recursal/Fanatic-Fandom huggingface dataset:
Spell List

Spells A - E

Spells F - J

Spells K - P

Spells Q - Z

Spell Purchase Point Charts

**Spell List**

Definition of Spell Terms

The spells in this list are detailed using the following format:
**Spell Name**
Spell titles are alphabetically listed.
**Exception**
This will show if the spell is in some way restricted due to its power or complexity.
**Prerequisite**
If the mage must first master a lesser spell before adding this one to her repertoire, it will be shown here.
**Duration**
This is the length of time that the spell will normally last (without
additional magikal influence). If a period of time is not listed, then
other conditions apply.
**Instant**
The spell effects occur immediately.
**Special**
The duration of the spell effects will depend on other factors detailed in the description.

**Range**
This is the distance the spell can be cast, or the size of the area that
 the spell affects. If a distance is not listed, then other conditions
apply.
**Touch**
The spell affects the first person, monster, or item touched.
**Potion/powder dose**
The spell affects the first person or monster to imbibe the potion/powder.
**Thrown spell ball**
The spell affects the person, monster, or item hit by a thrown spell ball.
**Special**
The range of the spell effects will depend on other factors detailed in the description.

Counter Spells
This will show the spell that is able to counter, or cancel, the one
being described. In most cases dispel magik will be found here. If none
is listed then the spell cannot be countered with magik.
Marker
The marker is an OOG representation of a magikal effect. The required marker for the spell being described will be listed here.
Special Component
If the spell requires an in-game or OOG component, it will be listed here.
Special
This is the catchall category. Important notes or unique instructions about the spell will appear here.
Description
The details of the spell and it’s effects are described last.
Purchase Price
Roare Silad'nen

**Character Name**: Roarethel Silad'nen

**Player Name**: Mowi

**Race**: Vesve Elf

**Homeland**: Vesve Forest

**Profession**:Traveler

**3 Adjectives to Describe**: Curious, sweet, daring.

**Class**:

Max x BP, x RP, x PP, x CP, +x AP, x Skills

**Body Points**:

**Armor Points**:

**Total Hit Points**:

**Recovery Points**:

**Magik Category**:

**Special Skills**: (1XP = 2SP)

**Special Items**:

**Magikal Item Count:**

**Special Notes**:

**Relative Wealth**:

**Allies**:

Shalenar (Played by Kari/Twin Brewer)

Dolena (Played by Cassidy)

Faydin Laurlas

Svar Vorchanchin

**Foes**:

**Goals/Desires**:

**Weaknesses**:

A ravenous curiosity which gets her into trouble more often than not, an often headstrong sense of bravery, and a surprisingly quick temper. She’s young for an elf, impulsive, and fiercely loyal to those she calls "friends" -- which is often anyone who so much as smiles at her.

**Campaigns attended by this Character /Date**:

**XX: The Raised Torch**

**The Barking Fool Tavern 2: Torches and Pitchforks**

**The Edge of the Abyss**

***Edhel'ore Dagnir***

**The Orchester Estate**

**Experience Points Spent on this Character**:

**Do you, the Player, have any medical problems that the GMs must know about? Please explain**:

**Character History**: *[link to another page]*
The Boar and Thistle Inn

**Title:** "The Boar and Thistle"

**Date:** December 12th, 498

**OOG Location:** Groninger Apt, San Bernardino CA

**Location:** Shaula, Palrim

**Plots:** Advisors to each nation of the Three Peaks Accord meet to discuss future plans. The Boar and Thistle is also a trading post, merchant activity and bartering occur.

**Cast (?)**

Dale Brodt as Pvt. Kole (Gesnor), Horace Sullivan

Lisa Bruner as Ku'lu

Mike Budzik as Fage

Pixie Cearbhaill as Fionna Markham

Ingrid deBeua as Zamora

Andrew Elkins as Byron Millwood, Usel the fruit grower

Andrew Gaughen as Sgt. Lane (Gesnor), Cyrus Kanaan

Jen Groninger [GM] as Felecia, Ollie (Opossum Beastman), Jennifer

Chris Gwynne as Christor

Andreu Hastings as Robert

Josh Hastings as Steven

Wendy Hastings as Cassy, Mouse Beastman, Meg

Vern Kriske as Cargil Barbang

Ken Kurras as Warren (Wren) Alexander

Aaron Lyle as Michael (Burton Alexander)

Dave Miner as Jost Ingersson (Gesnor), Garn

Holly Murdoch as Belle

Kevin O'Hara as Garreth Maximill

Alexi Othenin-Girara as Bran Ta'beren

Devin Parker [GM] as Gregor Ulmsforder

Michael Parker as Thomas

Lori Pascarella as Brianna Elaran

Jason Ryan as Farnstall Toolwright

Michael Slusser as Caroc Stoneforge, Elias Wickerbridge
Sacred Lands

**Game Title: “Sacred Land”

Demon Plot

Date: August 19-20, 1995

Location: Quivera

OOG Location: Seeley Campground, Dansville NY

Plots:** Very little information was recorded regarding this Campaign, including attending Players, Characters and Plots.

**Cast (unknown)**

Tim Miner [GM] as Conor

Ben Scott as Gambit Coolridge

Courtenay Shera as ?
VP Regulation

VP is the Void Faction's version of RP, abbreviated as "Void Points". VP works in the exact same way as RP, however it is separate from RP solely to give protocol to VoS founders and prevent FreeRep exchanging. These can only be rewarded to Voids and Canivoids, but can also be earned by anything that uses Elements or Subelements.

##### **There are two kinds of points Admins can give:**

* VP = Void Points, given to individual characters to use on purchases for that character.

