recursal/Fanatic-Fandom huggingface dataset:
Rogue

Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes "fake it" well enough to cast spells from scrolls, activate wands, and use just about any other magic item.

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

- **Base Attack Bonus:** +3 / 4 Levels.
- **Hit Die:** d6.
- **Primary Saving Throw:** Reflex.
- **Proficiencies:** Proficient with all simple weapons, plus the rapier, sap, shortbow, and short sword and light armor. Rogues are not proficient with shields.
- **Skill Points (\*4 at 1st level):** 8 + Int Modifier.

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

**Level**
1: Sneak Attack 1d6 - Deal bonus damage when flanking.
2: Evasion - A successful Reflex save for half damage results in no damage.
3: Sneak Attack 2d6.
Uncanny Dodge I - Retain Dexterity bonus to AC, even when flat-footed.
5: Sneak Attack 3d6.
6: 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: Sneak Attack 4d6.
9: Sneak Attack 5d6.
11: Sneak Attack 6d6.
Uncanny Dodge III - +2 bonus on Reflex saves vs. traps.
13: Sneak Attack 7d6.
14: Uncanny Dodge IV - +3 bonus on Reflex saves vs. traps.
15: Sneak Attack 8d6.
17: Sneak Attack 9d6.
Uncanny Dodge V - +4 bonus on Reflex saves vs. traps.
19: Sneak Attack 10d6.
20: Uncanny Dodge VI - +5 bonus on Reflex saves vs. traps.

Upon reaching the 10th level, the Rogue may begin selecting the following abilities as bonus feats:
Crippling Strike, Defensive Roll, Improved Evasion, Opportunist, Skill Mastery, Slippery Mind.
Shrouded Dance

**Type of Feat:** General
**Prerequisite:** Skill Focus (Hide), Skill Focus (Perform), Hide 12 ranks, Perform 10 ranks.
**Specifics:** The character can seem to be where he isn't. Once per day, as a quick action, he can attempt a DC 30 Hide check. If he succeeds, the character gains 50% concealment for one round and instantly hides in plain sight as if he had the feat.
**Use:** Selected.
Spells Schools

Spell Schools

Each spell that is cast belongs to a certain school of magic. Caster can decide to focus on different schools to enhance the difficulty of resisting to a spell of that school.

There is eight different schools of magic:

* Abjuration
* Conjuration
* Divination
* Enchantment
* Evocation
* Illusion
* Necromancy
* Transmutation
Sticks to Snakes

Spell Level: Cleric 3; Druid 3; Favored Soul 3; Voodan 3

Innate Level: 3

School: Transmutation

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

You turn a dead branch or similar long, slender piece of
wood into a giant snake. If no wood is available, the air at the target point
will harden into wood before transforming into a snake. The type of snake
created is determined by your caster level:

8th or lower: Large Viper

9th to 11th: Huge Viper

12th to 15th: Giant Constrictor Snake

16th or higher: Huge Giant Constrictor Snake
Turn Spirit

**Type of Feat:** Class

**Prerequisite:** Voodan level 1.

**Required for:** Divine Energy Focus, Empower Turning, Extra Turning, Improved Turning.

**Specifics:** With this feat, the character can force creatures ("spirits") of the chosen type to flee in terror. This ability may be activated three times per day, plus the character's Charisma modifier. The character's Voodan class level and Charisma are used to determine how many creatures are turned.

**Use:** Selected. If the voodan has twice as many levels as the spirits have Hit Die, they are instantly destroyed.
Thibault's Geometry

**Type of Feat:** General
**Prerequisite:** Bonetti's Defense , Dex 14+, Int 13+, Base Attack Bonus +6
**Required For:** Agrippa's Fundamental Guards
**Specifics:** The character has further practiced the art of fighting without a weapon or shield in the off hand. When fighting with only a one-handed melee weapon equipped, the character gains a +2 shield bonus to his Armor Class.
**Use:** Automatic.

**Notes**: This feat wont break Monk AC bonus, but will not work with fists. You have to equip a main hand, one-handed melee weapon to activate the feat.
Quillfire

**Quillfire**

Spell Level: Druid 3; Voodan 3

Innate Level: 3

School: Transmutation

Descriptor: Poison

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells: Neutralize Poison

Save: Fortitude Negates Poison

Spell Resistance: No

The caster throws poisonous quills at a target. On a
successful ranged touch attack, the quills deal 2d8 points of piercing damage,
and inflict a debilitating poison (1d4 Strength and Constitution damage on both
primary and secondary hits) if the target fails a Fortitude saving throw. The
DC of the poison is equal to the DC of the spell.
Ravenloft: Prisoners of the Mist Wikia

## Welcome to the Ravenloft: Prisoners of the Mist's Wikia

Wikia for Ravenloft: Prisoners of the Mist, a Neverwinter Nights gothic horror roleplaying server.

