recursal/Fanatic-Fandom huggingface dataset:
Curse Song

**Type of Feat:** Class

**Prerequisite:** Bard

**Specifics:** Bards are able to sing a song that can curse their enemies. Deafened creatures are not affected by the bard’s singing. The song affects all enemies within 30 feet and lasts for 10 rounds. The higher the bard’s final Perform skill and class level, the more powerful the Curse song. All of the penalties listed are additive.

1 Perform and Bard Level 1: -1 to Attack and Damage rolls.

5 Perform and Bard Level 3: -1 to All Saves.

6 Perform and Bard Level 4: -1 to Skill rolls, +1d8 damage.

10 Perform and Bard Level 6: -1 to Dodge Armor Class.

11 Perform and Bard Level 7: -1 to Skill rolls.

13 Perform and Bard Level 8: -1 to Attack and Damage rolls, -1 to All Saves, + 1d8 damage.

16 Perform and Bard Level 10: -1 to Skill rolls.

18 Perform and Bard Level 11: -1 to Dodge Armor Class.

20 Perform and Bard Level 12:  + 1d8 damage.

21 Perform and Bard Level 13: -1 to All Saves, -1 to Skill rolls.

26 Perform and Bard Level 16: -1 to Damage rolls, -1 to Skill rolls, -1 to Dodge Armor Class, + 1d8 damage.

30 Perform and Bard Level 18: -1 to All Saves.

31 Perform and Bard Level 19: -1 to Skill rolls.

33 Perform and Bard Level 20: + 1d8 damage.

Use: Selected

Table Summarizing Additive Effects
Enchantment

Enchantment

Spells from the **enchantment** spell school involve gaining control over another creature, imbuing them with special properties or working in their minds.

**Prohibited school:** Illusion

**Prohibited to:** Illusion

Note that these are the spells level for Wizards/Sorcerors. Some may change for Bard or Cleric.

Spell per innate level:

Level 0

* Daze

Level 1

* Charm Person
* Sleep

Level 2

* Tasha’s Hideous Laughter
* Torrent of Tears
* Touch of Idiocy

Level 3

* Heroism
* Deep Slumber
* Hold Person

Level 4

* Crushing Despair
* Confusion
* Charm Monster

Level 5

* Feeblemind
* Mind Fog
* Dominate Person
* Hold Monster

Level 6

* Power Word Daze
* Greater Heroism
* Coma

Level 7

* Power Word Blind
* Mass Hold Person

Level 8

* Power Word Stun
* Mass Charm

Level 9

* Power Word Kill
* Mass Hold Monster
* Dominate Monster
Divine Favor

**Divine Favor**

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

Innate Level: 1

School: Evocation

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Turn + 1 Turn

Additional Counter Spells:

Save: None

Spell Resistance: No

The caster gains a +1 bonus to attack and weapon damage
rolls for every three caster levels (at least +1, maximum +3).
Aid

**Aid**

Spell Level: Cleric 2; Favored Soul 2; Paladin 2; Ranger 3; Voodan 2

Innate Level: 2

School: Enchantment

Descriptor: Mind-Affecting

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 +1 bonus to attack rolls, a +1 bonus on
saving throws versus fear, and 1d8 temporary hit points.
Blade Weave

**Blade Weave**

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

Innate Level: 2

School: Illusion

Descriptor: Mind-Affecting

Component: Verbal

Range: Touch

Area of Effect / Target: Creature or Melee Weapon

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: Will Negates

Spell Resistance: No

This spell imbues you or your ally's melee attacks with a
fascinating pattern or rhythm that entrances your opponent. On every successful
attack, there is a 50% chance the creature hit must make a successful Will save
or be dazed for 1 round.
Blade Barrier

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

Innate Level: 6

School: Evocation

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Wall 30 Feet Long

Duration: 1 Round / Level (Max 20)

Additional Counter Spells:

Save: Reflex Half

Spell Resistance: Yes

Blade Barrier brings into being a long wall of stabbing
blades. Any creature passing through the wall takes 1d6 points of slashing damage
per caster level.
Circle of Doom I

Spell Level: Cleric 4; Favored Soul 4; Voodan 4

Innate Level: 4

School: Necromancy

Descriptor(s): Negative Energy

Component(s): Verbal, Somatic

Range: Short

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 1d8 points of damage, +1 point per caster level (to a maximum of +10). 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.
Cold Comfort

Invocation Grade: Least

Equivalent Spell Level: 2

Descriptor:

Component(s): Somatic

Range: Personal

Area of Effect / Target: Huge

Duration: 24 Hours

Save: None

Spell Resistance: No

The warlock's unnatural aura renders him partly immune to the ravages of the environment. All allies within the area of effect gain damage resistance 10/- against all elemental forms of damage. The spell ends for a subject after absorbing 20 points of accumulated damage from any single elemental type.
Binding Blast

Invocation Grade: Dark

Equivalent Spell Level: 7

Descriptor:

Component(s): Somatic

Range: Long

Area of Effect / Target: Single

Duration: Instant

Save: Will Partial

Spell Resistance: Yes

The warlock changes his eldritch blast into a binding blast. In addition to the normal damage from the blast, any creature struck by a binding blast must succeed on a Will save or be stunned for 1 round. This is a mind-affecting effect.
Evard's Black Tentacles

**Evard’s Black Tentacles**

Spell Level: Wizard / Sorcerer 4; Warmage 4

Innate Level: 4

School: Conjuration

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Large

Duration: 1 Round / 2 Levels

Additional Counter Spells:

Save: Fortitude Special

Spell Resistance: No

The caster conjures up a field of thick, rubbery tentacles.
The number of tentacles created is 4 + 1 per caster level (max +20). Each
tentacle is capable of grappling a target dealing 1d6+4 points bludgeoning
damage. If successfully grappled, the target must make a Fortitude saving throw
or become paralyzed for one round. The tentacles are randomly spread out over
the area of effect, allowing no more than half of the tentacles to reach a
single target in any given round. The inability of the tentacles to target
small creatures makes all small and smaller creatures completely immune to the
spell's effects.
Curse Focus

**Type of Feat:** Hex

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

**Specifics:** The hexblade's curses are more potent, granting a +2 bonus to the save DC for his hexblade's curses. This bonus increases to +4 as a greater curse, and to +6 as a dire curse.

**Use:** Automatic. This applies to the hexblade's curse and all hex feats.
Cure Minor Wounds

**Cure Minor Wounds**

Spell Level: Bard 0; Cleric 0; Druid 0; Favored Soul 0; Voodan 0

Innate Level: 0

School: Conjuration

Descriptor: Healing

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: Yes

The target creature is healed for 4 points of
damage. 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.
Curse of Sloth

**Type of Feat:** Hex

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

**Specifics:** The hexblade may spend one of his hexblade's curse uses to slow his victim. For a duration of 2 rounds per level, the victim's movement speed is reduced by 25% (rounded down). The penalty increases to 50% as a greater curse, and to 75% as a dire curse. A successful Will save (DC 10 + 1/2 hexblade's class level + Charisma modifier) negates the effect.

**Use:** Selected.
Create Ammo - Buck and Ball

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 25 Buck and Ball bullets that vary in size from fine to large for pistols and muskets. These bullets are surprisingly rather light.

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.
Doom

**Doom**

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

Innate Level: 1

School: Necromancy

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 receives a -2 penalty on all attack
rolls, magical damage, saving throws, and skill checks.
Enhance Wild Shape

**Enhance Wild Shape**

Spell Level: Druid 4; Voodan 4
Innate Level: 4
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Hour / Level
Additional Counter Spells:
Save: None
Spell Resistance: No

You call upon the primordial energies of nature to fill you with the raw power of nature. A feral feeling grows within you, seeking release. This spell infuses your wild shape ability with magical energy, magnifying and enhancing its power. The next time you activate your wild shape (or greater wild shape and elemental shape) ability (during the duration of enhance wild shape), this spell enhances your new form. The new form assumed is more powerful than normal and gains a +2 bonus to Strength, Dexterity and Constitution. The enhancement to your wild shape remains as long as you stay in that form but does not apply to your next wild shape form. If you do not activate your wild shape ability during the duration of enhance wild shape, the spell has no effect.
Bigby's Forceful Hand

**Bigby’s Forceful Hand**

Spell Level: Wizard / Sorcerer 6

Innate Level: 6

School: Evocation

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: Reflex Negates

Spell Resistance: Yes

A giant hand appears and rushes at the target you designate,
knocking it down for 2d4 + 2 rounds. Only one Bigby's spell can be active on a
target at a time.
Curse of Impending Blades

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

Innate Level: 2

School: Necromancy

Descriptor: Curse

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: Yes

The target has a hard time avoiding attacks, sometimes even
seeming to stumble into harm's way. The target takes a -2 penalty to Armor
Class.
Ethereal Visage

**Ethereal Visage**

Spell Level: Bard 5; Voodan 7; Wizard / Sorcerer 6

Innate Level: 5

School: Illusion

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 is surrounded by a ghostly nimbus of light that
grants damage reduction 20/+3, prevents all spells of level 2 or lower from
affecting the caster, and provides a 25% concealment bonus.
Augment Undead

**Augment Undead**

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

Innate Level: 3

School: Necromancy

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single Undead

Duration: 1 Hour + 1 Hour / Level

Additional Counter Spells: Diminish Undead

Save: None

Spell Resistance: No

Target undead gains a +2 bonus to saving throws and a +4
bonus to turn resistance.
Crushing Despair

**Crushing Despair**

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

Innate Level: 3

School: Enchantment

Descriptor: Mind-Affecting

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Cone

Duration: 1 Turn / Level

Additional Counter Spells: Good Hope

Save: Will Negates

Spell Resistance: Yes

A cone of despair causes great sadness in the subjects. Each
affected creature takes a -2 penalty to armor class, attack bonus, damage,
saving throws, and skills.