* FreeVP = Void Points that are held by the rewarded member until spent on a character.

**How to Give VP**

When you want to give VP, post the member or character name and how much VP to give them in Admin Chat and tag Admins (Founders when available). The decision will receive a quick vote in which at least half the admins vote yes or/and no founder votes no. The reward should be announced in a publicly-accessible chat with the reward type (and/or character name), reward's reason and the member tagged. Announcing rewards increases the likeliness of members working towards rewards of their own.

**How much VP to give?**

Because of limited spending options, **you should always consider giving just 1 VP at a time**. If you want to give something more, consider rewarding with FreeVP instead because FreeVP allows a member to stock a new bring-in with VP without having to develop them.

**When to give VP?**

VP is given for character development. This is NOT given for characters who are just going through the motions of growing up and getting ranks or training or doing events. This is also not for characters who are rarely roleplayed. Essentially, you should only give VP to a character that you feel the player is really invested in and has had consistent activity with the character without a history of inactivity. A simple but vital assessment for reward criteria is to ask yourself "Am I impressed?" Be honest about this question. When a character's development has impressed you, you should be able to answer this question with confidence. Over time you may find yourself less easily impressed, but that's the idea.

**When to give FreeVP?**

FreeVP is given for member actions. Sometimes it's also given in place of VP when the member is being rewarded both for their participation and their character's development, but it should be reserved for member actions whenever possible. FreeVP should not be rewarded for a lack of bad behavior, but only when a member has done something above and beyond or at the very least impressive. Guiding and initiating new recruits is an example of a FreeVP reward.

## VP Recording

\*1 Post per character in VP Bank

Protocol: If a character has both RP and VP it will appear in RP Bank

**Spent VP: \_\_**
**Available VP: \_\_**
**Spending**
. Item 1
. Item 2
.(etc)

## FreeV Recording

\*1 Post per member in Holding Bank

Protocol: FreeRep and FreeVP will be recorded together

**Current FreeRep: \_\_**
**Current FreeV: \_\_**
Shifts in Accord

**Game Title: "Shifts in Accord"**

**Date: April 12, 2003**

**Location:** Icara**/Gesnor border**

**OOG Location:** **Heaton Flats Campground, Azusa CA**

**Plots:** In a joint mission, the Icarans and Karandians travel incognito into Gesnor to observe and uncover some disappearances and magikal phenomena. The Gesni they discover there seem impervious to injury, and are guarding a fort. The collaborative allies search for a way into the fort. Along the way, they meet a Priest of Corbae, an ancient religion worshipping a Crow-Like deity. The priest leads the group through a series of magikal tests to a secret mine entrance to the fort. The group eventually circumvents the magikal armor protecting the Gesni and subdues them. As the unified group leaves the fort, the Karandians loot the place, then attack and kill the Icarans. The insane priest of Corbae resurrects the Icarans, who then escape the Karandians and return to Icara.

**Cast (21)**

Heather Abbott [GM] as Acolyte of Vorak, Gesni Soldier and Ghost in Corbae’s Temple

Mike A as Galum Math (Icaran Dekard)

Dale Brodt [GM] as ? (Akkorian Observer/Scribe) and Ghost in Corbae’s Temple

Mike Budzik as Theden (Icaran Foot Soldier)

Ernest Burnett [NPC] as Acolyte of Vorak and Gesni Soldier

Dave “Robin” Chamberlain as Cpl Christopher Durang (Grey, Karandia)

Ingrid de Beus as Pvt Ruby Talon (Red, Karandia)

Paul Eppleston as LCpl Preston Merriweather III (Yellow, Karandia)

Andrew Gaughen as Sgt Cyrus Kanaan (Red, Karandia)

Sammy Jarnot as Cadet Melody Flowerpuff (Red, Karandia)

Haleanna Jenkins as Cpl Teara Kota (Red, Karandia)

Phillip Loicano as LCpl Logan Kidwel (Green, Karandia)

Aaron Lyle as Jean Claude

Dave Miner as Avery Dunn (Icaran Foot Soldier)

Kelly Ann Miner [NPC] as Spirit of the dead, Villager, Ghost in Corbae’s Temple and Gesni Soldier

Jen Murphy as Pvt Morgan Reah (White, Karandia)

Coffee Polk as Cpl Fitch Wylergone (Karandian Soldier)

Jason Ryan [NPC] Acolyte of Vorak and Gesni Soldier

Joel Schonbrunn as LCpl Teeka Naan (Blue, Karandia)

Kasey Schonbrunn [NPC] as Icaran Foot Soldier, Gesni Soldier

Matthew Thies [NPC] as Priest of Corbae
Ashes to Ashes

**Game Title: "Ashes to Ashes"**
**Date:** May 23rd-24th, 498
**Location:** Millard Campground, Flintridge CA
**OOG:** Southern Gesnor

**Plot:** Travelers arrive to discover many corpses that rise to attack them but are destroyed. Later, sprites harrass Otto.
The Wyndham Players acting troop perform a play based on the historical events of Xaria.
Randall Strauss is captured by monsters and rescued by the travelers. A
Phoenix egg is discovered and it hatches, while members of the Sequestrum steal items from it. Anduin is killed by the Sequestrum then resurrected with the magikal waterfall.