For information about the game world, visit the About page of the project website and dig in to the Forums!

Unless otherwise explicitly denoted, this wiki is to be considered out-of-character. Please avoid including information which could spoil the in-game exploration of the game world; for example, don't include locations of merchant NPCs and don't include information meant for DMs from the canon material. Limit the creation of new pages to game-mechanical subjects such as spell effects and class modifications and to generalized lore, that does not betray any details of currently on-going plots. You may include server lore that could feasibly be known by a fresh, native character.

Don't take this as discouragement to contribute to the Wiki, but as encouragement to keep the excitement of exploration in-game.

For information on Neverwinter Nights not specific to PoTM, you can rely on the good ol' NWN Wiki.

## Topics:

### Class & Build Information:

* Backgrounds
* Classes
* Cleric Domains
* Feats
* Skills
* Spells
* Spell Schools

### POTM-Specific Mechanics:

* Encumbrance
* Exhaustion
* Languages
* Language Prefix System
* Outcast Rating (OCR)
* Crafting

### IC Information:

* IC Timeline
* Locations in Ravenloft

### Tutorials:

* Adding Portraits
* Emote Commands
* Crafting Tutorials
* New Players Guides
* Armor and Shield Choices: A Guide to Parry and Armor Check Penalties
Tasha's Hideous Laughter

**Tasha’s Hideous Laughter**

Spell Level: Bard 2; Beguiler 2; Hexblade 1; Voodan 3; Wizard / Sorcerer 2

Innate Level: 2

School: Enchantment

Descriptor: Mind-Affecting

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: 1 Round / Level

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

This spell afflicts the subject with uncontrollable
laughter. It collapses into gales of manic laughter, falling prone. The subject
can take no actions while laughing. The DC decreases by 4 against creatures
whose racial type is different from the caster's because humor doesn't
"translate" well.
Shifter's Speech

**Type of Feat:** Class
**Prerequisite:** Master of Many Forms level 1.
**Specifics:** A master of many forms maintains his ability to speak normally regardless of the form he takes. Furthermore, he can communicate with other creatures of the same kind while in wild shape, as long as such creatures are normally capable of communicating with each other using natural methods.
**Use:** Automatic.
Ranger

Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions.

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

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

- **Base Attack Bonus:** +1 / Level.
- **Hit Die:** d8.
- **Primary Saving Throws:** Fortitude, Reflex.
- **Proficiencies:** All simple and martial weapons, light armor and shields.
- **Skill Points (\*4 at 1st level):** 6 + Int Modifier.
- **Spellcasting:** Ranger Spells. Divine (Wisdom based, armor-related chance of spell failure is ignored).

**Class Skills:** Animal Empathy, Concentration, Discipline, Heal, Hide, Listen, Lore, Move Silently, Parry, Search, Set Trap, Spot.
**Unavailable Skills:** Use Magic Device.

**Bonus Feat Progression:**

**Note:** Ranger receives bonus feats at level 1, 5, 10, 15, and 20 for Favored Enemy selection. Cannot progress beyond levels 1, 4, 9, 14, and 19 unless Favored Enemy is selected.

**ABILITIES:**

**Level**
1: Trackless Step - +4 skill bonus to Hide and Move Silently in wilderness areas.
Dual-Wield - Gain the benefits of Ambidexterity and Two-Weapon Fighting when wearing light armor.
3: Endurance - Better saves against environmental hazards and exhaustion.
6: Animal Companion - Summon an animal ally.
 Improved Two-Weapon Fighting - Gain an extra attack per round when dual-wielding.
8: Keen Sense - Detect Mode becomes permanently activated with no movement penalties.
9: Evasion - A successful Reflex save for half damage results in no damage.
17: Hide in Plain Sight - In wilderness areas, rangers can hide even while being observed.

**Spell Progression:**

*Being able to cast 0 spells of a certain level per day means the ranger cannot cast spells of that level unless bonus spells slots of the appropriate level are granted by a high wisdom.*
Undeath to Death

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

Innate Level: 6

School: Necromancy

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Large

Duration: Instant

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

All undead in the target area with 8 Hit Dice or less must
make a Will save or be destroyed.
Regenerate

Spell Level: Cleric 7; Druid 6; Favored Soul 7; Voodan 6

Innate Level: 6

School: Conjuration

Descriptor: Healing

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 creature gains the ability to regenerate 6 hit
points every round.
Spider-Shape

Invocation Grade: Lesser

Equivalent Spell Level: 3

Descriptor:

Component: Somatic

Range: Personal

Area of Effect / Target: Self

Duration: 1 Hour + 1 Hour / Level

Save: None

Spell Resistance: No

The warlock transforms himself into the form of a Medium fiendish monstrous spider. At level 8, he transforms into a Large fiendish monstrous spider, at level 15, into a Huge fiendish monstrous spider, and at level 20 into a Gargantuan fiendish monstrous spider.

