recursal/Fanatic-Fandom huggingface dataset:
Greater Invisiblity

**Spell Resistance** | Yes (harmless) or Yes
(harmless, object)

The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible, such as a trailing rope.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle).

Invisibility can be made permanent (on objects only) with a permanency spell.

Arcane Material Component: An eyelash encased in a bit of gum arabic.
Fire Forge

A weapons shop in Ravens Forge, Ravens Hold, Julsmirr.

## Workers

* Humpy Bunt - Owner, Weaponsmith
* Crenn Hallonmas - Assistant

## Items

### Swords

* x2 Iron Great Sword - 45 GP
* x2 Steel Great Sword - 50 GP
* x3 Iron Short Sword - 8 GP
* x4 Steel Short Sword - 10 GP
* x3 Iron Long Sword - 10 GP
* x5 Steel Long Sword - 15 GP
* x3 Iron Falchion - 65 GP
* x4 Steel Falchion - 75 GP

### Daggers

* x4 Iron Daggers - 1 GP
* x3 Steel Daggers - 2 GP
* x2 Iron Punching Dagger - 1 GP

### Hammers

* x3 Iron Light Hammer - 50 SP
* x2 Steel Light Hammer - 1 GP
* x2 Iron War Hammer - 8 GP
* x3 Steel War Hammer - 12 GP

### Axes

* x6 Iron Hand-Axe - 4 GP
* x5 Steel Hand-Axe - 6 GP
* x3 Iron Battle-Axe - 5 GP
* x4 Steel Battle-Axe - 10 GP
* x6 Steel Throwing Axe - 8 GP
* x3 Iron Great-Axe - 15 GP
* x3 Steel Great-Axe - 20 GP
* x5 Steel Dwarven Urgrosh - 50 GP
* x6 Steel Dwarven War-Axe - 30 GP

### Maces

* x3 Steel Heavy Mace - 12 GP
* x4 Iron Light Mace - 2 GP
* x5 Steel Light Mace - 5 GP
* x4 Iron Heavy Flail - 8 GP
Ice Dagger

**Spell Resistance** | Yes

The ice dagger created by this spell launches itself at a target.The ice dagger deals 1d4 points of cold damage to the target per caster level (maximum 5d4), and splash damage of 1 point of cold damage to adjacent creatures.

Material Component: A fewdrops of water made frommelted ice.
Darkness

**Spell Resistance** | No

This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.

Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.

If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.

Darkness counters or dispels any light spell of equal or lower spell level.

Arcane Material Component: A bit of bat fur and either a drop of pitch or a piece of coal.
Ghoul's Beard

**Location** | Barrens

## Background

Ghouls don't really have beards, do they?

*I imagine some do. If they had beards before becoming ghouls, that is.*

What? You don't think they grow them after be-ghoulment?

*"Be-ghoulment"? Anyway, isn't it caused by the blight? Nothing can grow on blighted ground.*

I don't think that applies to hair, does it? Skin isn't really ground.

*Why are we discussing this?*

I'm bored. Can you believe she's forgotten she already talked about ghoul's beard two weeks ago?

*Be nice. She's... mature.*

It's hardly useful, unless you want to kill someone, ruin their minds, or some ghastly combination of the two.

*There was that one story about a cat that chewed on ghoul's beard and ended up bursting into flames.*

You're just proving my point here. Ugh, I hope she doesn't make us touch it again. That thing is so repulsive. Plants really shouldn't be... hairy.

*Like a ghoul's beard? Ha-ha.*

Stop laughing! I think she heard you. Shit, she's coming

—Notes passed between apprentice mages during a lesson

## Uses

* Upgrades:
	+ Hawkers Flame
	+ Confusion Grenade
	+ Jar of Bees
	+ Pitch Grenade
Colour Spray

**Spell Resistance** | Yes

A vivid cone of clashing colours spring forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice.

2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded, and stunned for 1d4 rounds, and then stunned for 1 round. (only living creatures are knocked unconcious)

3 or 4 HD: The creatures is blinded and stunned for 1d4 rounds, then stunned for 1 round.

5 or more HD: The creature is stunned for 1 round.

Sightless creatures are not affected by Colour Spray.

Material Component: A pinch of each powder or sand that is coloured red, yellow, and blue.
Doroga Krosti

The Doroga Krosti is a road through Julsmirr's far west to east. It connects from Fitton to Hawkers Bay.

Doroga Krosti is known to be Blood Sworne for Death Road, as the skeletons of the forced laborers who died during its construction were used in much of its foundations.