**Cast (18)**
Tavis Allison as ?
Dale Brodt as Randall Strauss
Lisa Bruner as Dead body
Mike Budzik as Fage
Ernie Burnett Lotor
Rob Carpenter as Anduin of Veldron
Pixie Cearbhaill as Mehram, Sprite
Ingrid deBeus as Olivia Goslar
Andrew Gaughen as Periwinkle, Ozog
Jen Groninger as Bryony Wyndham, Virga, Desiree, Emmy, Roberta ? as ?
John Hames as Mellderik the Leper
Vern Kriske Aodh
Aaron Lyle [GM] as ?
Dave Murphy as ? Gesnor Soldier, ? Lich
Kevin O'Hara as Papillon, Sprite
Devin Parker as Rannulf, Gypsum, Tiberius, Acolyte of the Lich, Phoenix
Jesse Rosier as (Trapper - Sequestrum)
Jason Ryan as Farnstall Toolwright
Dave Selvadurai as as Scorpion Beastman
Gint Valiulis Otto Goslar
Scott Woodard as Kristophe of Gallura
Rynith Court Mages

Kyrrath is advised by 12 Court Mages. This is a powerful position that is only earned through hard work, greed, and the desire for power.

Working in conjunction with the military are the Wizard Corps. This organization is run by the 12 Rynith Court Mages. It teaches and houses many apprentice wizards who have aspiring dreams of power and becoming a Court Mage themselves. Many wizards are sent with contingents of the Rynith Guard to assist the military in carry out its orders. On occasion, a Court Mage has been known to go out on assignment. When this happens, there is sometimes a conflict of interest as to who is in command.

The magik district is a walled enclave. It is there that the Rynith Court Mages hold their individual courts. Each Court Mage has his or her own compound. They also individually pick their apprentices. Within the magik enclave is the library, where all acquired tomes and items, gained legally or questionably, are kept.

Back to Rynith
William Oliver

**Character Name**: William Oliver of House Norfield

**Player Name**: Dave Miner

**Homeland**: Karandia

**Race**: Human

**Profession**: Griffin of Lore

**3 Adjectives to Describe**: Wise, cryptic, unimpressive, and blind

**Class**: NPC Mage

**Magik Category**: True

**Purchase Points**: 70

**Casting Points**: 10

**Focus**: Spellbook

**Body Points**: 4

**Armor Points**: 0

**Total Hit Points**: 4

**Recovery Points**: 2

**Spell List**: *Awaken, Blast, Break, Charm, Command, Comprehend Magik, Decipher Magik, Detect Magik, Dispel Magik, Forget, Fumble, Invisibility, Mage Armor, Reflect, Repulse, Shield, Speak with Dead/Undead, Speak with Monsters, Tame, Teleport, True Sight, Truth*

**Special Skills**: Prophecy, scrying, knowledge

**Special Items**: Enchanted Staff w/Permanent *Light* spell

**Special Notes**:

-Permanently Blind (non-magikal)

-Griffin of Lore for Karandia (has vast knowledge on many topics)

**Relative Wealth**: rich

**Allies**:

-His apprentices and students in the Study and Libraries of Karandia.

-Karandia

-Other Scholars

-House Norfield

-Tarrik (Dale Brodt) [and affiliated Quest members]

**Foes**: None

**Goals/Desires**:

-To gather (hear) as many stories as he can

**Weaknesses**:

-Permanently Blind (non-magikal)

-Thirst for knowledge

**Campaigns attended by this Character /Date**:

The Closing Circle Part VII: The Severed Ties- August 98

The Closing Circle Part X: The Converging Point- May 99

The Bard’s Gathering- June 12 99

**Experience Points**: 7 (NPC)

**Do you, the Player, have any medical problems that the GMs must know about? Please explain:** None

**Character History**:

Born in January 425.

In his youth, Oliver attended the Karandian Mage Academy and was on his way to becoming part of Yellow Talon, the R&D division of the Mage Soldiers in the Karandian Army. Before he was able to complete his training, a natural blindness occurred. Magik was able to allow him short periods of sight, but the effect was temporary. Eventually, he built a tolerance to the *Cure Blindness* spell and became permanently and incurably blind.

His desire for knowledge kept him in contact with many of his Yellow Talon allies and fellow cadets. Throughout their careers, he would listen and write down their tales. This compilation of magikal tales and his constant study in the libraries of Karandia (with the assistance of scribes) allowed Oliver to have a vast amount of tales, legends, and knowledge at his disposal.

Oliver was noticed by the Griffin of Lore at the time and was brought into the Libraries of Lore as an apprentice. It was there he stayed for most of his life.

William Oliver was appointed Griffin of Lore in 460 after the passing of the former Griffin.

The Griffin's duty is to advise the King of Karandia.

Though not an official member of the Bard's Guild, Oliver attends every gathering that he can, to hear tales and pass them on.

Occasionally, Oliver travels throughout Xaria in shoddy robes and hood, so he can pass as unremarkable and hear tales in taverns and streets and faires.
Wario

**Wario** is a character in SuperMarioRichie. He is fat man who loves to eat fast food on every restaurants. Wario has made many appearances in the SMR universe.

## Appearance.

Wario is a fat man with black eyes, blue rings underneath his eyes, brown hair, black eyebrows, a pink nose, and a curvy, pointed mustache. He wears a yellow cap with a white streak on the rim, a yellow T-shirt and a purple overall with white buttons, and green pointed shoes. His cap has a light blue "W" printed on it, which exceeds the white spot space it is inside. He also wears white gloves, with the same light blue "W" printed on each glove. Wario's primary color, yellow, is the opposite color of purple, Waluigi's primary color, on the RYB color model.

## Personality

Wario is nice, obnoxious immature, and idiotic. He mostly bothers his younger brother Waluigi and the others. He's addicted to all kinds of junk foods and was generally obese.