This invocation is a polymorph effect.
Wall of Dispel Magic

Spell Level: Beguiler 5; Cleric 5; Druid 5; Favored Soul 5; Voodan 5; Wizard / Sorcerer 5

Innate Level: 5

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Wall 30 Feet Long

Duration: 1 Round / Level (Max 20)

Additional Counter Spells:

Save: None

Spell Resistance: No

You create a transparent, permeable barrier that attempts to
strip all magical effects from any object that passes through. To remove an
effect, the caster makes a dispel check of 1d20 +1 per caster level (to a
maximum of +10) against a DC of 12 + the spell effect's caster level.
Slaughter domain

## Domain Special Abilities

**Frightful Presence**: Once per day, the cleric can activate the frightful presence extraordinary ability automatically as he attacks an opponent. This ability has a range of 30 feet and affects any opponent with less Hit Dice than the character who can see him. The Will save has a DC of 10 + 1/2 the cleric's level + Charisma modifier. Affected creatures remain frightened or shaken for 5d6 rounds. This is a fear effect.

## Bonus Spells

* Level 3 Greater Magic Fang
* Level 4 Fear
* Level 6 Tenser's Transformation
Voidsense

Invocation Grade: Lesser

Equivalent Spell Level: 4

Descriptor:

Component: Somatic

Range: Personal

Area of Effect / Target: Self

Duration: 24 Hours

Save: None

Spell Resistance: No

The warlock sharpens his hearing and sight, gaining the ability to see invisible and ethereal creatures, and to see in magical darkness. He also gains a +10 bonus to all Spot and Listen checks.
Ray of Clumsiness

**Ray of Clumsiness**

Spell Level: Wizard / Sorcerer 1

Innate Level: 1

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: 1 Round / Level

Additional Counter Spells:

Save: Fortitude Half

Spell Resistance: Yes

An coruscating-inducing ray springs from your hand. You must succeed at a ranged touch attack with the ray to strike a target. The ray drains 1d6 dexterity from the target, +1 per 2 caster levels (maximum +5).
Summon Creature III

Spell Level: Bard 3; Blackguard 3; Cleric 3; Druid 3; Favored Soul 3; Ranger 3; Voodan 3; Wizard / Sorcerer 3

Innate Level: 3

School: Conjuration

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 summons a dire wolf to be a faithful and loyal
servant.
Thunderstroke

**Thunderstroke**

Spell Level: Druid 2; Voodan 2

Innate Level: 2

School: Evocation

Descriptor: Electricity

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Small

Duration: Instant

Additional Counter Spells:

Save: Reflex Half

Spell Resistance: Yes

You call down a bolt of electricity, which unerringly
strikes the target and adjacent creatures. The lightning bolt deals 1d4 points
of electrical damage per caster level, to a maximum of 5d4. If cast outdoors,
the damage die increases to d6. If cast outdoors during a storm, the damage die
increases to d8.
Storm of Vengeance

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

Innate Level: 9

School: Conjuration

Descriptor: Acid, Electricity

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Colossal

Duration: 1 Turn

Additional Counter Spells:

Save: Reflex Special

Spell Resistance: Yes

The area around the caster is blasted by lightning and
acidic rain. Each round, all enemies within the area of effect take 3d6 points
of acid damage. Those who fail a Reflex save take an additional 6d6 points of
electricity damage and are stunned for 2 rounds.
Treacherous Weapon

Caster Level(s): Bard 1; Hexblade 1; Voodan 2; Wizard / Sorcerer 1

Innate Level: 1

School: Transmutation

Descriptor(s):

Component(s): Verbal, Somatic

Range: Short

Area of Effect / Target: Creature or Weapon

Duration: 1 Round / 4 Levels

Additional Counter Spells:

Save: Will Special

Spell Resistance: Yes

This spell can be cast on a weapon or any creature wielding a weapon. If the target creature fails its saving throw, its main weapon takes a -1 penalty on attack and damage rolls. This penalty increases of -1 for every 2 caster levels beyond the 1st, up to a maximum of -5 at level 9. If cast on a weapon with no owner, there is no saving throw.
Remove Fear

**Remove Fear**

Spell Level: Bard 1; Cleric 1; Favored Soul 1; Voodan 1

Innate Level: 1

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Medium

Duration: 10 Turns

Additional Counter Spells: Fear

Save: None

Spell Resistance: No

All fear effects are removed from allies within the area of
effect. The targets also gain a +4 bonus to saving throws against fear spells
and effects for the duration of the spell.
Season 23

Season 23 of *The Joy of Painting* aired on many PBS stations in 1991.

