **Full Name**: Derek Harnet
* **Sex:** Male
* **Race**: Human
* **Age**: 29 years old. Killed by the Ascendant Albert.
* **Homeland**: ?
* **Occupation**: Mercenary
* **Family**: Unknown
Cloudkill

**Cloudkill**

Spell Level: Wizard / Sorcerer 5; Warmage 5

Innate Level: 5

School: Conjuration

Descriptor: Poison

Component: Verbal, Somatic

Range: Long

Area of Effect / Target: Large

Duration: 1 Round / Level (Max 10)

Additional Counter Spells:

Save: Fortitude Special

Spell Resistance: No

A billowing cloud of noxious vapors settles over the area.
Its effects vary according to the hit dice of the affected creatures:

1-3: instant death

4-6: fortitude save or death; on a successful save, target
takes 1d4 constitution damage

7+: 1d4 constitution damage per round; on a successful save,
target reduces constitution damage by half

Creatures immune to poison are unaffected by Cloudkill.
Circle of Doom III

Spell Level: Cleric 6; Favored Soul 6; Voodan 6

Innate Level: 6

School: Necromancy

Descriptor(s): Negative Energy

Component(s): Verbal, Somatic

Range: Medium

Area of Effect / Target: Medium

Duration: Temporary

Additional Counter Spells:

Save: Will Half

Spell Resistance: Yes

All enemies within the area of effect are struck with negative energy that causes 3d8 points of damage, +1 point per caster level (to a maximum of +20). If the targets of this spell fail their Will saves, they also suffer 1 point of temporary Strength damage. Inflict spells have a reverse effect on undead, healing instead of harming them.
Emote Commands

This list is based off of one found on the forums here: List of Emotes

All commands listed below must begin with an @emote ## in order to work properly.

Emotes can be given a duration in seconds or made to loop by use of seconds placed after the emote ## and 0 for looping.

**For example:** @emote 9 30 will set the duration for 30 seconds. @ emote 9 0 will loop the emote.

## Emotes

 Casting, circular
 Casting, hands raised
 Chop Wood
 Cower
 Cross Arms
 Crouch
 Dance
 Dizzy
 Drink
 Extend Hand
 Fall, backwards
 Fall, forwards
 Grapple/Drink Blood
 Hands Reserved/Attention
 Hanging/Hang From
 Hip, side
 Knock on Door
 Laugh
 Look Into Distance
 Mount
 Music, Pipes/Wind
 Music, Play Guitar/Lute
 Nod
 Nod, repeatedly
 Point
 Pray
 Pushups
 Push Object, Big
 Rub Chin, Hand on Hip
 Set Trap/Ground Work
 Sit on Object
 Sit, Arms Around Legs
 Sit, Vanilla
 Sleep, Left
 Sleep, Right
 Sleep, Floor
 Spasm
 Tired
 Unlock/Use
 Worship/Genuflect
Assassin

The assassin is a master of dealing quick, lethal blows. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their skill in a variety of dark arts allows them to carry out missions of death with shocking, terrifying precision. Rogues, monks and bards are ideal candidates to become assassins.

**Note:** You can find more information on the roleplay aspects of this class on our forums by clicking here.

**WARNING:** To cast a spell, an assassin must have an Intelligence score of 10 + the spell's level. For example, to cast a 4th-level spell, an assassin must have an Intelligence of 14.

- **Base Attack Bonus:** +3 / 4 Levels.
- **Hit Die:** d6.
- **Primary Saving Throw:** Reflex.
- **Proficiencies:** Simple Weapons, Light Armor Proficiency.
- **Skill Points:** 4 + Int Modifier.
- **Spellcasting:** Assassin Spells. (Intelligence-based, no spell preparation, spell failure from medium and heavy armor and shields is a factor).

**Class Skills:** Antagonize, Appraise, Disable Trap, Disguise, Heal, Hide, Influence, Listen, Lore, Move Silently, Open Lock, Parry, Search, Set Trap, Sleight of Hand, Spot, Tumble, Use Magic Device.
**Unavailable Skills:** Animal Empathy.