## Trivia

* It was revealed in Mario and Friends go to Wonderland that prior to going, Wario and Waluigi went to the park and Wario brought cookies. However, the crumbs fell on the Leviathan and the ride broke down. Everybody else fell off the ride. No one died, but Wario is no longer allowed on the ride.
* Wario eats rocks when he is lonely.
* Despite being an adult, he thinks he's five years old.
* He has a strange addiction, which was sniffing other's butt, including Waluigi.
* He is Iatrophobic; in this instance, the fear of doctors.
* He thinks that apples "sucked".
* He apparently likes skinny dipping.
Z-Smoke

## **Class Abilities**

> ***R O O K I E***
>
>

* **Smoker’s Lung** -- Immunity to the ill effects of smoke.
* **Smokestack** -- Create smoke by puffing it from your mouth. This ability must be channeled.
* **Slippery Soot** -- Coat your pelt in a layer of ash, making grappling attempts difficult.
* **Smoke Poacher** - Manipulate smoke from another source, such as a fire. This ability must be channeled.

> ***E X P E R T***
>
>

* **Vaporwave** -- Exhale [1] whirlwind of smoke from your mouth with a reach of 5 yards. This ability must be channeled.
* **Smoke Ring** -- Project a thick, dense ring of smoke around [1] target which will follow them at a maximum distance of 5 yards from you. This ability must be channeled.
* **Exhaust** -- Smoke seeps from your wounds, allowing you to create more controllable smoke over time.

> ***M A S T E R***
>
>

* **Ashfall** -- Create a type of smoke so heavy that it rains thick fallout.
* **Smoke Spire** -- Create and control [1] rotating ribbon of smoke of up to 10 yards. This ability must be channeled.
* **Smokescreen** -- Smoke up an area of 15 yards by bursting a cloud of smoke from your body.
* **Steamed Hams:** Create intricately animated objects made from varying currents of smoke. This Ability must be channeled.

##### Trait Ability:

* **Smokey Tail** -- Turn your tail into a tail-shaped reserve of smoke which constantly replenishes, allowing you to create more controllable smoke over time. This ability must be channeled. {Req: Smoke Tail Trait}

> ***G R A N D M A S T E R***
>
>

* **Smokin’ Hot** -- Your fur and skin become boiling hot and feed an aura of smoke, allowing you resistance to burn injuries. This ability must be channeled.
* **Vape Lord** -- When a large area is thick with smoke, your body can move through it quickly by evaporating and reforming. If the smoke is dispersed you will forcefully drop back to the ground. This ability must be channeled.

**Grand Masters of Smoke:**

*-- None*

## **Ability Troubleshooting:**

**• Smoker's Lung** makes you immune to the effects of smoke, however, unless you know **Gas Mask,** you will still need to breathe oxygen.

• **Smokestack** has no duration limit other than your own corruption pool. The amount of smoke you are able to create and/or control at once is dependent on your proficiency.

• **Smoke Ring** will stop following a target once it is farther than 5 yards away from you.

• **Exhaust** doesn't draw from your corruption pool, however, the amount of smoke it creates is minuscule.

• The width of your ribbon when using **Smoke Spire** can be as thick or thin as you like, however, its reach will decrease with its width.

• You can see clearly through smoke no matter how thick it is, as if it were an extension of your eyes.

*C A N N O T S :*

**Create Fire || Create Bomb**

## **Extra Move-Sets with Paired Elements:**

All Applicable -- Elemental Tails can be merged.

Fire --

Combustion --

## **Useful Items for this Element**

#### • Thing

> *Thing*
>
>

##### *Location: { Unavailable }*

####

## **F.A.Q.**

**Q.)**

**Q.)**

**Q.)**
Z-Reaper

LOCKED
## **Class Abilities**

> ***R O O K I E***
>
>

* **Sixth Sense** -- See and talk to spirits of the dead. This ability is passive.
* **Old Soul** -- Your secondary element is unlock-able after 10 moons and your tertiary element is unlock-able after 30.

> ***E X P E R T***
>
>

* **Locate Spirit** -- Sense the location of a Void’s spirit after it has died. This ability is passive.
* **Crystal Boon** -- In exchange for your services as an undertaker, you are granted immunity to sickness and hunger. Refusal or resistance to complete your duties will result in poor health and a shortened lifespan. This ability is passive.

> ***M A S T E R***
>
>

* **Autonomous** -- It is 30% easier for you to sense and resist illusions and emotional manipulation from elemental users ( Roll 100 @ 1-70 failure ).
* **Purgatory** -- Your body can survive a fatal blow for a little longer, even if you appear to be already dead. This ability is passive.
* **Sense Aura** -- Sense all living Voids within an area of 15 yards. This ability must be channeled.

> ***G R A N D M A S T E R***
>
>

* **Comatose** -- Leave your sleeping body and float around as a spirit within a ½ mile area. This ability requires channeling but can be used while sleeping.
* **Redemption** -- Your additional elements are exempt from the half-power limit when Crystal Boon is active.

**Grand Masters of Reaping:**

*-- None*

## **Ability Troubleshooting:**

**• Comatose** has no duration limit other than your own corruption pool.

• **Crystal Boon** is a passive blessing from the Crystal Hollow which prevents sickness and disables the need to eat. You will lose this affect if your actions are deemed traitorous in any way. If you lose **Crystal Boon**, you will also lose access to your corruption pool.

• **Locate Spirit** has no distance limitation.

• Abilities from the Reaper element cannot be shared through martial bonding.

*C A N N O T S :*

## **Useful Items for this Element**

#### • Thing

> *Thing*
>
>

##### *Location: { Unavailable }*

####

## **F.A.Q.**

**Q.)**

**Q.)**

**Q.)**
Z-Fire

## **Class Abilities**

> ***R O O K I E***
>
>

 Grandmaster -200

 Both Hind Limbs
 Torso
 Head & Tails
 Wing Pair

 Contort and move fire around an area of up to 15 yards.