## Episode list

* Frosty Winter Morn (September 3, 1991)
* Forest Edge (September 10, 1991)
* Mountain Ridge Lake (September 17, 1991)
* Reflections of Gold (September 24, 1991)
* Quiet Cove (October 1, 1991)
* River's Peace (October 8, 1991)
* At Dawn's Light (October 15, 1991)
* Valley Waterfall (October 22, 1991)
* Toward Day's End (October 29, 1991)
* Falls in the Glen (November 5, 1991)
* Frozen Beauty in Vignette (November 12, 1991)
* Crimson Tide (November 19, 1991)
* Winter Bliss (November 26, 1991)
Shadow Affinity

**Type of Feat:** Metamagic
**Prerequisite:** None.
**Specifics:** The character has a natural affinity with the creatures of shadow. He summons outsiders from the Plane of Shadow one category higher than his level would normally allow. Additionally, the character gains a +1 bonus on saving throws versus negative energy.
**Use:** Automatic.
Sanctuary

**Sanctuary**

Spell Level: Cleric 1; Favored Soul 1; Voodan 1

Innate Level: 1

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Round / Level

Additional Counter Spells:

Save: Will Negates

Spell Resistance: No

The target's presence is completely ignored by nearby creatures
for the duration of the spell.
Shades

**Shades**

Spell Level: Wizard / Sorcerer 9

Innate Level: 9

School: Illusion

Descriptor:

Component: Verbal, Somatic

Range: Special

Area of Effect / Target: Special

Duration: Special

Additional Counter Spells:

Save: Special

Spell Resistance: No

The caster conjures a shadow variant of one of the following
spells:

\*Acid Fog

\*Acid Storm

\*Deadly Lahar

\*Incendiary Cloud

\*Summon Creature VIII

The shadow variant has a spell school of
Illusion, and has the same DC as Shades.
Righteous Fury

**Righteous Fury**

Spell Level: Paladin 3

Innate Level: 3

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

You gain a +4 bonus to Strength and 1d4 temporary hit points for every 2 levels.
Summon Creature II

**Summon Creature II**

Spell Level: Bard 2; Blackguard 2; Cleric 2; Druid 2; Favored Soul 2; Ranger 2; Voodan 2; Wizard / Sorcerer 2

Innate Level: 2

School: Conjuration

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 summons a dire boar to be a faithful and loyal
servant.
Sacred Vitality

**Type of Feat:** General
**Prerequisite:** Turn Undead.
**Specifics:** The character can channel positive energy to gain protection from damage to his abilities or his life force. He may spend one of his turn undead attempts to gain immunity to ability and level drain for one turn and a number of rounds equal to his Charisma modifier (minimum of 1 round).
**Use:** Selected.
Rainbow Beam

**Rainbow Beam**

Spell Level: Wizard / Sorcerer 2

Innate Level: 2

School: Evocation

Descriptor: Light

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: Yes

You fire a ray of swirling, multihued light. You must
succeed at a ranged touch attack with the ray to strike a target. The spell
also deals 1d12 points of damage per three caster levels (maximum 5d12). The
ray deals a random type of damage out of the following: Acid, Cold, Electrical,
Fire, Sonic, and Magical. There is a 15% chance the ray will split its damage
equally between two of the types.
See Invisibility

**See Invisibility**

Spell Level: Bard 2; Beguiler 2; Hexblade 2; Monster Hunter 2; Voodan 3; Wizard / Sorcerer 2

Innate Level: 2

School: Divination

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 is able to see through the cloak of invisibility.
Weird

**Weird**

Spell Level: Warmage 9; Wizard / Sorcerer 9

Innate Level: 9

School: Illusion

Descriptor: Fear, Mind-Affecting

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Colossal

Duration: Instant

Additional Counter Spells:

Save: Will and Fortitude Negate

Spell Resistance: Yes

Targets must make a will save or be touched by a horrible phantasm.
Targets must first make a Will save to resist the touch of the phantasm.
Targets that fail the Will save are stunned for 1 round, lose 1d4 Strength,
suffer 3d6 magic damage, and are forced to make a Fortitude save. Targets that
fail the Fortitude save are slain.
Summon Creature VI

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

Innate Level: 6

School: Conjuration

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 summons a dire tiger to be a faithful and loyal
servant.
Searing Light

**Searing Light**

Spell Level: Cleric 3; Favored Soul 3; Voodan 3; Sun domain cleric 2

Innate Level: 3

School: Evocation

Descriptor: Light

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells: Darkness

Save: None, Undead - Will for Half Damage

Spell Resistance: Yes

The caster directs a beam of white-hot light at a single
target, striking on a successful touch attack.