## History

The Dalstoy construction directorate built the Doroga Krosti during Uzhanny II's reign. Many nobles taken prisoner during his reign started the first stretch in
L004M2H

경기일자 및 시간 : 2015년 5월 23일 19시

참가자 : CustomCat , SweetBloodyLove

모드 및 경기유형 : 매냐(1:1 개인전)

경기 mp주소 : http://osu.ppy.sh/mp/16307118

개인맵풀

< customCat 의 개인맵풀 >

* siromaru + cranky - Conflict (Vocaloid Ver.) [Collab]
* Nico Nico Douga - VS Misaka Mikototo [Insane]
* IOSYS - Utage wa Eien ni ~SHD~ [TAG4]
* Kucchy vs Akky - Yakumo ~ JOINT STRUGGLE [SOLO]

< SweetBloodyLove 의 개인맵풀 >

* Junk - Aihana (Love+ Edit) [Another]
* MuryokuP - Frozen World [Another] <프리곡>
* A.SAKA - Nanatsu Issenzakura [Another]
* senya - Utakata, Ai no Mahoroba [LV.28]

< 타이브레이커 >

* Soleily - Renatus [Another]

승판정 : customCat
패판정 : SweetBloodyLove
C u r i

< 위키의 문법한계상 닉네임이 모두 적히지 못했으며, 실제닉네임은 [C u r i] 입니다. >

유저페이지 : https://osu.ppy.sh/u/4746949

첫 출전 주차 : 8주차(2015년 7월 17,18,19일)

총 출전 주차수 : 14회

소속 팀수 : 2팀

* 하나요니코토리
* 뮤즈

경기내역

* L020S6R | +9점 으로 경기종료
* L023S3R | +12점 으로 경기종료
* L024S4T | 0:4 패배
* L025S1T | 4:0 승리
* P025S4A | 4:3 승리

* L010S2R
* L011SGT
* L011S2H
* L012S1T
* L012SFH
* L013S7R
* P013S2F
* L014S1T
* L014S9H
* L015S7H
* L015S6T
* L016S5H
* P016S5H
* L017SBH
* L017S5T
* P017S3A
* L018SFR
* L018S5T
Denwen Azarrailon

## Background

Son of a ruined noble woman and the Maharajah. Made his way into the palace and eventually disgraced his father. Traveled north and ended up here.

## Spells

###  Level 0

* Create Water
* Cure Minor Wounds
* Detect Magic
* Detect Poison
* Guidance
* Inflict Minor Wounds
* Light
* Mending
* Purify Food and Drink
* Read Magic
* Resistance
* Virtue

### Level 1

* Bane
* Bless
* Bless Water
* Cause Fear
* Command
* Comprehend Languages
* Cure Light Wounds
* Detect Alignment
* Detect Undead
* Divine Favor
* Doom
* Endure Elements
* Entropic Shield
* Hide from Undead
* Inflict Light Wounds
* Magic Stone
* Magic Weapon
* Obscuring Mist
* Protection from Alignment (exc Chaos & Good)
* Remove Fear
* Sanctuary
* Shield of Faith
* Summon Monster I

### Level 2

* Aid
* Align Weapon
* Augury
* Bear's Endurance
* Bull Strength
* Consecrate
* Cure Moderate Wounds
* Darkness
* Death Knell
* Delay Poison
* Eagle's Splendor
* Enthrall
* Find Traps
* Gentle Repose
* Hold Person
* Inflict Moderate Wounds
* Make Whole
* Owls Wisdom
* Remove Paralysis
* Resist Energy
* Restoration, Lesser
* Shatter
* Shield Other
* Silence
* Sound Burst
* Spiritual Weapon
* Status
* Summon Monster II
* Undetectable Alignment
* Zone of Truth

### Level 3

* Animate Dead
* Bestow Curse
* Blindness/Deafness
* Contagion
* Continual Flame
* Create Food and Water
* Cure Serious Wounds
* Daylight
* Deeper Darkness
* Dispel Magic
* Glyph of Warding
* Helping Hand
* Inflict Serious Wounds
* Invisibility Purge
* Locate Object
* Magic Circle against Alignment (exc Good and Chaos)
* Magic Vestment
* Meld into Stone
* Obscure Object
* Prayer
* Protection from Energy
* Remove Blindness/Deafness
* Remove Curse
* Remove Disease
* Searing Light
* Speak with Dead
* Stone Shape
* Summon Monster III
* Water Breathing
* Water Walk
* Wind Wall
Albion

Town type: small town

Population: 1214 (+121 nonadults)