 Embers used in any fire attack may begin to burn their surroundings. When one of your fire attacks hits a burnable object in RP, calculate how many embers the fire is made of, then roll out of that number. The resulting number of Embers can then be commanded to burn. While embers are burning, they will spread, grow, and generate more embers at a rate of 2x per 2 turns. Once a sufficient number of embers are generated, you may convert them into fuel for your attacks. However, if you do not use all burning embers for attacks before your corruption depletes, you will lose all burning embers and their dedicated corruption will be lost.

 Exhale a breath of conjured fire with a reach of up to 1 yard. Each breath is made of 4 Embers.

> ***E X P E R T***
>
>

 Conjure 6 Embers from afar into a ring of flames around [1] target who is up to 10 yards away from you. 5 corruption is channeled per emote.

> ***M A S T E R***
>
>

 4 of your Embers pop from reality and solidify above the clouds for 2 turns. Once Formed, call upon [4] baseball-sized orbs of fire to rain down from the sky to areas within 45 ground yards from your location.

 Create a cycling ribbon of fire which can reach targets up to 10 yards away from you. Ribbons shorter than 10 yards in length will become fatter.

 When Ring of Fire is conjured around yourself it will whisk violently around you, centering itself as you move.

 Create a version of you made from fire which can also use any of your elemental fire abilities.This ability must be channeled.

##### Trait Ability:

> ***G R A N D M A S T E R***
>
>

**Grand Masters of Fire:**

## **Addon Abilities**

• **Rookie**

**• Expert**

**• Master**

 Self-Ignite, Fire Wings, Fire Tail, Fire Hair, Dragon's Breath, Ring of Fire, Torchlight, Fireball, Like Fire, Hellfire, Firenado, Enchanting Flames, Heatwave, Fire Fighter, and Kindler will no longer harm specific targets of your choosing, even if touched by your flames.

• **Grand Master**

## **Ability Troubleshooting:**

 Ember Counting

Embers are an OOC unit of measurement. It isn't a great idea to let others know how many Embers you have outright, but you don't need to. If fire is not visible on or burning next to you, we know you do not have an Ember reserve to use as ammunition. If we can see small orbs of fire levitating beside you, we know you've likely used Torchlight, etc etc. The way each fire ability looks is very different in appearance and function, but when combined, allows for seamless play-ability.

*C A N N O T S :*

 **||**

## **Useful Items for this Element**

#### • Thing

> *Thing*
>
>

##### *Location: { Unavailable }*

####

## **F.A.Q.**

**Q.)**

**Q.)**

**Q.)**
Z-E-Z CP

## E-Z CP

E-Z CP stands for Easy Corruption Points. These are in-game coins which you can get more easily than completing submissions --all you need to do is participate in the group! E-Z CP is also the name for all Corruption Points that are not earned through deviantArt submissions.

E-Z CP cannot be traded or used on characters you do not own.

E-Z CP can only be earned by those who Roleplay or have a job in our Discord group.

New to the group and looking to purchase traits but don't have many points? By completing E-Z CP incentives, you can earn up to 20 CP *( 500 pts )* for your first character and up to 10 CP *( 250 pts )* for additional characters!

## Earning E-Z CP

In order to begin earning E-Z CP, you must first fill out a form to record your earnings. Please use this guide.
Sand

## **Class Abilities**

> ***R O O K I E***
>
>

 Convert your Corruption into controllable sand that can appear on the ground or air anywhere within a 15 yard radius from you. Each Ket of sand requires 2 Corruption to create.

 Siphon sand from your environment to convert into controllable sand. Each liter of sand requires 2 Corruption to siphon.

 Your levitating element whisks around you and can be manipulated or thrown at a distance of up to 15 yards. This ability must be channeled. Sand is twice as difficult to manipulate when it is wet.

From the moment you create or siphon sand, you will lose control of it if you do not use it on the same or following emote. If you are still in control of it after this but are not using it on another sand ability, you are using Manipulate Sand to sustain control over it.

 Agitate your sand to create thick clouds of dust that can cover an area 10 yards around you at 6ft high. The dust will stay agitated for 10 turns and can be moved around using Manipulate Sand. Each ket of sand is able to create 1 square yard of dust. (3x3 feet cube) at fair visibility. The maximum radius can be covered with 22 kets. You can decrease visibility by adding extra sand into the same space. At fair visibility, opponents can see directly in front of them but cannot make ranged attacks. At poor visibility, opponents cannot dodge incoming ranged attacks. At blind, opponents cannot escape the cloud (unless the sand user is unable to move the cloud).

> ***E X P E R T***
>
>

 Whip dust around at high speeds within a 10 yard radius. You can move channels of dust or the entire cloud. Manipulate Sand cannot be used while Dustbowl is active.

 Grains of sand pull together to become thicker and coarser. Grit is abrasive enough to scratch skin on high impact.

> ***M A S T E R***
>
>

 While using Manipulate Sand, create complex objects made of flowing shapes of sand.

##### Trait Ability:

* **Sand Tail** --
* **Sand Wings** --
* **Sand hair** --

> ***G R A N D M A S T E R***
>
>

 Turn sand into sandstone. 1 liter can create 1 palm-sized rock.

 Sand prevents a target from breathing through their mouth or nose. This ability will automatically stop if the target loses consciousness.