The ray deals divine damage based on the target's racial type:

Undead: 1d6 per caster level; maximum 10d6

Vampire: 1d8 per caster level; maximum 10d8

Construct: 1d6 per 2 caster levels; maximum 5d6

Other: 1d8 per 2 caster levels; maximum 5d8

☀The Dread Realm gives certain advantages to undead creatures. In Ravenloft, undead creatures can make a Will save for half damage.
Trance of the Verdant Domain

Caster Level(s): Beguiler 4; Hexblade 3; Wizard / Sorcerer 4

Innate Level: 4

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: 3 Rounds

Additional Counter Spells:

Save: Will

Spell Resistance: Yes

The caster projects an instantaneous surge of mental energy that overwhelms a weak-minded humanoid. The target stops and stares blankly, fascinated for the duration of this spell, as if under a daze effect. In addition, the target takes a -2 penalty on will saving throws against mind-affecting spells and effects.
Sleep

**Sleep**

Spell Level: Assassin 1; Bard 1; Beguiler 1; Hexblade 1; Voodan 1; Wizard / Sorcerer 1; Warmage 1; Dream domain cleric 1

Innate Level: 1

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 4 + 2d4 Hit Dice of creatures within the area of
effect to fall into a comatose slumber. Creatures with more than 4 Hit Dice 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.
Ram's Might

**Ram’s Might**

Spell Level: Druid 1; Ranger 1; Voodan 1

Innate Level: 1

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

Your Strength is increased by 2 and you gain the feat
Improved Unarmed Strike for the duration of the spell.
Raise Dead

Spell Level: Cleric 5; Favored Soul 5; Voodan 5; Repose domain cleric 4

Innate Level: 5

School: Conjuration

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single Corpse

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: No

Returns one target corpse to life. This spell requires the
caster to place on the ground near the corpse, 100 gp worth of diamonds per hit
die of the target. The raised character returns to life weak and sickened, and
remains in this state until able to rest. If cast on a corpse that is burned,
more than a week decayed, or otherwise badly disfigured, the spell will fail.
Virtue

**Virtue**

Spell Level: Cleric 0; Druid 0; Favored Soul 0; Paladin 1; Voodan 0

Innate Level: 0

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 gains 1 temporary hit point.
Protection from Spells

**Protection from Spells**

Spell Level: Wizard / Sorcerer 7

Innate Level: 7

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Medium

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

Each ally within the area of effect receives a +8 bonus on
all saving throws against spells.
Reckless Rage

**Type of feat:** General

**Prerequisite:** Barbarian Rage, Power Attack

**Specifics:** A barbarian entering rage takes an additional -2 penalty to AC, but gains an additional +2 to Strength and Constitution. These bonuses and penalties stack with the effects of Barbarian Rage, Greater Rage and Mighty Rage.

**Use:** Automatic
Remove Blindness/Deafness

Spell Level: Cleric 3; Favored Soul 3; Paladin 3; Voodan 3

Innate Level: 3

School: Conjuration

Descriptor: Healing

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Medium

Duration: Instant

Additional Counter Spells: Blindness/Deafness

Save: None

Spell Resistance: No

All allies within the area of effect are cured of blindness
and deafness.
Afro Magnitude

The sheer magnitude of this mans afro is enough to slay god, that's why he was banished from the face of this Earth. So he had to die. die die die.

The name Bob Ross translates to "Killer of God" in the ancient Aztec language, foreshadowing his eventual fate.

On the Rossular Scale, Bob Ross's afro is documented as a 112.30.
Summon Creature VII

Spell Level: Cleric 7; Druid 7; Favored Soul 7; Voodan 7; Wizard / Sorcerer 7

Innate Level: 7

School: Conjuration

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 summons a random huge elemental to be a faithful
and loyal servant.
Races

This is the full list of races, subraces, and racial templates available on Ravenloft - Prisoner of the Mists. The server has specific rules on class progression and multiclassing:\*Some races or templates will require Community Council Approval before character creation, as denoted by the checkmark.

* Some races will have an inherently higher Outcast Rating. Please refer to the appropriate forum post to determine this, as it is not represented on the sheet below.
Wild Shape

**Type of Feat:** Class
**Prerequisite:** Druid level 5 or Master of Many Forms level 1.
**Required for:** Cheetah's Speed, Cougar's Vision, Elemental Essence, Elephant's Hide, Extra Wild Shape, Frozen Wild Shape, Hawk's Vision, Oaken Resilience, Primeval Wild Shape, Scorching Wild Shape, Swim like a Fish, Savage Mobility, Verdant Wild Shape, Wolverine's Rage.
**Specifics:** Specifics: The character with this ability can take the shape of an animal from a temperate zone at will. He can assume the following shapes: badger, bear, boar, cougar, eagle, lynx, raven, and wolf. At level 12, including druid and master of many forms levels, these forms improve along with other wild shape forms.

Druids may use it once per day at fifth level, twice per day at sixth level, three times per day at seventh level, four times per day at 10th level, five times per day at 14th level, and six times per day at 18th level. Additionally, masters of many forms gain one use per level. The transformation has a duration of 1 hour per combined druid and master of many forms level. Upon transforming, the character regains lost hit points as if they had rested for a night. This is only effective once per day.