Crushing Despair dispels Good Hope.
Create Ammo - Magic Bullet

Craft Level: Black Powder Avenger 3

Range: Personal

Area of Effect / Target: Self

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: No

The black powder avenger prepares 25 magic bullets that crackle with magical energy for pistols and muskets. These bullets are surprisingly rather light.

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.
Benediction

**Benediction**

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

Innate Level: 2

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

You grant a single ally a +2 bonus on all saving throws.
This spell cannot be cast on yourself.
Darkfire

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

Innate Level: 3

School: Evocation

Descriptor: Fire

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Creature or Weapon

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

Sets a weapon aflame. The weapon deals an additional 1d6
points of fire damage on each successful attack.
Combat Strike

**Type of Feat:** Combat Form

**Prerequisite:** Combat Focus, Intelligence 13, Fighter 13.

**Specifics:** While maintaining his combat focus, the character is better able to exploit his enemies' weaknesses, landing more precise and deadly blows. He gains a +1 bonus to attack for every two Combat Form feats he has up to a maximum of +5. If he has three or more Combat Form feats, this bonus also applies to damage.

**Use:** Automatic.
Balagarn's Iron Horn

**Balagarn’s Iron Horn**

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

Innate Level: 1

School: Transmutation

Descriptor: Sonic

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Colossal

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: Yes

The caster creates a deep, resonant vibration that shakes
all creatures in the area of effect from their feet fail a Strength check (as
if the caster had a Strength of 20). Every creature that fails will be knocked
down for one round.
Clarity of Vision

**Type of Feat:** General
**Prerequisite:** Spot 12 ranks.
**Specifics:** The character can briefly see invisible opponents. Once per day, as a free action, he can attempt a DC 30 Spot check. If successful, he focuses his vision so clearly that he can see invisible creatures for one turn.
**Use:** Selected.
Combat Speed

**Type of Feat:** Combat Form

**Prerequisite:** Combat Focus, Dexterity 13, Fighter 16.

**Specifics:** While maintaining his combat focus, the character moves around faster in battle. He gains a 10% movement speed increase for each Combat Form feat he has up to a maximum of 50%. If he has five or more Combat Form feats, he also gains an extra attack per round.

**Use:** Automatic.
Burning Hands

**Burning Hands**

Spell Level: Wizard / Sorcerer 1; Warmage 1

Innate Level: 1

School: Evocation

Descriptor: Fire

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Cone

Duration: Instant

Additional Counter Spells:

Save: Reflex Half

Spell Resistance: Yes

A cone of fire shoots forth from the caster's hands, burning
all those within its area of effect for 1d4 fire damage per caster level, up to
a maximum of 5d4.
Energy Resistance

**Type of Feat:** Class

**Prerequisite:** Favored Soul level 5

**Specifics:** The character gains resistance 10 against the chosen type of energy (acid, cold, electricity, fire, sonic). (The first 10 points of damage of this type of energy are ignored.)

**Use:** Automatic. The favored soul chooses additional energy types to resist at level 10, and level 15.
Energy Drain

Spell Level: Cleric 9; Favored Soul 9; Voodan 9; Wizard / Sorcerer 9

Innate Level: 9

School: Necromancy

Descriptor: Negative Energy

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: Permanent

Additional Counter Spells:

Save: None

Spell Resistance: Yes

If the caster succeeds at a ranged touch attack against a
living creature, the creature permanently gains 2d4 negative levels. These
levels can only be magically restored. An undead creature targeted by Energy
Drain is not harmed, and instead gains 2d4 x 5 temporary hit points. These hit
points persist for 15 hours.
Barkskin

**Barkskin**

Spell Level: Druid 2; Ranger 2; Voodan 2; Plant domain cleric 2

Innate Level: 2

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Hour / Level

Additional Counter Spells:

Save: Harmless

Spell Resistance: No

Barkskin hardens the target creature's skin, granting a
bonus to Nautral Armor Class based on your level:

Level 1-6: +3

Level 7-12: +4

Levels 13+: +5
Cure Moderate Wounds

**Cure Moderate Wounds**

Spell Level: Bard 2; Blackguard 2; Cleric 2; Druid 3; Favored Soul 2; Paladin 3; Ranger 3; Voodan 2

Innate Level: 2

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 2d8 points of damage, +1
point per caster level (to a maximum of +10). 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.
Endure Elements

**Endure Elements**

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

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 10/- against all
elemental forms of damage. The spell ends after absorbing 20 points of damage
from any single elemental type.
Dwarven Defender

The dwarven defender is a sponsored champion of a dwarven cause, a dwarven aristocrat, a dwarven deity or the dwarven way of life. As the name might imply, this character is a skilled combatant trained in the arts of defense. A line of dwarven defenders is a far better defense than a 10-foot-thick wall of stone, and much more dangerous.