**Grand Masters of Sand:**

## **Addon Abilities**

##### **• Expert**

*Addon -- Sand --* **Just Deserts:**

*Addon -- Sand --* **Back To Basom:**

**From The Flatland** --

**Castaway**  --

**Comic Sands** --

* **Lightly Dusted** --
* **Sandstone** --
* **Palm** --
* **Sand Sculptor** --

* **Sand Spire** --
* **Sand Me** --

##### **• Master**

*Addon -- Sand --* **Lay The Land:**

*Addon -- Sand --* **Sandman:**

##### • **Grand Master**

*Addon -- Sand --* **Loamy Roamer:**

*Addon -- Sand --*

**Quarry** -- I

**Dooned** --

**Dust Cloud** --

**Drifter** --

== **Ability Troubleshooting:** ==

**•**

*C A N N O T S :*

**||**

== **Extra Move-Sets with Paired Elements:** ==

All Applicable --

== **Progression Overview** ==

#### • Thing

> *Thing*
>
>

##### *Location: { Unavailable }*

####

## **F.A.Q.**

**Q.)**

**Q.)**

**Q.)**
Celevus Stump

Owner and proprietor of The Buxom Confederate in Slavetown.

### Encounters

Episode 16 - Stanley, Nash, and Hope encounter **Celevus** after returning to town to find it largely deserted. **Celevus** tells them that the town has been evacuated, and that he only stayed behind to guard his property. Stanley inquires about the location of Talia and the rest of the Dusthill slaves. **Celevus** explains that the slaves, along with the rest of town, have evacuated to the Salivating Fields.
Tixly Rintolile

The young (toddler) son of Boxto and Lala Rintolile.

### Encounters

Episode 5 - appears briefly outside the tent of the Hillmaster, just after the party returns from the Dragon Engine room and caverns beneath Dusthill.

Episode 5 - rushes into the impromptu combat ring during the battle between Vorel and Rasvertu, attacking Rasvertu with a stick and causing a small amount of damage before being grabbed by Hope and pulled back out of the combat ring.
Dorothy

A magical door encountered by the party below the Black Mine.

Episode 21 - the party meet **Dorothy** after facing off against Tylander's priests in the Cathedral under the Black Mine. Dorothy becomes smitten with Stanley and flirts with him, eventually allowing him to to pass her, before knocking him into a pit immediately behind the door.

Episode 23 / Episode 24 - after returning from the Wyr, the party encounters **Dorothy** as they attempt to exit the Black Mine. Nash sets the door on fire in an attempt to pass, and they are able to eventually make it past her.
Moag Ferhain

A lost Dwarven city, hidden under the unnamed mountains which are home to the modern-day city of Dusthill.

During her reign, Queen Amelia was overtaken by the demon Quizquoz. All citizens of the city appeared to have died during this period, and were re-animated as part of the dreams of Queen Amelia that were replayed over and over by her demon tormentor.
Eddy

Edison Manchester III, or "Eddy" to his...I'd like to say "friends", but I'm not sure he has any, at least none that he hasn't robbed blind. Perhaps the correct term is "companions".

Eddy is purplish-grey-skinned gnome, usually covered in dust and dirt, and always looking for the next good deal, or theft, depending on your point of view. The illicit fruits of his efforts can be found about his person, stashed in various small bags and pouches, which he is more than willing to trade with others, usually for a steep price.

### History

Episode 8 - Eddy and Chance are encountered by Nash and Stanley after falling through the sand and into the United Earth Defense Force's Black Site. They band together, somewhat unwillingly, and head deeper into the facility at the direction of Leopold, the facility's caretaker.

Episode 9 - Eddy and Chance continue to work with Nash and Stanley to try and find their way out of the Black Site.

Played by special guest star Carter Johnson.
Slavetown

Slavetown, located on the western edge of the southern reaches of the Dead Fingers, is the second major settlement encountered by the adventurers.

Previously known as "Pristine", Slavetown has become a city dominated by The Principal and Toyota Host.

### Factions

* Oilbeard and Sons Slavers
* Liberators

### Notable NPCs

* Bertrand "The Jeweler" Molg
* Celevus Stump
* Lady Saltbubble
* Meripolde Bainye
* Randall Owen
* Randy Clementine
* S.J. Laddlebing
* Timber McLeland
* Trigger

###
Hope's Metallic Left Horn

### Description

Hope's Metallic Left Horn is fashioned from smelted metal into stump of the broken horn and melted into a solid compound that is very difficult to break. It can be used to stab and impale with an effectiveness similar to a dagger, spike, or nail.

Hope's Metallic Left Horn has an AC of 21 and 12 Hit Points.
Data Core

A mysterious item that appears to be a brass sphere, covered in strange glowing blue glyphs. The Data Core is given to Stanley by the medical robot C4N-D13. According to the robot, it contains information that can be used to save the planet.

### Encounters

Episode 4 - the Data Core is given to Stanley by C4N-D13, with the request that he return it to the Elhan city of Elhandar "in the sky". C4N-D13 tells Stanley that the Data Core contains data vital to the survival of the planet - which is dying.

Episode 5 - Stanley asks Zorenthelas to take the Data Core for safekeeping while he and the rest of the Hillguard attempt to rescue the kidnapped citizens of Dusthill. Stanley explains that the Data Core was given to him by a mechanical being, and that it contains data that is vital to saving the planet. Stanley also explains that the Data Core must be delivered to Elhandar, the home of the Elves.
Shun'ti Stoutbarrel

First encountered in Episode 1, Shun'ti is the Wellmaster of Dusthill. He is charged with the protection of the life-sustaining well at the center of Dusthill, and distributing water rations to the residents of the town.

### Encounters

Episode 1 - encountered by the adventurers as they discover that the well has stopped operating. Several inhabitants have gathered and are in a near-riot state, blaming him for the waters failure.