**Alignment:** Any evil.
**Skills:** Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks.
**Prerequisite:** In order to qualify for the assassin prestige class, the character must successfully execute a contracted assassination.

**ABILITIES:**

**Level**
1: Death Attack 1d6 - Special sneak attack that has a chance of paralyzing opponent.
Use Poison - Automatic success when coating a weapon with poison.
2: Poison Save - Gain a +1 bonus to saving throws vs. poison for every 2 assassin levels.
Uncanny Dodge I - Retain Dexterity bonus to AC, even when flat-footed.
3: Death Attack 2d6.
5: Death Attack 3d6.
Uncanny Dodge II - +1 bonus on Reflex saves vs. traps. Grants immunity to sneak attacks from a flanking attacker unless the attacker has at least four more combined class levels of rogue, assassin, barbarian, and shadowdancer than the defender.
7: Death Attack 4d6.
9: Death Attack 5d6.
10: Uncanny Dodge III - +2 bonus on Reflex saves vs. traps.

**Spell Progression:**

*Being able to cast 0 spells of a certain level per day means the assassin cannot cast spells of that level unless bonus spell slots of the appropriate level are granted by a high intelligence.*
Blade Thirst

**Blade Thirst**

Spell Level: Ranger 3; Voodan 6

Innate Level: 3

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Creature or Melee Weapon

Duration: 1 Turn + 2 Rounds / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

You empower the touched melee weapon with a +3 enhancement
bonus.
Cure Light Wounds

**Cure Light Wounds**

Spell Level: Bard 1; Blackguard 1; Cleric 1; Druid 1; Favored Soul 1; Paladin 1; Ranger 1; Voodan 1

Innate Level: 1

School: Conjuration

Descriptor: Healing

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: Will Half

Spell Resistance: Yes

The target creature is healed for 1d8 points of damage, +1
point per caster level (to a maximum of +5). Healing spells have a reverse
effect on undead, harming instead of healing them. A successful touch attack
must first be made when this spell is used against undead.
Draconic Toughness

Invocation Grade: Greater

Equivalent Spell Level: 5

Descriptor:

Component(s): Somatic

Range: Personal

Area of Effect / Target: Self

Duration: 24 Hours

Save: None

Spell Resistance: No

The warlock gains temporary hit points equal to his caster level. These hit points last for 24 hours or until the warlock uses the invocation again, in which case any remaining hit points are replaced by the new value.
Combat Awareness

**Type of Feat:** Combat Form

**Prerequisite:** Combat Focus, Blind-fight, Wisdom 12, Fighter 12.

**Specifics:** While maintaining his combat focus, the character has an uncanny ability to sense where his opponents will next strike. As he attains greater mastery of this fighting style, he learns to sense a foe's presence even with his eyes closed. He gains a +2 bonus to Parry for each Combat Form feat he has up to a maximum of +10. If he has three or more Combat Form feats, he also gains the effects of the spell True Seeing, as if cast by a caster of his fighter level.

**Use:** Automatic.
Curse of Failure

**Type of Feat:** Hex

**Prerequisite:** Hexblade's curse ability.

**Specifics:** The hexblade may spend one of his hexblade's curse uses to reduce his victim's ability to succeed with their saves. For a duration of 2 rounds per level, the victim receives a -4 penalty on the saves of the chosen saving throws. The penalty increases to -6 as a greater curse, and to -8 as a dire curse. A successful Will save (DC 10 + 1/2 hexblade's class level + Charisma modifier) negates the effect.

**Use:** Selected. This feat may be selected multiple times, but applies to a new saving throw each time.
Combat Defense

**Type of Feat:** Combat Form

**Prerequisite:** Combat Focus, Dodge, Dexterity 13 (Due to Dodge feat requirements), Fighter 9.

**Specifics:** While maintaining his combat focus, the character become better at dodging blows. He gains a +1 dodge bonus to AC for every two Combat Form feats he has up to a maximum of +5. If he has three or more Combat Form feats, he gains the benefits of Uncanny Dodge I.