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

- **Base Attack Bonus:** +1 / Level.
- **Hit Die:** d12
- **Primary Saving Throws:** Fortitude, Will.
- **Proficiencies:** Simple and Martial Weapons, Light, Medium and Heavy Armor Proficiency, Shields
- **Skill Points:** 2 + Int Modifier.

**Class Skills:** Concentration, Discipline, Heal, Listen, Lore, Parry, Spot.
**Unavailable Skills:** Animal Empathy, Use Magic Device.

**Alignment:** Any lawful.
**Race:** Dwarf
**Feats:** Dodge, Endurance, Toughness.
**Base Attack Bonus:** +7

**ABILITIES:**

**Level**
1: Defensive Stance (1x/day) - Gain +2 Str, +4 Con, +2 on all saves, +4 dodge bonus on AC.
Base AC increases by 1.
2: Uncanny Dodge I - Retain Dexterity bonus to AC, even when flat-footed.
3: Defensive Stance (2x/day).
4: Base AC increases by 1.
 Uncanny Dodge II - +1 bonus on reflex saves vs traps.
5: Defensive Stance (3x/day).
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.
Damage Reduction III - Ignore 3 physical damage per hit.
7: Defensive Stance (4x/day).
Base AC increases by 1.
8: Uncanny Dodge III - +2 bonus on reflex saves vs traps
9: Defensive Stance (5x/day).
10: Damage Reduction VI - Ignore 6 physical damage per hit.
Base AC increases by 1.
Amanuensis

**Amanuensis**

Spell Level: Bard 0; Beguiler 0; Cleric 0; Favored Soul 0; Voodan 0; Sorcerer / Wizard 0

Innate Level: 0

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Short

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: No

You animate a quill and cause it to create a perfect copy of a handwritten text.

Note: First target a blank piece of paper in your inventory with the Pick Target feat, then cast Amanuensis on the paper you wish to copy. You must have a quill in your inventory for this spell to function.
Dispel Magic

Spell Level: Bard 3; Beguiler 3; Cleric 3; Druid 4; Favored Soul 3; Hexblade 3; Monster Hunter 3; Paladin 3; Voodan 3; Wizard / Sorcerer 3

Innate Level: 3

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single or Large

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: No

This spell attempts to strip all magical effects from a single
target. It can also target a group of creatures, attempting to remove the most
powerful spell effect from each creature. 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.
Chant of Fortitude

**Type of Feat:** Class
**Prerequisite:** Bard Song, Perform 9 ranks, Concentration 9 ranks.
**Specifics:** The character may spend one of his bard song uses to provide all allies (including himself) within 60 feet the benefit of the Diehard feat (+10 bonus when rolling to stabilize when below 0 hit points) for one turn.
**Use:** Selected.
Allen Hunter

Allen, Caireann's father, is a Human, originally from the Coral Isles. He is a bard who moved to Dyffryn Caidris for university - to study the harp from the Elves of Clan Raymes. Funny, extroverted, charming, and kind.

While in his second-to-last year at Privisgal Caidris, he had one beer too many at the Great Hall, which led to a fall that injured his hands - which he rather needed for his harp studies. One of his professors knew of a young Elf from his clan who was building quite a reputation for herself as a highly skilled physician in Caervey, and suggested that Allen visit her.

He did, and not only were his hands healed in what he could only imagine was record time - he also fell in love with the kind-hearted physician who healed him, Saoirse Leighas. Although his hands felt perfectly healed, he kept returning to her practice for check-ups, taking any excuse to see her again. In time, his persistence paid off, as she agreed to go out to dinner with him. Before long, they were dating regularly, and once he graduated from the University, they were married. The next year, they had their first, and only child: a daughter, called Caireann.

Needless to say, Allen has settled down in Dyffryn Caidris, and only returns to the Coral Isles occasionally to visit his family there.

## Quick Facts

* **Full Name**: Allen Hunter
* **Sex:** Male
* **Race**: Human
* **Age**: 61 years old
* **Homeland**: The Coral Isles; currently living in Dyffryn Caidris
* **Class**: N/A
* **Alignment**: N/A
* **Family**: Saoirse Leighas (wife), Caireann Cineálséimh (daughter)
Divine Champion

Divine Champions are mighty warriors who dedicate themselves to their deity's cause, defending holy ground, destroying enemies of the church, and slaying mythical beasts. Though paladins fill these roles in many good-aligned churchs, a divine champion can take up the banner of any deity, regardless of alignment or ethos.

**Note:** You can find more information on the roleplay aspects of this class on our forums by clicking here and a list of supported deities with their favored weapons here.

- **Base Attack Bonus:** +1 / Level.
- **Hit Die:** d10.
- **Primary Saving Throws:** Fortitude, Reflex.
- **Proficiencies:** All simple and martial weapons, light and medium armor, and shields.
- **Skill Points:** 2 + Int Modifier.