GP Limit: 208

Wealth: 25313

Authority Class: warrior

Authority Level: 2

Authority Title: captain of the guard

Full Time Guards: 12

Conscriptable: 60

Captain of the Guard: Gragor Bass

Cleric: lvl 2: 4, lvl 4: 2, lvl 6: 1

Druid: lvl 3: 2, lvl 7: 1

Fighter: lvl 4: 1

Rogue: lvl 2: 4, lvl 4: 2, lvl 9: 1

Sorcerer: lvl 3: 1

Warrior: lvl 1: 46, lvl 2: 1

Wizard: lvl 2: 1

Aristocrat: lvl 1: 5

Commoner: lvl 1: 850, lvl 2: 64, lvl 3: 32, lvl 4: 16, lvl 5: 8, lvl 6: 4, lvl 8: 2, lvl 10: 1

Expert: lvl 1: 28, lvl 3: 2, lvl 6: 1

## Points of Interest

### Inns

* Whining Vermin
* Kaiser's Spruce Tavern

### Shops

* Bakery
* Surgeon
* Barbery
* Alehouse
* Blacksmith
* Bookseller
* Butcher
* Carpenter
* Spruce Stylings
* Chicken Butcher
* Cooper
* Cutlery
* Fine Furs
* Pelts
* Harness Maker
* Hay Merchant
* Jeweler
* Locksmith
* Masonry
* Minaeve's Masonry
* Mercer
* Oppe Shoppe
* Pastries
* Plasterer
* Roofer
* Saddler
* Scabbardmaker
* Heart and Sole
* Best Boots
* Mattrin's
* Spice Merchant
* The Unicorns Patch
* Buttons and Stitches
* Tailors
* Schmuel's Shoppe
* Tanner
* Weaver
* Wine seller
* Woodcarver
* Woodseller

### Stalls

* Fishmonger
* Garic Vorio's Clip 'n' Stitch
* Furrier
* Used Clothings
* Pursemaker
Detect Thoughts

**Spell Resistance** | No

You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.

### 1st Round

Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).

### 2nd Round

Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting.

### 3rd Round

Surface thoughts of any mind in the area. A target’s Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.

Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Fareach Hunters

A huntry owned by Golda Winzer, an orc maiden who acts as protection for her younger adopted elven sister Ulla from the close minded community. Located in Fareach, Ravens Hold, Julsmirr.

## Workers

* Golda Winzer - Owner, Hunter
* Ulla Winzer - Hunter

## Items

* Chicken - 2 CP
* Beef - 10 CP
* Lamb - 6 CP
* Goat - 5 GP
* Rabbit - 1 GP
Fyorn

Brother Oslo - 62

dead parents, mum got sick, dad go grief raged @ guard dead

## Race and Class Skills

### Aura of Good (Ex):

The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level, just like the aura of a cleric of a good deity.

### Detect Evil (Sp):

At will, a paladin can use detect evil, as the spell.

### Smite Evil (Su):

Once per day, a paladin may attempt to smite evil with one normal melee attack. They add their Charisma bonus (if any) to their attack roll and deal 1 extra point of damage per paladin elvel. For example, a 13th level paladin armed with a long sword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical effects that would normally apply. If the paladin accidently smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and every five levels thereafter, the paladin may smite one additional time per day to a maximum of five times per day at 20th level.
Kaiser's Spruce Tavern

A Tavern located in Albion, Kynswind, Julsmirr.

A spruce tavern lightly dusted with snow, soft lute sounds drift through the closed windows with the amber glow of a warm and welcoming hearth.

## Workers

* Virnhen Hansen - Owner
* Edolyn Olsen - Barmaid
* Matthias Johansen - Cook

## Menu

### Food

* Baked Beed and Dried Cherry (1 sp)
* Poached Eel with Garlic and Leek (3 sp)
* Baked Beef and Leek (2 sp)
* Baked Chicken and Dried Pear (4 sp)

### Drink

* Glass of Cider (5 cp)
* Glass of Brandy (9 cp)
* Glass of Whiskey (1 sp)
Albion Blacksmith

Blacksmith located in Albion, Kynswind, Julsmirr.

## Wokers

* Hudson Voss - Owner, Smithy
* Alyssa Nolden - Assistant Smithy

## Items

### Armor

#### Light Armor

* Padded - 5 GP
* Chain Shirt - 100 GP

#### Medium Armor

* Chainmail - 150 GP
* Breastplate - 200 GP

#### Heavy Armor

* Splint Mail - 200 GP

* Half-plate - 600 GP

### Weaponry

#### Simple Weapons

* Dagger - 2 GP
* Bullets, Sling (10) - 1 SP
* Bolts, Crossbow (10) - 1 GP

#### Martial Weapons

* Hammer, Light - 1 GP
* Handaxe - 6 GP
* Battleaxe - 10 GP
* Longsword - 15 GP
* Pick, Heavy - 8 GP
* Greataxe - 20 GP
* Longbow - 75 GP
* Arrows (10) - 1 GP
* Rapier - 20 GP
Bachiko