**Use:** Automatic.
Destruction

Spell Level: Cleric 7; Favored Soul 7; Voodan 7

Innate Level: 7

School: Necromancy

Descriptor: Death

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: Fortitude Partial

Spell Resistance: Yes

The target creature must make a Fortitude save or die. On a
successful save, the target still takes 10d6 points of divine damage.
Detect Poison

**Detect Poison**

Spell Level: Assassin 1; Cleric 0; Druid 0; Favored Soul 0; Paladin 1; Ranger 1; Voodan 0; Wizard / Sorcerer 0

Innate Level: 0

School: Divination

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single Item or Creature

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: No

You determine whether a creature or item has poisonous
properties. With a successful DC 20 lore check, you can determine the type of
poison.
Adding Portraits

Step 1. Head to your Neverwinter Nights game directory.

 In my case (if you have the GOG version) that will be in C:\Program Files (x86)\GOG.com\Neverwinter Nights Diamond Edition. If you're playing Neverwinter Nights, you probably have the [Int] score to figure that out.

Step 2. Make backups of your "override" and "portraits" folders.

Put the backups somewhere away from your game folder; this is important in case you mess up and want to start from scratch.

Step 3. Download the Portrait Manager at https://neverwintervault.org/project/nwn1/other/tool/nwn-portrait-manager

After the download, install it as a stand-alone program. In other words, DON'T install it to your actual game directory.

Step 4a. Download the Portraits.

You can find the Official PotM Portrait Packs at https://neverwintervault.org/project/nwn1/images/portrait/ravenloft-prisoners-mist-portrait-packs
Starting from the top going down, download one portrait pack at a time and unzip the portrait TGA files to the Storage folder in your Portrait Manager's directory. For me that's at C:\Program Files (x86)\NW Spider\Storage

Step 4b. Download the REST of the portraits found in the current Portraits Thread--usually near the top--at http://www.nwnravenloft.com/forum/index.php?board=8.0

If you start at the most recent end of the thread going back, you can find the newest portraits and likely find a SUPER PACK of ALL PREVIOUS PORTRAITS.

Extract the Super-Pack into your Storage folder (as mentioned earlier) FIRST--overwriting any older files--and THEN extract whatever new custom portraits you find AFTER to make sure you're not overwriting NEW portraits with OUTDATED versions.

Step 5. Once you've downloaded all the portraits and put them in the Storage folder, start up the Portrait Manager

  Specify where your portraits and Storage folders are and BOOM! You can now search through all of the portraits to find the one that best suits your character design--including a plethora of new Caliban options--without starting the game.

Select a portrait and its file name will be displayed at the bottom. Simply look for that file name in Storage and copy it to portraits in your Neverwinter Nights directory.

Step 6. You've picked your portrait; now copy ALL of the files in your Storage folder and paste them in the override folder of your Neverwinter Nights directory.
Alarm

**Alarm**

Spell Level: Bard 1; Beguiler 1; Hexblade 1; Monster Hunter 1; Ranger 1; Voodan 1; Wizard / Sorcerer 1

Innate Level: 1

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Medium

Duration: 1 Hour / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

You ward a region of the ground. The ward is clearly visible
and obviously magical. Any time a creature enters the warded region, you note a
single mental "ping" that awakens you from normal sleep but does not
otherwise disturb concentration. Alarm will only detect passage once every 10
seconds. You can only have 1 alarm active at a time.
Dominate Monster

**Dominate Monster**

Spell Level: Beguiler 9; Wizard / Sorcerer 9; Bindings Domain cleric 9

Innate Level: 9

School: Enchantment

Descriptor: Mind-Affecting

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: 1 Turn / Level

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

The target creature temporarily becomes a faithful and loyal
servant of the caster.

Domination Rules:

While under the effect of this spell, the target creature can only be ordered to take simple actions such as walking, attacking, signing documents, waving to others, or other similar actions. The caster cannot order the target to commit suicide or take actions that would endanger their life or lead to self-harm, such as self-destructing actions.