Episode 5 - after the party drives off the goblin raiders, Shun'ti appears and informs the party that now that the Hillmaster is dead and they have saved the town, Dusthill will be looking to them for direction and protection. Stanley asks Shun'ti to gather the townsfolk for a meeting the following day at the town center.

Episode 6 - Shun'ti appears at the meeting in the town center, after the party has driven off the goblin raiders. During the meeting, Stanley places Shun'ti in charge of Dusthill, and charges him with helping restore the town from the attack, and protect it from future attacks.

Episode 6 - Hope requests the assistance of Shun'ti, in hopes of understanding the voice she hears whenever she attempts to use the mysterious wrench she found in the city of Moag Ferhain.
Episode 22

**Blasted by a Beholder!**

The scene was set: Tylander tirelessly chanting blurbs in a bubble. Quizquoz questioning the quartet’s technique. The Heroes hoping to hold up a harrowing humdinger.

Hope moved first, leaping easily across a tainted trap. Vorel followed, tail touching, releasing rocks that hindered the hallway. Stanley and Nash managed to run in without suffering too many misbegotten maladies.

The fight was on!

A dastardly dome stood in the way of taunting Tylander. In the end, it was Vorel that fought his way into the false facade but too late! Up from the gravelly ground grew sinewy stalks, a eyeball on each!

Suddenly, our worry-less warriors felt watched.

As the large lizardman dealt with the spurious spellcaster, the rest did their best to pummel the pernicious peepers, but as one met death, more replaced them! It was then that the ground gave way, revealing the body of a behemoth beholder!

Quicker than before the bullets flew, the swords stabbed, and the magic mangled. Daring death a dozen times, the team tanked through, though Tylander did not.

Dreading the dawn of defeat, the bothersome beholder turned his charm to Vorel, succumbing the scaled serpent with a sensuous song. Finally dealing a deadly ding to the abhorrent aberration, Stanley was rushed by a raging reptile. Nash, anxiously aiming his attack, accidentally aided in putting the half elf to sleep. But all was not lost as Hope was there to maim the massive lizardman, bringing him to berth at her feet before bidding him a non-fatal farewell.

Triumphant the cognizant trio stood only to watch in horror as Quizquoz revealed the beholder was not the actual Catoblepraithe!

Now join our heroes as they stare up into a growing gash opened by a grumpy goatman!

By Kristen (Episode 23)
Jimster

Head mechanic of the garage in Dusthill.

Episode 5 - Hope approaches Jimster at his house after the goblin raiders have been driven off, and asks him if he would be willing to help protect the town while the party attempts to rescue it's kidnapped citizens. Jimster hesitantly agrees, but only until the party returns to the town.

Episode 5 - assists the party with preparing the Fate 4 to leave and follow the goblin raiders.
Solar Mines

A mysterious slave internment camp, with little known about it. Nash tells very little about the Solar Mines to his companions, and continues to try and learn more about it.

### Encounters

Episode 1 - Nash explains that he has come to Dusthill from the Solar Mines, where slaves are foced to "mine" the solar panels until they die from the effects of exposure or massive radiation. He also explains that few escape the Solar Mines, and those that do are diseased and scarred with cancerous tumors and other ailments due to extreme exposure.

Episode 6 - When Nash bursts into flames, he experiences several visions from his internment in the Solar Mines. A small girl being killed by a guard with the butt of a gun. A line of slaves being led to their deaths. He also experiences a shadowy figure reaching out from the flames of his vision, asking him why he runs from his destiny, and imploring him to "join us".

Episode 6 - Zorenthelas explains to Nash that he has heard of the Solar Mines, but knows little about them. All he knows is that it is a place where they harness the power of the sun, and use it for dark purposes.
Wilma

Friend of Jenjen, wife of Aaron (now deceased), she appears in several episodes early in the adventures, culminating with a brawl with Hope, in which **Wilma** shoots Hope and is eventually subdued and taken away back to her hut.

### Encounters

Episode 1 - encountered by the party during a near-riot at the well in Dusthill, as part of the crowd that has gathered.

Episode 5 - after the goblin raiding party has been driven away, **Wilma** appears with her husband Aaron to take away Jenjen, who has been shocked by the news of the death of her husband Thomas.

Episode 6 - during the town meeting at the well, **Wilma** pulls a gun on Hope in a drunken rage, and attempts to kill her. After Nash explodes into a ball of flame, Hope successfully subdues **Wilma**, who is then run off back to her home in a drunken rage.
Orp

Orp is a giant Cyclops encountered by the party while the monster is attempting to recover his "shiney" from Tylander Sullivan who stole it from him.

### Encounters

Episode 13 - Vorel awakes very early in the morning while the rest of the party is asleep, and senses huge vibrations in the earth. As he looks out the window of their room on the top floor of Laddlebing's Hotel, a giant eye looks into the window directly at him and an enormously loud voice can be heard calling "Where's my shiney!"

Episode 14 - after waking Vorel with his enormous shout of "Where's my shiney!", The creature grasps Vorel and pulls him through the wall of Laddlebing's Hotel. Nash and Vorel enter into a conversation with the monster attempting to understand what his "shiney" is, and explain that they haven't taken it. As the encounter progresses, Sheriff Randy Clementine appears and threatens the monster, and the party comes to realize that "Robert", the man from the previous evening, matches the description of Tylander who the monster claims has stolen his "shiney". Randy Clementine retrieves "Robert" from the town jail, and the monster recognizes him as Tylander. The encounter escalates, with Randy Clementine shooting the monster, who then crushes him underneath his hand, before running off in the direction of the escaping Tylander.