유저페이지 : https://osu.ppy.sh/u/2660101

첫 출전 주차 : 2016시즌 1주차(2016년 2월 12일,13월,14일)

총 출전 주차수 : 19회

잔여 리그포인트 : 850포인트

소속 팀수 : 0팀

* (없음)

경기내역

* L039SCR | -4점 으로 경기종료
* L040S8H | 1:4 패배

* L021S9R | -3점 으로 경기종료
* L022S7R | -9점 으로 경기종료
* L023S6R | -6점 으로 경기종료
* L024S9H | 3:4 패배
* L025SBH | 1:4 패배
* L025S6H | 0:4 패배
* P025S5B | 4:1 레이드 성공
* L026SBH | 2:4 패배
* L027SBH | 4:2 승리
* L028S9H | 3:4 패배
* L029S8H | 4:2 패배
* L030SAT | 1:4 패배
* P031SGT | 2:6 패배
* L032SDH | 4:3 승리
* L033SBH | 3:4 패배
* L034SCH | 4:3 승리
* L035SJR | -3점 으로 경기종료
* L036SFR | -12점 으로 경기종료
* L037SEH | 4:1 승리
Letter From Lilja

Hahren Fellwood,

We greatly appreciate what you do for our efforts and for our peoples. I am sending one of my lieutenants to retrieve the gem, along with a small reward that we hope will placate you for the time being. When we return to power you will be decorated, however if you wish for something less formal granted land or gold.

Dareth Shiral,

Elven Resistance Leader Lilja Alavian
House Laneli

old lady

wants a friend

has a letter from a powerful lord or lady

wears fine silks

has a twittering nervous laugh

old house, struggling to maintain respect from other houses

teal/turqoise house colours, lion symbol

house ideals are patience

best known member was fearsome warrior

kindly old woman is head

house wants to start rebellion in dwarven houses that have taken residence

house members keeping deformed child secret
Flare

**Spell Resistance** | Yes

This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures. as well as creatures already dazzled, are not affected by Flare
Breora

Breora, like much of her clan, boasts wide horns and a long, reddish-brown coat. At 6'6" she is short for her race, but is broad and heavy-set with a layer of blubber over solid, undefined muscles.
She carries a large mace, but is loath to use it. Her diplomatic skills may be less developed than her strength, but she always turns to them first. Once her olive branch is rejected, however, she is unafraid to use everything at her disposal to protect her allies and herself.
Her clan values strength above all else, and while she agrees in principle she disagrees on the definition. In her clan's eyes, strength is purely physical, but Breora believes strength comes in many forms and travels the world to discover and learn about as many as she can.

## Class & Race Skills

### Fast Movement (Ex)

A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. For example, a human barbarian has a speed of 40 feet, rather than 30 feet, when wearing light or no armor. When wearing medium armor or carrying a medium load, his speed drops to 30 feet. A halfling barbarian has a speed of 30 feet, rather than 20 feet, in light or no armor. When wearing medium armor or carrying a medium load, his speed drops to 20 feet.
Invisibility

**Spell Resistance** | Yes (harmless) or Yes (harmless, object)

The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as Bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Invisibility can be made permanent (on objects only) with a Permanency spell.

Arcane Material Component: An eyelash encased in a bit of gum arabic.
Blindsense

Some creatures have blindsight, the extraordinary ability to use a nonvisual sense (or a combination of such senses) to operate effectively without vision. Such sense may include sensitivity to vibrations, acute scent, keen hearing, or echolocation. This ability makes invisibility and concealment (even magical darkness) irrelevant to the creature (though it still can’t see ethereal creatures and must have line of effect to a creature or object to discern that creature or object). This ability operates out to a range specified in the creature description.

The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature’s description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.

* Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight.
* Blindsight does not subject a creature to gaze attacks (even though darkvision does).
* Blinding attacks do not penalize creatures using blindsight.
* Deafening attacks thwart blindsight if it relies on hearing.
* Blindsight works underwater but not in a vacuum.
* Blindsight negates Displacement and Blur effects.