The caster can also force the creature to speak, if able to, but he must tell them exactly which words to use. The command must be explicit and cannot be used to issue orders such as counting to ten, speaking the truth, nor answering questions. The target cannot speak on their own, it can only repeat the words the caster has ordered them to say.

The caster can also order the target creature to forget the events that have transpired while dominated by ordering it clearly; however the caster cannot alter the target's memories or recollection of events. Either the creature will remember what happened or they won't.

Finally, the caster cannot read the target's mind nor access their memories.
Demonflesh

**Demonflesh**

Spell Level: Blackguard 1

Innate Level: 1

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The target's flesh becomes thick and leathery like a
demon's. The target is granted a +1 bonus to natural armor, with an additional
+1 for every three caster levels.
Erupt

Spell Level: Cleric 9; Favored Soul 9; Voodan 9

Innate Level: 9

School: Transmutation

Descriptor: Fire

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Colossal

Duration: Instant

Additional Counter Spells:

Save: Fortitude Half

Spell Resistance: Yes

You draw molten lava up through the ground. Every creature
or object within the area that fails a Fortitude saving throw takes 2d8 points
of fire damage per caster level. A successful fortitude saving throw halves the
damage.
Assay Resistance

Caster Level(s): Cleric 4; Hexblade 4; Monster Hunter 4; Voodan 4; Wizard / Sorcerer 4; Favored Soul 4

Innate Level: 4

School: Divination

Descriptor(s):

Component(s): Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

This spell enables the caster to divine the exact nature and vulnerabilities of a single creature's magical defenses, giving him a +10 bonus on caster level checks to overcome its spell resistance.
Divine Power

Spell Level: Cleric 4; Favored Soul 4; Voodan 4; Strength domain cleric 3

Innate Level: 4

School: Evocation

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The caster gains the following bonuses: 1 temporary hit point
per caster level, 4 Strength, and a bonus to attack equal to the difference
between the caster's base attack bonus and character level.
Eldritch Cone

Invocation Grade: Greater

Equivalent Spell Level: 5

Descriptor:

Component(s): Somatic

Range: Medium

Area of Effect / Target: Cone

Duration: Instant

Save: Reflex Half

Spell Resistance: Yes

The warlock invokes his eldritch blast as a 30-foot cone. The eldritch cone deals the normal eldritch blast damage to all targets withing the area. This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the cone can attempt a Reflex save for half damage.
Aura of Courage

**Type of Feat:** Class
**Prerequisite:** Paladin level 2.
**Required For:** Expanded Aura of Courage.
**Specifics:** A character with this feat is immune to magical fear but is still subject to natural fear. At will, he can inspire nearby allies, granting them a +4 bonus to Will saving throws versus fear for a duration of 1 turn per paladin level.
**Use:** Selected.
Acid Fog

**Acid Fog**

Spell Level: Wizard / Sorcerer 6; Warmage 6; Destruction domain Cleric 6.

Innate Level: 6

School: Conjuration

Descriptor: Acid

Component: Verbal, Somatic

Range: Long

Area of Effect / Target: Large

Duration: 1 Round / Level (Max 10)

Additional Counter Spells:

Save: None

Spell Resistance: No

Acid Fog creates a thick, clinging, greenish cloud.
Creatures inside the fog have their movement speed reduced by 75%. Every round
a creature spends in the cloud, it suffers 2d4 acid damage, +1 for every 2
caster levels (max +10).
Critical Spell Strike

**Type of Feat:** General

**Prerequisite:** Ability to cast level 1 spells.

**Specifics:** The character has a keen eye for targeting his spells and their effects are hard to resist. When he makes a touch attack (melee or ranged) with a spell and scores a critical hit, the save DC against that spell increases by 4.

**Use:** Automatic.
Create Fuse

Craft Level: Black Powder Avenger 2

Range: Personal

Area of Effect / Target: Self

Duration: Special

Additional Counter Spells:

Save: None

Spell Resistance: No

The black powder avenger prepares a length of cannon fuse by soaking a special woven cord in a solution of spirit of niter and oil of vitriol. After the material has successfully been nitrated, the cord is dried and sealed in wax paper.