**Class Skills:** Antagonize, Concentration, Discipline, Heal, Influence, Lore, Parry.
**Unavailable Skills:** Animal Empathy, Use Magic Device.

**Base Attack Bonus:** +7
**Skills:** Lore 3 ranks.
**Feats:** Weapon Focus in the deity's weapon.

**ABILITIES:**

**Level**
1: Lay on Hands - Can heal damage equal to class level multiplied by Charisma modifier.
2: Sacred Defense - +1 to all saving throws.
3: Smite Evil - Once per day may add Charisma bonus to attack roll and do +1 point of damage per level of Champion and Paladin.
4: Sacred Defense - +2 to all saving throws.
5: Divine Wrath - Once per day +3 to attack, damage and saving throws and Damage Reduction +1/5.
6: Sacred Defense - +3 to all saving throws.
8: Sacred Defense - +4 to all saving throws.
10: Sacred Defense - +5 to all saving throws.
Daze Animal

**Daze Animal**

Spell Level: Druid 0; Voodan 0

Innate Level: 0

School: Enchantment

Descriptor: Mind-Affecting

Component: Verbal, Somatic

Range: Long

Area of Effect / Target: Single Animal

Duration: 2 Rounds

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

If the target animal with 5 hit dice or less fails a will
saving throw, it is dazed for 2 rounds.
Battle Hardened

**Type of Feat:** Race
**Prerequisite:** Dwarf, Base Attack Bonus +4.
**Specifics:** The character's extensive battle experience has left him incredibly calm and composed, even in the heat of battle. He receives a +4 bonus on saving throws against fear effects and +2 on all Discipline checks.
**Use:** Automatic.
Delusions of Grandeur

**Delusions of Grandeur**

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

Innate Level: 2

School: Illusion

Descriptor: Mind-Affecting

Component: Verbal

Range: Medium

Area of Effect / Target: Single

Duration: 1 Hour / Level

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

Fools the target into believing itself more competent than
it really is. The target suffers a -2 penalty on attack rolls, armor class,
saves, skill checks, and Wisdom.
Beguiler

Some hold truth to be the greatest virtue, but it can do more damage than fiction. Everyone lives in a constant state of deception. White lies, false smiles, and secret thoughts keep society running smoothly. Honesty is a virtue only up to a certain point. Beguilers understand these ideas better than anyone, and they use deception, misunderstanding, and secrets as skillfully as a soldier employs weapons of war. The beguiler's spells and skills make him well suited to espionage and dungeon delving. In addition to finding and disarming traps, he can use his spells to trick and outmaneuver foes.

**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 beguiler must have an Intelligence score of 10 + the spell's level. For example, to cast a 9th-level spell, a beguiler must have an Intelligence of 19.

- **Base Attack Bonus:** +1 / 2 Levels.
- **Hit Die:** d6.
- **Primary Saving Throw:** Will.
- **Proficiencies:** All simple weapons, plus the rapier, shortbow, and short sword. Also proficient with light armor, but not with shields.
- **Skill Points (\*4 at 1st level):** 6 + Int Modifier.
- **Spellcasting:** Beguiler Spells. Arcane (Intelligence-based, no spell preparation, spell failure from medium and heavy armor, and shields is a factor); beguilers automatically know all spells when levelling up.

**Class Skills:** Appraise, Concentration, Disable Trap, Disguise, Hide, Influence, Listen, Lore, Move Silently, Open Lock, Parry, Search, Sleight of Hand, Speak Language, Spellcraft, Spot, Tumble, and Use Magic Device.
**Unavailable Skills:** Animal Empathy.

**Level**
1: Armored Mage - No spell failure from light armor.
2: Cloaked Casting I - +1 spell DC when target is flat-footed.
5: Silent Spell - Gain Silent Spell as a bonus feat.
8: Cloaked Casting II - +2 bonus vs spell resistance when target is flat-footed.
10: Still Spell - Gain Still Spell as a bonus feat.
14: Cloaked Casting III - +2 spell DC when target is flat-footed.
20: Cloaked Casting IV - Automatically overcome spell resistance when target is flat-footed.

**Spell Progression:**

*Bonus spell slots* *come from items and high intelligence.*
Create Powder

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 50 charges of gunpowder.