## Blindsense

Other creatures have blindsense, a lesser ability that lets the creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to makeSpot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see has total concealment(50% miss chance) against the creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
L003T1T

경기일자 및 시간 : 2015년 5월 16일 17시

참가자 : Runa & A R U S / bbj0920 & SweetBloodyLove

모드 및 경기유형 : 태고(팀전)

경기 mp주소 : https://osu.ppy.sh/mp/16153959

경기맵풀

< Runa 의 개인맵풀 >

* Kikuo - Ten Sho Sho Ten Sho [Dolphin Inner Oni] <프리곡>
* Infected Mushroom - Never Mind [Nwolf's Infected Oni]
* 3L - Be Happy\* [Lundle's Taiko Oni] <더블타임>

< A R U S 의 개인맵풀 >

* Danji Sano - Taiko Time [Taiko Inner Oni]
* dj TAKA - Hollywood Galaxy [Sp3's Taiko]
* ClariS - STEP (TV Size) [Climbb & Kana's Taiko Oni] <더블타임>

< bbj0920 의 개인맵풀 >

* Morimori Atsushi - PUPA [Firce777's Hell Oni]
* RYO - Shuffle Heaven [WereOni]
* Resonecia - Legende [Legendary Oni]

< SweetBloodyLove 의 개인맵풀 >

* yuikonnu & ayaponzu\* - Super Nuko World [Yia & D.N.Angel's Oni]
* paraoka - Manima ni [Pangko]
* M2U - Blythe [lepidon! - Taiko Oni]

< 타이브레이커 >

* t+pazolite feat. Rizna - Distorted Lovesong [Taikocalypse DX]

승판정 : bbj0920 , SweetBloodyLove
패판정 : Runa & A R U S
Lesser Restoration

**Spell Resistance** | Yes (harmless)

Lesser restoration dispels any magical effects reducing one of the subject’s ability scores or cures 1d4 points of temporary ability damage to one of the subject’s ability scores. It also eliminates any fatiguesuffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.
Fireball

**Spell Resistance** | Yes

A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Material Component: A tiny ball of bat guano and sulfur.
Gentle Repose

**Spell Resistance** | Yes (object)

You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don’t count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant.

The spell also works on severed body parts and the like.

Arcane Material Component: A pinch of salt, and a copper piece for each eye the corpse has (or had).
Antimagic Field

An antimagic field spell or effect cancels magic altogether. An antimagic effect has the following powers and characteristics.

* No supernatural ability, spell-like ability, or spell works in an area of antimagic (but extraordinary abilities still work).
* Antimagic does not dispel magic; it suppresses it. Once a magical effect is no longer affected by the antimagic (the antimagic fades, the center of the effect moves away, and so on), the magic returns. Spells that still have part of their duration left begin functioning again, magic items are once again useful, and so forth.
* Spell areas that include both an antimagic area and a normal area, but are not centered in the antimagic area, still function in the normal area. If the spell’s center is in the antimagic area, then the spell is suppressed.
* Golems and other constructs, elementals, outsiders, and undead, still function in an antimagic area (though the antimagic area suppresses their spellcasting and their supernatural and spell-like abilities normally). If such creatures are summoned or conjured, however, see below.
* Summoned or conjured creatures of any type, as well as incorporeal creatures, wink out if they enter the area of an antimagic effect. They reappear in the same spot once the field goes away.
* Magic items with continuous effects do not function in the area of an antimagic effect, but their effects are not canceled (so the contents of a bag of holding are unavailable, but neither spill out nor disappear forever).
* Two antimagic areas in the same place do not cancel each other out, nor do they stack.
* Wall of force, Prismatic Wall, and Prismatic Sphere are not affected by antimagic. Break Enchantment, Dispel Magic, and Greater Dispel Magic spells do not dispel antimagic. Mage’s disjunction has a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.
Kynswind

Kynswind is the capital of Julsmirr, founded by Aelia Yeomire in the second age. The capital of Kynswind is Alione, an elven city renowned for its high production of artists and diplomats.

## Locations

### Capital City

* Alione
* Yeomire Palace

### Settlements

* Albion
* Avalon
* Estrela
* Oakensborough
* Pinesgulf
* Seren
* Silk Wood
* Star Keep

### Farms

* Berry Crest Farm
* Hollyfrost Farm
* Silk Wood Vineyard

### Forests

* Kovasven
* Silk Wood (Forest)
* Forest de Mort

### Mines

* Adamar Mine
* Cyran Mine
* Silvergloom Mine

### Camps

* Ashenport
* Broken Limb Camp
* Fort Dolor

### Forts

* Fort Dolor
* Fort Vinefarl
* Northern Fort

### Towers

* Aelia Tower
* Peak Shade Tower
* Shadow Creek Tower

### Tombs

* Forest de Mort
* Skybound
* Widows Wood

### Ruins

* Krov Zhertvy
* Porody Ruins
* Strey Zakom
* Yedya Lyudey

### Shrines

* Shrine of Mani
* Shrine of Freyki

### Ships/Ship Wrecks

* Port Yeomire
* Devora
* The Calliope
* The Felwiz

### Caves

* Aekriy's Grove
* Avarice Passage
* Avlauf Cave
* Crei Giau Cavern
* Dau Blow Caves
* Grey Echo Pass
* Ice Stone Gorge
* Mossy Grotto
* North Fringe Cave
Comprehend Languages

**Duration** | 10 min./level

You can understand the spoken words of

creatures or read otherwise incomprehensible
written messages. In either case, you
must touch the creature or the writing.
The ability to read does not necessarily
impart insight into the material, merely its
literal meaning. The spell enables you to
understand or read an unknown language,
not speak or write it.