When the black powder avenger creates a black craft, the spell slot remains unusable until the black craft has expired after its lifespan, which corresponds to the time left until the black powder avenger can once again rest normally.
Clairaudience/Clairvoyance

**Clairaudience / Clairvoyance**

Spell Level: Assassin 4; Bard 3; Beguiler 3; Voodan 4; Wizard / Sorcerer 3; Knowledge domain cleric 3; Scrutiny domain cleric 3

Innate Level: 3

School: Divination

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Hour / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

For the duration of the spell, the target creature gains a
+5 bonus to all Spot and Listen checks.
Cold Endurance

**Type of Feat:** General
**Prerequisite:** Fort save bonus +2.
**Required For:** Primeval Wild Shape .
**Specifics:** Either because of growing up in a cold environment or training his body and mind to ignore the biting effect of cold, the character can exist with ease in low-temperature environments. He gains a +2 bonus on saving throws against cold effects. He can exist comfortably in temperatures down to -20 degrees without taking cold damage.
**Use:** Automatic.
Death Ward

Spell Level: Cleric 4; Druid 5; Favored Soul 4; Paladin 4; Voodan 4

Innate Level: 4

School: Necromancy

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Hour / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The target creature becomes immune to all death spells,
spell-like abilities, and effects.
Cleric Domains

Domains represent the fields of interest for deities. Each cleric chooses two domains when the first clerical level is taken, thus getting special powers and additional spells. The cleric domains selected need to align with the cleric's deity. A comprehensive list of deities and compatible domains can be found on this forum page.

The following 33 pages are in this category.

* Air domain
* Animal domain
* Bindings domain
* Chaos domain
* Curse domain
* Darkness domain
* Death domain
* Destruction domain
* Dream domain
* Earth domain
* Evil domain
* Fire domain
* Good domain
* Healing domain
* Knowledge domain
* Law domain
* Luck domain
* Magic domain
* Mists domain
* Mora domain
* Plant domain
* Protection domain
* Repose domain
* Salvation domain
* Scrutiny domain
* Slaughter domain
* Strength domain
* Sun domain
* Time domain
* Travel domain
* Trickery domain
* Undeath domain
* War domain
* Water domain
* Weave domain

\*Information taken from the Prisoners of the Mist message board forum on this forum page
Call of the Beast

Invocation Grade: Least

Equivalent Spell Level: 2

Descriptor:

Component(s): Somatic

Range: Personal

Area of Effect / Target: Self

Duration: 24 Hours

Save: None

Spell Resistance: No

The warlock gains a rapport with the beasts of the world. He gains the Animal Empathy ability of a druid and a +3 skill bonus to Animal Empathy, +1 for every 2 caster levels.
Bigby's Crushing Hand

**Bigby’s Crushing Hand**

Spell Level: Wizard / Sorcerer 9

Innate Level: 9

School: Evocation

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: 2d4 + 5 Rounds

Additional Counter Spells:

Save: Reflex Negates

Spell Resistance: Yes

A giant hand appears and grips the target, crushing it. The
target is unable to take any actions, and suffers 2d6 + 12 points of
bludgeoning damage each round. Only one Bigby's spell can be active on a target
at a time.
Eagle's Splendor

**Eagle’s Splendor**

Spell Level: Bard 2; Blackguard 2; Cleric 2; Favored Soul 2; Hexblade 2; Paladin 2; Voodan 2; Wizard / Sorcerer 2

Innate Level: 2

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The target creature's Charisma is increased by 1d4+1.
Battle Caster

**Type of Feat:** General
**Prerequisite:** Ability to ignore arcane spell failure chance from armor.
**Specifics:** The character is able to wear armor one category heavier than he can normally wear while still avoiding the chance of arcane spell failure. For example, if he has the ability to normally wear light armor without incurring a chance of spell failure, he can wear medium armor and continue to cast spells as normal. This ability does not extend to shields, nor does it apply to spells gained from spellcasting classes other than the class that provides the ability to cast arcane spells while in armor.
**Use:** Automatic.
Cocoon of Refuse