Contrary to the Vanilla Wild Shape, you do not seem to gain any particular feat or bonus to AC or HP from the form that does not come from the new Dexterity or Constitution scores

**Use:** Selected. After choosing the ability, the character must choose an animal form to take.
Woodworking

Woodworking covers the more advanced sorts of crafting with wood, such as making bows, crossbows, shields, wooden melee weapons or assembling throwing axes. To conduct this trade, you will need a woodworker's toolbox, along with your desired ingredients and usually a template for your product.

Regular bows are usually made out of wood, whereas composite bows are typically made of wood and forms of horns or spines. Crossbows are made of wood and metal. To make arrows, bolts and throwing axes, you need tips or blades of metal made by a smith. For shields, you typically need some form of sturdy wood, with a possible metal enforcement. For wooden melee weapons, you need wood, with a possible metal enforcement.

Abilities: Dexterity, Wisdom

Antler Yew Composite Shortbows are DC 15, and need one Pole of Yew, and one Set of Stag Antlers to make.

A Yew Longbow is DC 17 to make, and needs one Pole of Yew.

A Monstrous Spider Chitin Large shield is DC 17, and requires two spider chitin plates

A Thick Monstrous Chitin Tower Shield is DC 24, and requires 4 thick chitin plates to make.

White Antler Yew Composite Shortbow is DC 25 to make, and requires 1 White Stag Antler, and 1 Pole of Yew.

Spider Chitin and Adamantine Large shield, DC 25, two spider chitin plates, 1 adamantine ingot

White Stag Yew Composite Longbow is DC 30 to make, and requires White Stag Antlers, and 2 Poles of Yew.

White Stag Antler and Ash Composite Longbow is DC 33,

Devil Horn Ash Wood Composite Longbow is DC 43 to make, and requires Devil Horns and 2 Poles of Ash
Wounding Whispers

**Wounding Whispers**

Spell Level: Bard 3; Voodan 4

Innate Level: 3

School: Abjuration

Descriptor: Sonic

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

You surround yourself with whispers that injure any creature
that strikes you. The whispers deal 1d6 points of sonic damage + 1 per level
(max +20).
Seasoned Trader

**Type of Feat:** General
**Prerequisite:** Experienced Haggler, Appraise 15 ranks.
**Specifics:** The character is renowned as a seasoned trader. When selling to merchants, the character receives 15% more gold. He also pays 15% less when buying from merchants. The maximum price offered by merchants increases by 15%.
**Use:** Automatic.
Sunbeam

**Sunbeam**

Spell Level: Druid 7; Voodan 7; Warmage 7; Sun domain cleric 7

Innate Level: 7

School: Evocation

Descriptor: Blindness, Light

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Colossal

Duration: Instant

Additional Counter Spells: Create Greater Undead

Save: Reflex Special

Spell Resistance: Yes

The caster summons a globe of divine radiance to blind and burn those within the area of effect. Undead and oozes take 1d6 points of divine damage per caster level, to a maximum of 20d6. All other creature types take 3d6 points of divine damage. A successful Reflex save halves the damage and voids 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.
Water Breathing

Spell Level: Cleric 3; Druid 3; Favored Soul 3; Voodan 3; Wizard / Sorcerer 3

Innate Level: 3

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Medium

Duration: 2 Hours / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

All allies within the area of effect are granted the ability
to breathe water as if it were air. This spell grants natural immunity to the
spell and spell-like effects of Drown, Drown Pulse, and Mass Drown. The
duration of this spell is divided evenly among all creatures affected.
Remove Disease

Spell Level: Bard 3; Cleric 3; Druid 3; Favored Soul 3; Ranger 3; Voodan 3

Innate Level: 3

School: Conjuration

Descriptor: Healing

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells: Contagion

Save: None

Spell Resistance: No

All diseases and disease effects are removed from the target
creature. The target creature is also cured of any ability drain.
Sickening Blast

Invocation Grade: Least

Equivalent Spell Level: 2

School: Evocation

Descriptor:

Component: Somatic

Range: Long

Area of Effect / Target: Single

Duration: Instant

Save: Fortitude Partial

Spell Resistance: Yes

The warlock changes his eldritch blast into a sickening blast. In addition to the normal damage from the blast, any living creature struck by a sickening blast must make a fortitude save or become sickened for 1 turn, suffering a -2 penalty on attack rolls, saving throws, and skills. A sickened creature struck by a second sickening blast is not affected by the sickening aspect of the blast.
Season 14

Season 14 of *The Joy of Painting* aired on many PBS stations in the 1987-1988 season.