Written material can be read at the rate
of one page (250 words) per minute.
Magical writing cannot be read, though
the spell reveals that it is magical, but
comprehend languages is often useful when
deciphering treasure maps. This spell can
be foiled by certain warding magic (such as
the secret page and illusory script spells). It
does not decipher codes or reveal messages
concealed in otherwise normal text.

Comprehend languages can be made permanent
with a Permanency spell.

*Arcane Material Component*: A pinch of
soot and a few grains of salt.
Flying Carpet

This rug is able to fly through the air as if affected by an Overland Flight spell of unlimited duration. The size, carrying capacity, and speed of the different carpets of flying are shown on the table below. Beautifully and intricately made, each carpet has its own command word to activate it—if the device is within voice range, the command word activates it, whether the speaker is on the rug or not. The carpet is then controlled by spoken directions.

 5 ft. by 10 ft.
 10 ft. by 10 ft.

A carpet of flying can carry up to double its capacity, but doing so reduces its speed to 30 feet. It has average maneuverability, but a carpet of flying can still hover.

Moderate transmutation; CL 10th; Craft Wondrous Item, overland flight, Permanency.
Embrium

## Background

Embriums are flowers from the orchid family. Its therapeutic qualities were actually discovered because of the embrium's exceptional beauty.

The beloved daughter of Lord Ignace Poulenc of Fitton fell victim to a terrible sickness of the lungs, which her healers were unable to cure. Thinking the girl would soon perish, her parents surrounded her bed with brightly colored flowers, hoping that they would bring some warmth and cheer in her last days. Oddly enough, the girl began to recover from the illness, and grew stronger each day. Her parents were baffled, but overjoyed. The healers eventually learned that the fragrance of one of the flowers eased the child's breathing. The flower was an embrium, and later became known as the Salubrious Embrium.

The other variant that has certain magical properties is known as Dark Embrium.

—An excerpt from *The Botanical Compendium* by Ines Arancia, botanist

## Uses

* Upgrades:
	+ Confusion Grenade
	+ Healing Potion
	+ Healing Mist
	+ Jar of Bees
	+ Mana Potion
	+ Mighty Offense Tonic
	+ Regeneration Potion
	+ Rock Armor Tonic
* Ingredient in:
	+ Mighty Offense Tonic (when fully upgraded)
	+ Healing Mist (when fully upgraded)
Deathroot

## Background

Deathroot has been used in magic and potion making for centuries. It's a fragile-looking plant with a thin stalk and purple flowers, which fruits once a year developing bright red fleshy pods that cause disorientation and dizziness if ingested.

There are two varieties. The more common Arcanist Deathroot was first found by Archon Hadrianus when he discovered it growing on several dead slaves. The other, Lunatic's Deathroot, is most closely associated with the story of the courtesan Melusine, who sought revenge on a powerful magister and his family. She harvested the plant, baked it into small pies for the magister's banquet, and presented them to the magister at a banquet. All the guests were seized by terrifying hallucinations after eating the pies and tore each other to pieces.

—An excerpt from *The Botanical Compendium,* by Ines Arancia, botanist

## Uses

* Upgrades:
	+ Confusion Grenade
	+ Mana Potion
	+ Pitch Grenade
	+ Tears of the Dead
* Ingredient in:
	+ Confusion Grenade (when fully upgraded)
	+ Pitch Grenade (when fully upgraded)
	+ Tears of the Dead (when fully upgraded)
Animate Rope

**Target/Area** | One ropelike object, length up to
 **Spell Resistance** | No

You can animate a nonliving ropelike object, such as string, yarn, cord, line, rope, or even a cable. The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope’s diameter by half.

The possible commands are “coil” (form a neat, coiled stack), “coil and knot,” “loop,” “loop and knot,” “tie and knot,” and the opposites of all of the above (“uncoil,” and so forth). You can give one command each round as a move action, as if directing an active spell.

The rope can enwrap only a creature or an object within 1 foot of it—it does not
snake outward—so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inchdiameter hempen rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a DC 15 Concentration check to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.

The rope itself and any knots tied in it are not magical. This spell grants a +2 bonus on any Use Rope checks you make when using the transmuted rope.