Invocation Grade: Least

Equivalent Spell Level: 1

Descriptor:

Component: Somatic

Range: Long

Area of Effect / Target: Single

Duration: 1 Round / Level

Save: Reflex None

Spell Resistance: Yes

The warlock causes various bits of trash and detritus in the area - loose wood, rotting garbage, old clothes, discarded dishes, scraps of parchment, even dead animals - to fly about and latch onto a single target creature. If the target fails a Reflex save, he is immobilized, though still able to fight and cast spells. This invocation requires that at least 50% of the refuse be urban trash, so it does not function in the wilderness (natural areas). Creatures of Huge or larger size are immune to this invocation.
Charm

Invocation Grade: Lesser

Equivalent Spell Level: 4

Descriptor: Mind-Affecting

Component(s): Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: 1 Turn / Level

Save: Will Negates

Spell Resistance: Yes

The warlock can beguile a creature. In the eyes of the target creature, the personal reputation of the warlock is improved by 50%.
Encumbrance

If a character is **encumbered**, the character's movement rate will be affected depending on the degree of encumbrance as seen by a 'movement speed decrease' icon that appears in the upper right-hand corner of the HUD. Lightly-encumbered characters will no longer run and will move at 100% of their base speed at walking pace. If combined with detect mode or stealth mode base speed is reduced to 50%. If character is in detect mode, stealth mode and lightly-encumbered base speed is reduced to 25%. Heavy-encumbrance means the character's movement speed is reduced still further by an additional 50%

This form of movement speed decrease is not to be confused with a decrease in movement speed caused by spells, which can be negated by freedom. Drinking potions of bull's strength, casting the spell bull's strength and/or wearing items which grant bonuses to strength can keep a character at regular running speed before returning to sell surplus items. Storing heavy items in containers with weight-reducing properties (such as bags of holding and other magic bags) may also prevent encumbrance.

Note: see here for vanilla NWN values.
Awaken

**Awaken**

Spell Level: Druid 5; Ranger 4; Voodan 5

Innate Level: 4

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single Animal

Duration: Permanent

Additional Counter Spells:

Save: None

Spell Resistance: No

The target animal gains +4 Strength, +4 Constitution, +1d10 Intelligence, and +2 to attack rolls and its racial type becomes magical beast.

The awakened animal can speak one language that the caster knows, plus one additional language known by the caster per point of Intelligence bonus (if any).
Aura versus Alignment

Spell Level: Cleric 8; Favored Soul 8; Voodan 8

Innate Level: 8

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Huge

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

When this spell is cast, the caster chooses to be protected from either good or evil. The caster and all allies within 20 feet receive spell resistance 25, a +4 deflection bonus to AC, a +4 bonus to saving throws, and immunity to charm and domination effects against creatures of any alignment. Finally, any time a creature under the protection of this spell is struck by a melee weapon, the attacker is dealt 1d8 + 6 damage. When casting Unholy Aura, the caster's caster level is increased by 1.
Druid Spells

## Druid Spells

**Level 0:**

* Cure Minor Wounds
* Light
* Resistance
* Detect Poison
* Virtue
* Flare
* Daze Animal

**Level 1:**

* Cure Light Wounds
* Summon Creature I
* Endure Elements
* Ultravision
* Grease
* Camouflage
* Entangle
* Faerie Fire
* Longstrider
* Magic Fang
* Regenerate Light Wounds
* Ram's Might
* Shillelagh

**Level 2:**

* Bull's Strength
* Fox's Cunning
* Summon Creature II
* Bear's Endurance
* Frost Breath
* Lesser Restoration
* Resist Elements
* Continual Flame
* Cat's Grace
* Blood Frenzy
* Gust of Wind
* Barkskin
* Charm Person or Animal
* Creeping Cold
* Flame Lash
* Healing Sting
* Hold Animal
* One With The Land
* Predator's Cry
* Regenerate Moderate Wounds
* Rheumatism
* Thunderstroke