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.
Control Undead

Spell Level: Cleric 6; Favored Soul 6; Voodan 6; Wizard / Sorcerer 7

Innate Level: 6

School: Necromancy

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single Undead

Duration: 1 Turn / Level

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

A single undead creature with up to 2 Hit Dice per caster
level falls under the caster's control unless it makes a successful Will save.
The DC of this spell is reduced by 2 against any undead with more than 3 Hit
Dice.
Wikia talk:Portal de la comunidad

¡Esta es la **página de discusión general** del wiki! Los fundadores del wiki deberían dejar aquí un mensaje de bienvenida y alentar a los nuevos editores y visitantes a participar en el wiki. Utilizad esta página para dejar avisos sobre novedades o las últimas noticias referentes al wiki, también podéis usar el **foro** para comunicaros con los usuarios.
Acid Storm

**Acid Storm**

Spell Level: Wizard / Sorcerer 6

Innate Level: 6

School: Conjuration

Descriptor: Acid

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Huge

Duration: Instant

Additional Counter Spells:

Save: Reflex Half

Spell Resistance: No

You unleash a shower of foul-smelling, yellow-green rain.
The downpour of acid deals 1d6 points of acid damage per caster level (maximum
15d6) to each creature in the area.
Chilling Tentacles

Invocation Grade: Dark

Equivalent Spell Level: 5

Descriptor:

Component(s): Somatic

Range: Medium

Area of Effect / Target: Large

Duration: 1 Round / 2 Levels

Save: Fortitude Special

Spell Resistance: No

The warlock conjures forth a field of soul-chilling black tentacles that ooze from the ground, groping for victims. The number of tentacles created is 4 + 1 per caster level (max +20). Each tentacle is capable of grappling a target dealing 1d6+4 points bludgeoning damage. If successfully grappled, the target must make a Fortitude saving throw or become paralyzed for one round. The tentacles are randomly spread out over the area of effect, allowing no more than half of the tentacles to reach a single target in any given round. The inability of the tentacles to target small creatures makes all small and smaller creatures completely immune to the spell's effects.

Additionally, each creature within the area of effect takes 2d6 points of cold damage each round. Creatures in the area take this cold damage whether or not they are grappled by the tentacles.
Circle of Doom II

Spell Level: Cleric 5; Favored Soul 5; Voodan 5

Innate Level: 5

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 2d8 points of damage, +1 point per caster level (to a maximum of +15). 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.
Creeping Doom

**Creeping Doom**

Spell Level: Druid 7; Voodan 7; Plant domain cleric 7

Innate Level: 7

School: Conjuration

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Huge

Duration: 1 Round / Level (Max 10)

Additional Counter Spells:

Save: None

Spell Resistance: No

The caster summons a mass of biting and stinging insects
which causes 3d6 points of piercing damage. For every subsequent round that a
creature remains within the area of effect, the damage inflicted is doubled
(6d6 for the second round, 12d6 for the third, 24d6 for
the fourth and
beyond), inflicting a maximum of 24d6 damage per round. Creatures within the area of effect also have their movement speed
slowed by one half.
Expeditious Retreat

Spell Level: Bard 1; Beguiler 1; Hexblade 1; Monster Hunter 1; Voodan 1; Wizard / Sorcerer 1; Time domain cleric 1

Innate Level: 1

School: Transmutation

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 moves 50% faster than normal, allowing them to
flee from dangerous encounters.
Eldritch Blast

Type of Feat: Class

Prerequisite: Warlock level 1.

Specifics: The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects.

An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at level 1, 2d6 at level 3, 3d6 at level 5, 4d6 at level 7, 5d6 at level 9, 6d6 at level 11, 7d6 at level 14, 8d6 at level 17, and 9d6 at level 20. An eldritch blast is the equivalent of a 1st-level spell. If the character applies an invocation to his eldritch blast, his eldritch blast uses the level equivalent of the shape or essence.

An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects.

A warlock can use eldritch blast at will.

Use: Selected in the spells list.
Death's Favor

**Type of Feat:** General
**Prerequisite:** Turn Undead, Cha 13+
**Specifics:** The character possesses faith in death as the only eternal thing in the universe. Death itself rewards him for his vigilance. He may spend one of his turn undead attempts to gain a +2 bonus on saving throws versus Death for a number of turns equal to his Charisma bonus.
**Use:** Selected.
Curse of Dissolution

**Type of Feat:** Hex

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

**Specifics:** The hexblade may spend one of his hexblade's curse uses to lower his enemy's ability scores. For a duration of 2 rounds per level, the victim receives a -2 penalty to the chosen ability scores. The penalty increases to -4 as a greater curse, and to -6 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 ability each time.
Combat Hardiness

**Type of Feat:** Combat Form

**Prerequisite:** Combat Focus, Constitution 13, Fighter 13.

**Specifics:** While maintaining his combat focus, the character's body toughens, allowing him to absorb more blows. He gains damage reduction 2/+3 for each Combat Form feat he has up to a maximum of 10/+3. If he has five or more Combat Form feats, the damage reduction granted by each Combat Form feat improves to 2/+4.