The spell cannot animate objects carried or worn by a creature.
Armor

* \* Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor fitted for Large characters weigh twice as much.
* \*\* When running in heavy armor, you move only triple your speed, not quadruple.
* \*\*\* A tower shield can insead grant you cover. See the description.
* \*\*\*\* Hand not free to cast spells.
Burning Hands

**Spell Resistance** | Yes

A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials, such as cloth, paper, parchment, and thin wood burn if the flames touch them. A character can extinguish burning items as a full-round action.
Dimension Door

**Spell Resistance** | No and Yes (object)

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.
Baleful Polymorph

**Spell Resistance** | Yes

You change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard, monkey, or toad). The subject takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows:

* The target retains its own alignment (and personality, within the limits of the new form’s ability scores).
* The target retains its own hit points.
* The target is treated as having its normal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form’s base attack bonus, base save bonuses, and all other statistics derived from Hit Dice.
* The target also retains the ability to understand (but not to speak) the languages it understood in its original form. It can write in the languages it understands, but only the form is capable of writing in some manner (such as drawing in the dirt with a paw).

With those exceptions, the target’s normal game statistics are replaced by those of the new form. The target loses all the special abilities it has in its normal form, including its class features.

All items worn or carried by the subject fall to the ground at its feet, even if they could be worn or carried by the new form.

If the new form would prove fatal to the creature (for example, if you polymorphed a landbound target into a fish, or an airborne target into a toad), the subject gets a +4 bonus on the save.

If the subject remains in the new form for 24 consecutive hours, it must attempt a Will save. If this save fails, it loses its ability to understand language, as well as all other memories of its previous form, and its Hit Dice and hit points change to match an average creature of its new form. These abilities and statistics return to normal if the effect is later ended.

Incorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the shapechanger subtype (such as a lycanthrope or a doppelganger) can revert to its natural form as a standard action (which ends the spell’s effect).
Evvet's House

Evvet's House is a fine estate located in the north west of Alione.

## Occupants

* Evvet Lillydire - Owner, Noblewoman, Land Owner
* Mathieu Lillydire - Husband, Court Librarian
* Charlae Lillydire - First son, Studying magic
* Oliveir Lillydire - Second son, Training in combat
* Josephine Lillydire - First Daughter, expects to inherent mothers lands.
* Angelique Lillydire - Second daughter, aspiring musician
* Vivian Blueferry - Maid, Master of the cellar, Violin and Flute tutor
* Scott Fleur - Butler, Master of the Kitchen
* Alliyah Wildflower - Maid, Magic Tutor

## Items of Note

### Clothing

* Lilac, with silver trim, and pale blue bellsleves, silk gown
* White, with diamond neckline, gown
* Pale pink, with silver embellishments, silk gown

### Jewelry

* Lillydire Sapphire necklace
* Silver and sapphire rings
* Silver head chain
* Dragon fly sapphire broach
* Silver beetle broach
* Silver and diamond rose broach
* Silver elephant broach
* Pearl Earings

### Books

* A Dubious Tale of Crystal Tower
* Lords and Ladies of the Court
* Aelia Yeomire
* Nobles of Kynswind
* The Barrens
* Neo Lunia and Natalia I

### Art

* Oil Portraits of each family member
* China Vase
Blur

**Spell Resistance** | Yes (harmless)

The subject’s outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance).

A See Invisibility spell does not counteract the blur effect, but a True Seeing spell does.

Opponents that cannot see the subject ignore the spell’s effect (though fighting an unseen opponent carries penalties of its own).
Cowbane

**Effects** | Fae Repelent, Poison

Cowbane is the common name of *Cicuta virosa*, a poisonous plant. It can be used as a potion ingredient, and a "splash" of what would presumably be an infusion of cowbane was an ingredient in the recipe for Shrinking Solution listed in *Book of Potions*. It could also be used as an ingredient for Doxycide.
Cwiki

**CWiki** is a wiki-based online encyclopedia that contains detailed information about  the dungeons and dragons universe I have created for sessions.

**Warning**: CWiki contains spoilers of many adventures had by other groups, adventures to be, and things that characters would not be aware of in game. Please be mindfull of this.
Bag of Holding

This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: Its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag’s contents, depend on the bag’s type, as shown on the table below.

Weight Limit
Volume Limit
 Type II
 Type III
 Type IV

If the bag is overloaded, or if sharp objects pierce it (from inside or outside), the bag ruptures and is ruined. All contents are lost forever. If a bag of holding is turned inside out, its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action—unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action.

If a bag of holding is placed within a portable hole a rift to the Astral Plane is torn in the space: Bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: The hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.

Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest.
Detect Alignment

**Spell Resistance** | No

You can sense the presence of an alignment. The amount of information revealed depends on how long you study a particular area or subject.

1st round: Presence or absence of alignment.