**Level  3:**

* Cure Moderate Wounds
* Lesser Dispel
* Contagion
* Protection from Elements
* Remove Disease
* Summon Creature III
* Vision of the Omniscient Eye
* Frost Weapon
* Sticks to Snakes
* Water Breathing
* Poison
* Neutralize Poison
* Energy Vortex
* Call Lightning
* Crumble
* Dominate Animal
* Greater Magic Fang
* Infestation of Maggots
* Quillfire
* Spike Growth

**Level 4:**

* Cure Serious Wounds
* Dispel Magic
* Enhance Wild Shape
* Remove Curse
* Negative Energy Protection
* Freedom of Movement
* Summon Creature IV
* Claws of the Savage
* Mass Resist Elements
* Regenerate Serious Wounds
* Seed of Life
* Flame Strike
* Boreal Wind
* Hold Monster
* Ice Storm
* Blast of Sand
* Greater Creeping Cold
* Languor
* Mass Barkskin
* Mass Camouflage
* Stoneskin
* Thalassemia

**Level 5:**

* Cure Critical Wounds
* Healing Circle I
* Death Ward
* Summon Creature V
* Mass Contagion
* Mass Protection from Elements
* Slay Living
* Wall of Dispel Magic
* Ice Flowers
* Awaken
* Baleful Polymorph
* Freeze
* Inferno
* Mass Longstrider
* Memory Rot
* Regenerate Critical Wounds
* Owl's Insight
* Wall of Fire

**Level 6:**

* Healing Circle II
* Greater Dispelling
* Mass Bull's Strength
* Mass Fox's Cunning
* Summon Creature VI
* Mass Bear's Endurance
* Regenerate
* Mass Cat's Grace
* Anger of the Noonday Sun
* Big Sky
* Call Lightning Storm
* Drown
* Greater Stoneskin
* Stone to Flesh
* Stonehold

**Level 7:**

* True Seeing
* Healing Circle III
* Harm
* Heal
* Summon Creature VII
* Fire Storm
* Aura of Vitality
* Creeping Doom
* Fire Seeds
* Sunbeam
* Word of Balance

**Level 8:**

* Healing Circle IV
* Mass Negative Energy Protection
* Earthquake
* Summon Creature VIII
* Wall of Greater Dispelling
* Bombardment
* Deadly Lahar
* Finger of Death
* Nature's Balance
* Premonition
* Sunburst
* Unyielding Roots

**Level 9:**

* Mass Death Ward
* Mass Heal
* Storm of Vengeance
* Summon Creature IX
* Cast in Stone
* Elemental Swarm
* Mass Drown
* Nature's Avatar
* Shapechange
Deep Slumber

**Deep Slumber**

Spell Level: Assassin 3; Bard 3; Beguiler 3; Hexblade 3; Voodan 4; Wizard / Sorcerer 3

Innate Level: 3

School: Enchantment

Descriptor: Mind-Affecting

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Huge

Duration: 1 Hour

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

Causes 10 + 2d10 HD of creatures to fall into a comatose
slumber. Creatures with more than 10 HD are unaffected. Normal stimuli, such as
shouting or prodding, is insufficient to wake a sleeping creature, but any
damage dealt will cause a sleeping creature to rouse immediately.
Create Fire Bomb

Craft Level: Black Powder Avenger 4

Range: Personal

Area of Effect / Target: Self

Duration: Special

Additional Counter Spells:

Save: Reflex

Spell Resistance: No

The black powder avenger prepares an incendiary cocktail that explodes on impact leaving a fiery swath of inferno in its wake. The initial explosion causes 2d6 fire damage for every 2 black powder avenger levels, + the black powder avenger's Intelligence modifier to all caught in the blast. Any creature within the blast radius that makes a successful reflex saving throw takes half damage.

Each round a creature spends inside the inferno, it suffers 1d6 fire damage for every 2 black powder avenger levels, + the black powder avenger's Intelligence modifier. In addition, creatures within the inferno must make a reflex saving throw to avoid being lit on fire.

When a creature is lit on fire, it receives 1d4 fire damage for every 2 black powder avenger levels, + the black powder avenger's Intelligence modifier modifier each round until either a reflex save is passed, or the creature has taken damage three times.