**Use:** Automatic.
Elemental Essence

**Type of Feat:** Class
**Prerequisite:** Druid level 6 or Master of Many Forms level 1, Wild Shape.
**Specifics:** The character can channel the power of the four elements from the natural world around him. He may spend one daily use of his wild shape ability to surround his limbs and weapons with an aura of the chosen energy. While this effect is active, each attack he makes deals an extra 1d6 points of the appropriate type of energy damage. Additionally, the druid gains resistance 5 against that type of energy. These effects last 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).
**Special:** You can select this feat multiple times. Its effects do not stack. Each time you take it, you must select a different type of energy to which the feat applies. You cannot use this feat to activate multiple energy types at the same time.
**Use:** Selected.
Exhaustion

**All characters have an endurance score, determined by 10 + CON + Bonuses.**

**Actions cause a character's exhaustion score to increase or decrease (only one will apply at any given time):**

* Standing: -5
* Walking: -4
* Spellcasting (out of combat): +1
* Spellcasting (in combat): +5 / +3 (with Combat Casting feat)
* Combat: +3
* Running: +4

Additionally, carrying more than twice your carrying capacity will incur an exhaustion penalty on top of what is listed above, but never exceeding a total score of +5 in a single check. This also means with enough weight, eventually walking can incur up to +5.

**When a character's exhaustion score exceeds:**

* 33% of its endurance: the first exhaustion message plays.
* 66% of its endurance: the second exhaustion message plays.
* 100% of its endurance: the character becomes fatigued.
* 150% of its endurance: the character becomes exhausted.
* 200% of its endurance: the character becomes very exhausted.
* 300% of its endurance: the character collapses (characters will never collapse when under the effects of the heavy load penalty).
* Similarly, messages are played at the same thresholds when exhaustion score is decreasing.

**Exhaustion penalties:**

* Fatigued: 20% Spell Failure, Attack Penalty x 1
* Exhausted: 40% Spell Failure, Attack Penalty x 2, 25% Movement Speed Decrease
* Very Exhausted: 80% Spell Failure, Attack Penalty x 4, 50% Movement Speed Decrease
* Where Attack Penalty scales based on character level:
* 1-6: -1
* 7-12: -2
* 13+: -3
Detonate

**Detonate**

Spell Level: Wizard / Sorcerer 9

Innate Level: 9

School: Evocation

Descriptor: Death, Fire

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single, Colossal

Duration: Instant

Additional Counter Spells:

Save: Fortitude Special, Reflex Half

Spell Resistance: Yes

If the target fails its saving throw, its body detonates in a massive spray of fire. Creatures caught in the explosion take 1d6 points of fire damage per caster level, to a maximum of 20d6 (maximum 20d6), though they can attempt Reflex saves for half damage. If the target succeeds on its saving throw, it is wracked by a series of small explosions and takes 7d6
points of fire damage. If this damage kills the creature, it explodes as described above.
Curse of the Softened Blade

**Type of Feat:** Hex

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

**Specifics:** The hexblade may spend one of his hexblade's curse uses to hamper his enemy's weapons. For a duration of 2 rounds per level, the victim's weapons deal -2 points of damage (minimum of 1). The penalty increases to -4 as a greater curse, and to -6 as a dire curse. A successful Will save (DC 10 + 1/2 hexblade's class level + Charisma modifier) negates the effect.

**Use:** Selected.
Coma

**Coma**

Spell Level: Bard 5; Beguiler 6; Voodan 7; Wizard / Sorcerer 6

Innate Level: 5

School: Enchantment

Descriptor: Mind-Affecting

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: Permanent

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

Causes a single living creature to fall into a comatose
slumber. Normal stimuli, such as shouting or prodding, are insufficient to wake
the subject, but any damage dealt to the subject will cause it to rouse
immediately.
Charm Monster

**Charm Monster**

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

Innate Level: 3

School: Enchantment

Descriptor: Mind-Affecting

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: 1 Turn / Level

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

In the eyes of the target creature, the personal reputation
of the caster is improved by 50%.
Crafting Tutorials

Each crafting skill requires at least 8 points in both of its abilities (see the Rest menu crafting info) and additional points improve the chance of success for every crafting attempt. The crafting skills are listed below, in rough order of most to least utilized ability score, along with basic instructions (note: customers can equip a pattern or template to style it before crafting).

CON + WIS:

* Leather Boiling - 1 leather patch + 1 bees wax, use boiling hook on leather boiler
* Hide Curing - 1 hide + 1 tannin, use curing knife on curing basin
* Herbalism - 1 potion bottle + herbs, use mortar and pestle on herbalist cauldron

CON + INT:

* Gilding - 1 mercury + 1 acid + 1 ingot + weapon, use tool on gilding tub
* Distillation - 1 alchemical container + dusts, use alchemist alembic on distillery
* Alchemy - 1 resin + 1 essence, use alchemist kit on alchemist apparatus

WIS + DEX:

* Woodworking - 1 template + planks or poles, use woodworkers toolbox on workbench
* Leatherworking - 1 pattern + leather patches, use leatherworker toolkit on worktable

DEX + STR:

* Smithing - 1 pattern or template + ingots, use smiths hammer on anvil
* Carpentry - 1 chunk or plank of wood, use carpenters saw on sawhorse

Miscellaneous:

* Mining - Use light or heavy miner pick on mineral seams, improved power attack helps but is unnecessary
* Woodcutting - Use woodcutters axe on small tree, improved power attack helps but is unnecessary
* Smelting (CON + STR) - 1 or more ore chunks, use smelter bellows on smelter
* Tailoring (DEX + CHA) - 1 pattern + yarn or cloth bolts, use tailoring kit on worktable
* Enchanting (INT + CHA) - 1 gear + soulbound XP loss, use tool on enchanting station

## Tutorial Videos

This page contains external YouTube links to crafting tutorial videos.  These videos were created and posted by EmptyAnima via the Ravenloft: Prisoners of the Mist official forum.  A link to the original forum post can be viewed here:  http://www.nwnravenloft.com/forum/index.php?topic=40142.msg506233#msg506233

An initial -5 penalty to your crafting check occurs when a recipe is attempted that is not currently known by your character.

Note:  Turn on annotations when viewing the videos

* Leatherworking Tutorial - includes hide curing, leather boiling, leatherworking
* Alchemy Tutorial - includes distillation, alchemy
* Smithing Tutorial - includes mining, smelting, smithing
* Woodworking Tutorial - includes carpentry, woodworking
* Tailoring Tutorial
* Herbalism Tutorial
Eldritch Claws

**Type of Feat:** General

**Prerequisite:** Warlock level 3.

**Specifics:** The character can deliver his eldritch blast as a melee attack. As a free action, he can form the energy of his eldritch blast into a set of claws extending almost an entire foot from his hands. The character deals his normal amount of unarmed strike damage plus his eldritch blast damage for a duration of 1 turn, or until he uses an Eldritch Blast invocation or is no longer unarmed.

**Use:** Selected.
Cloud of Bewilderment

**Cloud of Bewilderment**

Spell Level: Bard 2; Beguiler 2; Voodan 3; Wizard / Sorcerer 2; Warmage 2; Mists domain cleric 2

Innate Level: 2

School: Evocation

Descriptor: Blindness, Mind-Affecting

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Large

Duration: 1 Round / Level (Max 20)

Additional Counter Spells:

Save: Fortitude Negates

Spell Resistance: Yes

The caster blows forth a cloud of noxious air. Creatures in
the area of effect are stunned and blinded for 1d6 rounds.
Curse of Paranoia

**Type of Feat:** Hex

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

**Specifics:** The hexblade may spend one of his hexblade's curse uses to cause his victim to become paranoid, forcing them to watch their back for enemies that don't exist. For a duration of 2 rounds per level, the victim receives a -1 dodge penalty on his armor class. The penalty increases to -2 as a greater curse, and to -4 as a dire curse. A successful Will save (DC 10 + 1/2 hexblade's class level + Charisma modifier) negates the effect.

**Use:** Selected.
Create Ammo - Frost 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 frost bullets for pistols and muskets. These bullets are surprisingly rather light. They are very cold to the touch, almost freezing.

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.
Deafening Roar

Invocation Grade: Least

Equivalent Spell Level: 2

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Cone

Duration: 1 Hour

Save: Fortitude Negates

Spell Resistance: Yes

The warlock utters a loud roar that fills a 30-foot cone. All creatures within this area that fail a Fortitude save become deafened for 1 hour.
Bonetti's Defense

**Type of Feat:** General
**Prerequisite:** Expertise, Dex 12+, Int 13+
**Required For:** Thibault's Geometry
**Specifics:** The character has chosen to fight with a one-handed weapon and no shield in the style of the great Borcan fencing master Aldo Bonetti. When fighting with only a one-handed melee weapon equipped, the character gains a +1 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.
Bard

Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. His magic emphasizes charms and illusions, and the bard can also play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched.

**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 bard must have a Charisma score of 10 + the spell's level. For example, to cast a 6th-level spell, a bard must have a Charisma of 16.

**Standard Abilities:**
- **Alignment Restrictions:** Any nonlawful.
- **Base Attack Bonus:** +3 / 4 Levels.
- **Hit Die:** d6.
- **Primary Saving Throws:** Reflex, Will.
- **Proficiencies:** Proficient with simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Also proficient with light armor and shields.
- **Skill Points (\*4 at 1st level):** 6 + Int Modifier.
- **Spellcasting:** Bard Spells. Arcane (Charisma-based, no spell preparation, spell failure from medium and heavy armor is a factor, but not light armor).
- **Ex-Bards:** Bards cannot gain levels of experience while they are of any lawful alignment.

**Class Skills:** Antagonize, Appraise, Concentration, Discipline, Disguise, Heal, Hide, Influence, Listen, Lore, Move Silently, Parry, Perform, Sleight of Hand, Speak Language, Spellcraft, Tumble, Use Magic Device.
**Unavailable Skills:** Animal Empathy.

**Level**
1: Bardic Knowledge - +1 skill bonus to Lore for every Bard level.
Bard Song - Provides bonuses to you and your allies.

**Spell Progression:**

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