## Episode list

* Distant Mountains (December 30, 1987)
* Meadow Brook Surprise (January 6, 1988)
* Mountain Moonlight Oval (January 13, 1988)
* Snowy Solitude (January 20, 1988)
* Mountain River (January 27, 1988)
* Graceful Mountains (February 3, 1988)
* Windy Waves (February 10, 1988)
* On a Clear Day (February 17, 1988)
* Riverside Escape Oval (February 24, 1988)
* Surprising Falls with guest artist Steve Ross (March 2, 1988)
* Shadow Pond (March 9, 1988)
* Misty Forest (March 16, 1988)
* Natural Wonder (March 23, 1988)
Swim like a Fish

**Type of Feat:** Class
**Prerequisite:** Wild Shape.
**Specifics:** The character can breathe and move underwater with grace. He may spend one of his wild shape uses to grow gills, enabling him to breathe underwater (while retaining his ability to breathe air), and webbings between his fingers and between his toes, allowing him to move at normal speed underwater, for one hour.
**Use:** Selected.
Utterdark Blast

Invocation Grade: Dark

Equivalent Spell Level: 8

Descriptor:

Component(s): Somatic

Range: Long

Area of Effect / Target: Single

Duration: Instant

Save: Fortitude Partial

Spell Resistance: Yes

The warlock changes his eldritch blast into an utterdark blast. An utterdark blast deals negative energy damage instead of magical damage, which heals undead creatures instead of damaging them (much like inflict spells). In addition to the damage from the blast, any creature struck by the attack must make a Fortitude save or gain two negative levels. The negative levels fade after 1 hour.
Sound Burst

**Sound Burst**

Spell Level: Bard 2; Cleric 2; Favored Soul 2; Voodan 2; Warmage 2

Innate Level: 2

School: Evocation

Descriptor: Sonic

Component: Verbal, Somatic

Range: Long

Area of Effect / Target: Medium

Duration: Instant

Additional Counter Spells: Silence

Save: Will Special

Spell Resistance: Yes

All creatures within the area of effect take 1d8 points of
damage and must make a Will save or be stunned for 2 rounds.
Ray of Hope

**Ray of Hope**

Spell Level: Bard 2; Cleric 2; Favored Soul 2; Voodan 2

Innate Level: 2

School: Enchantment

Descriptor: Mind-Affecting

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: 1 Turn + 1 Turn

Additional Counter Spells:

Save: None

Spell Resistance: No

You focus all of your good will into a ray and fire it at an
ally. Feelings of hope and inspiration well up within the subject. The subject
gains a +1 bonus on attack rolls, saving throws, and skill checks. At level 12
and above, the bonuses increase to +2.
Shapechange

**Shapechange**

Spell Level: Druid 9; Voodan 9; Wizard / Sorcerer 9

Innate Level: 9

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The caster is temporarily transformed into one of several
fearsome forms:

\*Dodge Bonus to AC varies from the base game for these forms only. Confirmed in the polymorph.2da.

Upon transforming, the caster regains lost hit points as if they had rested for a night. This is only effective once per day.

Contrary to the vanilla game, you gain no bonus HP but the new Constitution bonus. ~~The AC seems to be inconsistent with the vanilla version too, with some forms having more AC than they should and others less AC than they should. The parry bonus seems inconsistent with the weapons too.~~
Ray of Frost

**Ray of Frost**

Spell Level: Wizard / Sorcerer 0; Warmage 0

Innate Level: 0

School: Evocation

Descriptor: Cold

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: Yes

A ray of freezing air and ice projects from your pointing
finger. You must succeed on a ranged touch attack with the ray to deal damage
to a target. The ray deals 1d4+1 points of cold damage.
Shield of Faith

**Shield of Faith**

Spell Level: Cleric 1; Favored Soul 1; Voodan 1

Innate Level: 1

School: Abjuration

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 gains a +2 deflection bonus to their Armor Class,
with an additional +1 bonus for every six levels of the caster (maximum of +5).
Unyielding Roots

**Unyielding Roots**

Spell Level: Druid 8; Voodan 8

Innate Level: 8

School: Transmutation

Descriptor: Healing

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: No

You cause yourself or a willing ally to be bound to grow
roots and become bound to the earth for three rounds. The roots remove all
negative effects of the following types:

\*Ability Decrease

\*Armor Class Decrease

\*Attack Decrease

\*Blindness

\*Charm

\*Confusion

\*Curse

\*Damage Decrease

\*Damage Vulnerability

\*Daze

\*Deafness

\*Disease

\*Domination

\*Fear

\*Negative Level

\*Paralysis

\*Poison

\*Saving Throw Decrease

\*Skill Decrease

\*Slow

\*Spell Resistance Decrease

\*Stun

In addition to removing negative effects, Unyielding Roots
will restore 300 hit points to the target over the next three rounds. After
three rounds have passed, the roots wither and detach.
Resist Elements

**Resist Elements**

Spell Level: Cleric 2; Druid 2; Favored Soul 2; Hexblade 2; Paladin 2; Ranger 1; Voodan 2; Wizard / Sorcerer 2

Innate Level: 1

School: Abjuration

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 gains damage resistance 20/- against all
elemental forms of damage. The spell ends after absorbing 30 points of damage
from any single elemental type.
Slow

**Slow**

Spell Level: Bard 3; Beguiler 3; Voodan 4; Wizard / Sorcerer 3; Travel domain Cleric 4.