Episode 15 - Tylander Sullivan manages to evade the party, escaping the laboratory beneath his house in Slavetown. He then heads directly to **Orp**, who can be seen far off in the distance, and convinces the cyclops that the party were the ones who stole his "shiney". Stanley, with help from Nash and the others, begins to convince Orp that Tylander is the one who has been lying to him. But during the argument, Tylander attacks the creature by blasting it in the ear with a large shock, knocking the monster unconscious. Nash, attempting to recover the "shiney" that has been returned to Orp, goes on a spelunking expedition in the creatures groinal area, and is successful in recovering the "shiney." Meanwhile, the Hope and Vorel successfully capture Tylander and then beat him to death. The Sir Chickenfinger and Lady Saltbubble of the Koromu Kishi arrive and claim that the cyclops represents a grave danger to Slavetown, and must be destroyed. The party convince the Koromu Kishi that the creature doesn't pose a threat, and they will take responsibility for ensuring that he does not endanger the town.

Episode 16 - Nash and Vorel lead **Orp** out into the desert wasteland, ostensibly to show him how to hunt for food. After travelling for a few hours, they convince **Orp** that there is a "buffet of mans" to be found in the Esophageal Pass, further into the mountains north of Slavetown. They also convince **Orp** that he can update Nash and Vorel as to his progress by speaking to him through a "magical dagger", which Nash provides to him. With little ceremony, **Orp** heads off to find and eat "mans."
Randall Owen

Randall Owen is the owner of Owen's Garage in Slavetown.

### Encounters

Episode 11 - After defeating the Koromu Kishi initiates in the Rusty Cage, Hope and Nash find their way to Owen's Garage. They and encounter **Randall**, where Hope asks Randall if he would be willing to give her work repairing vehicles.

Episode 11 - Hope returns the next morning, running late after rescuing Nash from the road in front of The Sapphire, bumps into Randall as she arrives at Owen's Garage to start work.

Episode 15 - the party encounters a mutilated body in the laboratory beneath Tylander Sullivan's house in Slavetown. After examining the body, Hope recognizes the copse as the mutilates remains of Randall Owen, sending her into a cold rage.
Camel

Manager of the Trashburg Greysocks.

### Encounters

Episode 33 - approaches Vorel at Charlemagne's Hotel and asks him if he would be willing to join the Trashburg Greysocks for a game of Bloodball against the Guzzle Gang. Vorel agrees to join the team, and they tell him to meet them the following day at the Bloodball field in Trashburg for practice.

Episode 34 - the party joins Marlboro, **Camel**, and the rest of the Trashburg Greysocks at the Bloodball field in Trashburg for Bloodball practice.
Hope's Forearm Cannon

### Description

When installing Hope's Mechanical Left Arm, Metal Mandy took it upon herself to mount the barrel and firing mechanism of Hope's Shotgun into a compartment of the mechanical arm.

Hope has but to think of it, and the cannon will lift from her forearm, and can fire it simply by thinking of it. While the arm cannon is unsheathed, Hope is considered to be wielding the weapon, even if her hands are holding other objects.

The magazine holds 6 rounds of ammunition + 1 in round in the chamber.
Lala Rintolile

Co-owner of the Trading Post in Dusthill, wife to Boxto Rintolile, and mother to Tixly Rintolile.

### Encounters

Episode 5 - appears after the battle between Vorel and Rasvertu, thanking the party for rescuing her son.

Episode 5 - appears in the Trading Post when Hope arrives, and Boxto presents her with the map of The Wastes.
Diplomacy

Stanley Billings with Diplomacy (By Casey Boyd)

Stanley Bilings' magical Dancing Rapier, called forth by Stanley with the magical phrase "Parlay".

### Description

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Tylander Sullivan

Episode 14 - after the cyclops arrives in Slavetown, Hope identifies the person that the cyclops is looking for was the man that was imprisoned the previous night after his encounter with Vorel. Sheriff Randy Clementine retrieves the man from the town jail, and the cyclops identifies him as **Tylander**.

Episode 14 - after **Tylander** escapes the party and they track him down to his house in Slavetown, encountering him in the nightmarish basement full of corpses, body parts, a strange laboratory, and a brewing cauldron of body parts. During the ensuing argument, **Tylander** traps the party behind a large portcullis, and demands that they return the necklace they pulled from the cauldron.

Episode 15 - after trapping the party, **Tylander** gathers up the contents of his cauldron, summoning a strange glyph outside the portcullis and several zombies to protect his movements. He exits the basement lab, leaving them behind, heading to find Orp (the cyclops) to convince Orp that the party were the ones who stole the necklace from Orp, in an attempt to have Orp defeat the party so he can steal the necklace back from the cyclops.

Episode 15 - after escaping **Tylander's** lab, the party encounters **Tylander** and Orp in the desert after **Tylander** has convinced Orp that the party has stolen his shiney. In the ensuing battle, **Tylander** disables Orp with a shock of electricity to the head. After the monster drops unconscious to the ground, Hope and Vorel are successful in locating **Tylander** hiding in Orp's hair, and eventually beat him to death...or so they believe. The Koromu Kishi take his body away with them, as they return to Slavetown.

Episode 16 - Hope and Stanley make their way back into Slavetown, heading towards **Tylander's** house to look through his library. Once they arrive there, they find the house destroyed - a pile of rubble where it stood. Near the house is a large blast-crater, with several Toyota Host soldiers near it, their bodies curled into tortured forms, their faces masks of fear. In the center of the blast crater. Confounded, Hope and Stanley look further around and discover the casket that carried the body of **Tylander** from their battle with him and Orp sitting empty.

Episode 16 - Hope, Stanley, and Nash encounter The Magistrate of Slavetown informs the party that **Tylander** is, in fact, NOT dead. He then asks the party to descend into the Black Mine to find and kill **Tylander**.