2nd round: Number of alignment auras (creatures, objects, or spells) in the area and the power of the most potent alignment aura present. If you are of the opposite alignment, and the strongest opposite alignment aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends.

3rd round: The power and location of each aura. If an aura is outside your line of sight, then you can discern its direction but not its exact location.

Aura power: An alignment aura's power depends on the type of alignment creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.

For example, as indicated on the table, an evil outsider with 12 HD has an overwhelming aura of alignment. An opposite alignment cleric who casts this spell and directs it at the location of such a creature for longer than 1 round loses the spell and is stunned for 1 round if his character level is 6th or lower.

\*Except for undead and outsiders, which have their own entries on the table.

\*\*Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.

Lingering Aura: An alignment aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If Detect Alignment is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

 Moderate
 Strong
 Overwhelming

Animals, traps, poisons, and other potential perils are not alignmnet, and as such this spell does not detect them.

Each round, you can turn to detect alignment in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Deep Mushroom

**Effects** | Insanity, Death, Cramping, If cleaned stamina regain for non magical beings.

Deep mushroom refers to the entire group of fungi that grows underground in caves and in swamps. Collection can be a dangerous task, as the Deep Mushrooms are often infested harsh toxins in the spawn. Because of this, merchants often recruit halfling hirelings for the job, and pay them a meager percentage of what they earn selling the mushrooms to surfacers.

The most common varieties used in the herbalist's trade are the Blightcap, Ghoul's Mushroom, and Brimstone Mushroom, almost all of which tend to carry the corruption. While they cannot transmit the disease, this trait often makes them quite poisonous. Deep mushrooms should only be handled by experienced herbalists and should never be consumed without first being adequately cleaned and prepared. Careless consumption has been known to cause insanity, severe abdominal cramping, and even death.
Create Water

**Spell Resistance** | No

This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large - possibly creating a downpour or filling many small receptacles.

*Note:* Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Altum

Altum is the plane of Battle and Protection and thus is home to Speln Ge and Avlauf. This plane boasts large fields, mountains, and a great palace wherein its inhabitants lay readying for battle each day, and return to the halls for drink each night. All that lay slain returning to the hall. Within the palace there are millions of rooms in which a soul that lives within Altum may enter, and upon entering create a new realm for themselves.

## Locations

### Field of the Saved

Avlauf's realm in known as the Field of the Saved, a never ending grass plane filled with wildflowers. Praise be to Avlauf and he will lead those who have suffered in life to salvation.
Beauport

An estate located in Fareach, Ravens Hold, Julsmirr.

This structure stands out amount the traditional dwarven architecture of the thorp. The home represents a mushroom more than a house, with curving turrets and curved roofs.

## Occupants

* Lotti Abella Maryline Fankhauser
* Ebsjorn Larsson

## Items of Note

### Books

* Ash Compendium
* Chance's Folly
* Herbalists Guide to The Dark Mire
* Herbalists Guide to Ravens Hold

### Magic Items

* Gaseous form (potion) 750gp
* Endure elements (potion) 50gp
* Cure serious wounds (potion) 750gp
* Invisibility (potion or oil) 300gp
* Divine Scroll (Animal Growth (1125 gp), Spell Resistance (1125 gp), Transmute Mud to Rock (1125 gp), Transmute Metal to Wood (2275 gp), Antimagic Field (3000 gp), Fire Storm (3000 gp)) (total 11650 gp)

### Art

* Carved Wooden Staff studded with Gold (300 gp)
* Small Bag of Exotic Spices (300 gp)
Crystal Grace

## Background

The flowers of the **crystal grace** plant are appreciated for their beauty as well as their medicinal value. Pale blue and shaped like delicate crystal bells, the flowers should almost tinkle in the breeze. In fact, I have heard a tale of an Fittionish lady who ordered crystal grace to be planted all over her bower and then hired a mage from the Marble Spire to enchant them to do just that. Eventually, she grew tired of the chiming and set fire to her lawn in a fit of pique.

Let us learn from this. These plants were created exactly as intended, and our interference rarely improves them.

—An excerpt from *The Botanical Compendium,* by Ines Arancia, botanist

## Uses

Upgrades:

* Fire Resistance Tonic
* Pitch Grenade
* Rock Armor Tonic
Augury

**Duration** | Instantaneous

An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.

The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:

* Weal (if the action will probably bring good results).
* Woe (for bad results).
* Weal and woe (for both).
* Nothing (for actions that don’t have especially good or bad results).

If the spell fails, you get the “nothing” result. A cleric who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury.

The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.

Material Component: Incense worth at least 25 gp.

Focus: A set of marked sticks, bones, or similar tokens of at least 25 gp value.