The damage dice of the initial blast increases to d8 and the area of effect is doubled if the bomb is fully loaded with black powder.

When the black powder avenger creates a black craft, the spell slot remains unusable until the black craft has expired after its lifespan, which corresponds to the time left until the black powder avenger can once again rest normally.
Baleful Polymorph

**Baleful Polymorph**

Spell Level: Druid 5; Hexblade 4; Voodan 5; Wizard / Sorcerer 5

Innate Level: 5

School: Transmutation

Descriptor: Curse

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: Permanent

Save: Fortitude Negates

Spell Resistance: Yes

You cause your target to take on the form of a helpless animal. The target takes on all the physical statistics and special abilities of an average member of the new form. The target also retains the ability to understand (but not to speak) the languages it understood in its original form. It can write in the languages it understands, but only if the form is capable of writing in some manner (such as drawing in the dirt with a hoof). If the target remains in the new form for 24 consecutive hours, it will begin to lose its ability to understand language, as well as all other memories of its previous form, though these abilities and statistics return to normal if the effect is later ended.

Constructs, oozes, plants, shapechangers, undead and incorporeal creatures are immune to the effects of Baleful Polymorph.
Elephant's Hide

**Type of Feat:** Class
**Prerequisite:** Druid level 8 or Master of Many Forms level 2, Wild Shape.
**Specifics:** The character can thicken his skin to the toughness of an elephant's. He may spend two of his wild shape uses to gain a + 7 natural armor bonus for one turn and a number of turns equal to his combined druid and master of many forms level (up to a maximum of 10). This effect does not stack with any natural armor the character currently has.
**Use:** Selected.
Create Undead

Spell Level: Cleric 6; Favored Soul 6; Voodan 6; Wizard / Sorcerer 8

Innate Level: 6

School: Necromancy

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Point

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The caster brings an undead creature into being. The type of
undead is based upon the caster's level:

Level 10 and under: Ghoul

Level 11-12: Ghast

Level 13-14: Wight

Level 15 and over: Spectre

This spell may also be cast on player corpses to raise an undead henchmen version of the targeted player. This will badly impair the corpse.
Deafening Clang

**Deafening Clang**

Spell Level: Paladin 1

Innate Level: 1

School: Transmutation

Descriptor: Sonic

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Creature or Weapon

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

You empower the touched weapon with a +1 enhancement bonus
and 3 sonic damage. The weapon also gains the ability to deafen the creature
that is struck, like a thunderstone.
Create Cleaning Kit

Craft Level: Black Powder Avenger 1

Range: Personal

Area of Effect / Target: Self

Duration: Special

Additional Counter Spells:

Save: None

Spell Resistance: No

The black powder avenger prepares several oils, solvents, cotton patches and a ram rod, gathering them into a neat kit that can be used to temporarily increase the quality of any firearms and reduce the chance of backfire.

When the black powder avenger creates a black craft, the spell slot remains unusable until the black craft has expired after its lifespan, which corresponds to the time left until the black powder avenger can once again rest normally.
Crossbow Sniper

**Type of Feat:** General
**Prerequisite:** Weapon focus with light or heavy crossbow, Base attack bonus +1.
**Specifics:** The character is skilled in lining up accurate, deadly shots with his crossbow. Perhaps he adds custom-made sights to his weapon, or he has learned to maximize the stability and precision the weapon offers. When using a crossbow for which he has the Weapon Focus feat, he gains a damage bonus equal to half his Dexterity bonus.
**Use:** Automatic.
Create Ammo - Shock Bullet

Craft Level: Black Powder Avenger 3

Range: Personal

Area of Effect / Target: Self

Duration: Special

Additional Counter Spells:

Save: None

Spell Resistance: No

The black powder avenger prepares 25 shock bullets for pistols and muskets. These bullets are surprisingly rather light. They seem to sparkle with electrical energy.

When the black powder avenger creates a black craft, the spell slot remains unusable until the black craft has expired after its lifespan, which corresponds to the time left until the black powder avenger can once again rest normally.