Innate Level: 3

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Colossal

Duration: 1 Round / Level

Additional Counter Spells: Haste

Save: Will Negates

Spell Resistance: Yes

All enemy creatures within the area of effect have their
movement speed lowered by 50%; suffer a -2 penalty to Armor Class, Reflex
saves, and attack bonus; and may only attack once per round.
Subsonics

**Type of Feat:** General
**Prerequisite:** Bard Song or Mora Domain, Perform 10 ranks.
**Specifics:** The character's music can affect even those who do not consciously hear it. He can play so softly that opponents do not notice it, yet his allies still gain all the usual benefits from his bardic music. Similarly, the character can affect opponents within range with his music, and unless they have some other means of discovering it, they cannot determine the source of the effect.
**Use:** Automatic. This ability can be toggled on and off in the radial menu. This feat also makes Bard Song and Curse Song free actions.
Smithing

Smithing involves the manufacturing of metal weapons and metal armours. To produce these, you will need a template or pattern for the item you want to produce, along with the required ingredients, usually metal ingots and leather for armours, and metal and possibly wooden shafts for weapons. Place all the ingredients into a smith's anvil. You will need to hold a smith's hammer to conduct the work.

Abilities: Strength, Dexterity

Makers Mark. DC 15

Iron Dagger, DC 15

Steel Alchemical Bolt Tips, DC 18

Gargoyle leather Lined Steel Half Plate, DC 38
Sacred Boost

**Type of Feat:** General
**Prerequisite:** Turn Undead, Sacred Purification, Heal 12 ranks.
**Specifics:** The character can channel positive energy to increase the power of cure wounds spells cast near him. He may spend two of his turn undead attempts to place an aura of positive energy upon each creature (including himself) within 60 feet. Any cure wounds spell cast on one of these creatures is automatically maximized, with no adjustment to the spell's level or casting time, for a number of turns equal to his Charisma modifier (minimum of 1 turn).
**Use:** Selected. This ability only works for non-evil characters.
Turn Undead

**Type of Feat:** Class
**Prerequisite:** Cleric level 1, Monster Hunter level 3, Paladin level 3 or Blackguard level 3.
**Required for:** Aura of Life Energy, Death's Favor, Divine Cleansing, Divine Energy Focus, Divine Might, Divine Shield, Divine Vigor, Empower Turning, Extra Turning, Improved Turning, Profane Boost, Profane Lifeleech, Profane Outburst, Sacred Boost, Sacred Healing, Sacred Vitality, Shield Maiden's Grace.
**Specifics:** With this feat, the character can force undead to flee in terror. This ability may be activated three times per day, plus the character's Charisma modifier. The character's divine class level and Charisma are used to determine how many undead are turned.
**Use:** Selected. If the cleric has the Repose domain and twice as many levels as the undead have Hit Die, the undead are instantly destroyed.
Weaving

Weaving involves the manufacturing of fabrics required to produce clothes and of braided cords required to produce slings. You will need 4 pieces of textile fibers combined with either a weave tablet or a pattern for braided cord to produce an item. Place the components in a weaver's loom crafting station and use the weaving needles tool on it.

Abilities: Charisma, Wisdom
Shield

**Shield**

Spell Level: Wizard / Sorcerer 1

Innate Level: 1

School: Abjuration

Descriptor: Force

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 gains a +4 deflection bonus to their Armor Class.
As well, the target gains immunity to the spell Magic Missile.
Web

**Web**

Spell Level: Wizard / Sorcerer 2; Travel domain Cleric 2.

Innate Level: 2

School: Conjuration

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Huge

Duration: 1 Hour

Additional Counter Spells:

Save: Reflex Partial

Spell Resistance: No

Creatures passing through the web move at a reduced rate
dependent on their Strength. Each round, creatures within the web's area must
make a Reflex save or become entangled. An entangled creature will remain stuck
until a Reflex save is passed.
Sacred Radiance

**Type of Feat:** General
**Prerequisite:** Turn Undead, Divine Cleansing.
**Specifics:** The character may spend one of his turn undead attempts to bathe himself in light for a duration of 10 minutes. This light provides bright illumination in a 20-foot-radius emanation centered on the character. The light moves as the character moves, keeping him at the center of its area. It dispels areas of magical darkness. Any non-evil creature within 20 feet of the character gains a +2 bonus on saves against fear, poison, disease, and death effects. Evil creatures take a -2 penalty on saves against fear effects.
**Use:** Selected.