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Warlock

Born of a supernatural bloodline, a warlock seeks to master the perilous magic that suffuses their soul. Many warlocks are champions for the forces of evil or chaos, sometimes both. Long ago, their ancestors forged grim pacts with dangerous extraplanar powers, trading away portions of their souls in exchange for supernatural power. While some warlocks have turned away from evil others still actively oppose it, they are still chained by the old pacts through which they derive their powers. The demand to further the designs of their dark patrons, or to resist them, drives most warlocks to seek the opportunities for power, wealth, and great deeds, for good or ill.

Unlike sorcerers, wizards, or other arcanists, who approach magic through the medium of spells, a warlock invokes powerful magic through willpower alone. By harnessing his innate magical gift through that and determination, a warlock can perform all manner of supernatural feats known as invocations, or otherwise scour their foes with eldritch power and raw magical energy. As their power grows, they are able to call upon the unnatural resilience of their patrons and resist the elements as they would.

**WARNING:** To cast an invocation, a warlock must have a Charisma score of 10 + the incantation's grade. For example, to cast a dark invocation, a warlock must have a Charisma of 14.

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

- **Alignment Restrictions:** Any chaotic or evil.
- **Base Attack Bonus:** +3 / 4 Levels.
- **Hit Die:** d6.
- **Primary Saving Throws:** Will.
- **Proficiencies:** All simple weapons and light armor. Warlocks are not proficient with shields.
- **Skill Points (\*4 at 1st level):** 2 + Int Modifier.
- **Spellcasting:** Warlock Invocations. (Charisma-based, no spell preparation, spell failure from medium and heavy armor, and shields is a factor)
- **Ex-Warlocks:** A warlock that is no longer either chaotic or evil loses all warlock spells and abilities and cannot gain levels until their alignment is either chaotic or evil again.

**Note:** Warlocks cannot qualify for prestige classes with spellcasting level requirements, as they never actually learn to cast spells.

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

**Level**
1: Eldritch Blast - At will, use eldritch power to deal magical damage.
3: Damage Reduction I - Gain 1/+1 damage reduction.
7: Damage Reduction II - Gain 2/+1 damage reduction.
8: Fiendish Resilience I (1x/day) - Fast healing 1.
10: \*Energy Resistance I - Gain 5 damage resistance vs 2 types of energy.
11: Damage Reduction III - Gain 3/+2 damage reduction.
13: Fiendish Resilience II (1x/day) - Fast healing 2.
15: Damage Reduction IV - Gain 4/+2 damage reduction.
18: Fiendish Resilience III (1x/day) - Fast healing 5.
19: Damage Reduction V - Gain 5/+3 damage reduction.
20: Energy Resistance II - Damage resistance increases to 10.

**Invocation Progression:**
Undeath's Eternal Foe

Spell Level: Cleric 9; Favored Soul 9; Voodan 9; Repose domain cleric 8

Innate Level: 9

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Long

Area of Effect / Target: Huge

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

All allies in the area of effect receive the following
bonuses:

\*Immunity to negative energy damage

\*Immunity to level drain

\*Immunity to ability score decreases

\*Immunity to poison

\*Immunity to disease

\*Immunity to fear

\*+4 dodge bonus to Armor Class
Shillelagh

**Shillelagh**

Spell Level: Druid 1; Voodan 1

Innate Level: 1

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Creature, Club or Quarterstaff

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

Targeted club or quarterstaff gains a +1 enhancement bonus and 1d6 bonus damage.
Cuarto de Fundición

El **Cuarto de Fundición**(**Burning Room** en E.U.A) es la habitación principal de las Gemas de Cristal. Al igual que otras habitaciones del Templo, a éste se puede acceder desde la puerta principal de la Casa de Playa.

## Descripción

La Sala de Fundición parece ser profundo en el Templo, debido a su conexión directa con el Corazón de Cristal y parece estar conectado con el Cuarto de Amatista. Tiene un pozo de lava que se utiliza para destruir Reliquias del Mal. La habitación tiene gemas que flotan en burbujas de luz en todo el techo, las cuales son Monstruos Gemas que ya han combatido y las guardan en burbujas para mantenerlas contenidas.

## Curiosidades

* Según Amatista, sólo Garnet puede entrar al Cuarto de Fundición. Tal vez debido a que Garnet es la única que puede activar la puerta para entrar, o lo peligroso que puede ser entrar en contacto con los cristales del cuarto.
	+ A pesar de esto, Amatista, Perla y Steven han entrado muchas veces en el lugar.
* Aquí se contienen las gemas de los Monstruos Gemas ya combatidos y gemas rotas o corrompidas.
Sacred Healing

**Type of Feat:** General
**Prerequisite:** Turn Undead, Heal 8 ranks.
**Required For:** Sacred Purification.
**Specifics:** The character may spend one of his turn undead attempts to grant fast healing 3 to all living allies (including himself) within 60 feet for a number of rounds equal to 1 + his Charisma bonus.
**Use:** Selected.
Shadow Form

Caster Level(s): Assassin 4; Hexblade 4; Wizard / Sorcerer 5

Innate Level: 4

School: Illusion

Descriptor(s): Shadow

Component(s): Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

Shadows rise from the ground to envelop the caster. The shadows easily move with him, guiding his steps and how to hold his body. The shadows wrapping his form grant him a +4 bonus to Hide and Move Silently and 20% concealment against ranged and melee attacks.
Time Stop

**Time Stop**

**Spell level:** Beguiler 9; Wizard / Sorcerer 9

**Innate level:** 9

**School:** transmutation

**Components:** verbal

**Range:** personal

**Area of effect:** caster

**Duration:** 1d4+1 rounds

**Save:** none

**Spell resistance:** no

**Description:**

 This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.

You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature’s possession.

You are undetectable while time stop lasts.

### Notes:

Creatures caught in Time Stop will be under the following effects:

* 100% immunity to all damage types
* Immunity to ability damage
* Immunity to all spells
	+ Only applies if the spell allows for a spell resistance check. Example: Grease would be unaffected
* 100% concealment

The intention is that any spell or attack that causes direct harm to a creature will have no effect, however actions like buffing/healing yourself and allies or setting down AoE duration spells will be options.
Terrifying Roar

Invocation Grade: Greater

Equivalent Spell Level: 5

Descriptor:

Component(s): Verbal, Somatic

Range: Medium

Area of Effect / Target: Cone

Duration: 1 Round

Save: Will Partial

Spell Resistance: Yes

All creatures within the area whose Hit Dice are equal to or less than the warlock's caster level become panicked for 1 round. Any creature that succeeds on a Will save is shake for 1 round instead, suffering -2 penalty to attack rolls, saving throws and skills. Creatures already shaken, immune to mind-affecting spells and abilities or fear effects are not affected by this invocation.
Unremarkable

**Type of Feat:** General
**Prerequisite:** Cha 9+, can only take this feat at 1st and 2nd-level.
**Specifics:** The character has an average look and is otherwise unremarkable. As long as his Charisma remains between 9 and 11, his outcast rating reputation dissipates at a faster rate and NPCs are less likely to recognize him if they see him again.
**Use:** Automatic.
Summon Creature I

**Summon Creature I**

Spell Level: Bard 1; Blackguard 1; Cleric 1; Druid 1; Favored Soul 1; Ranger 1; Voodan 1; Wizard / Sorcerer 1

Innate Level: 1

School: Conjuration

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Point

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The caster summons a dire badger to be a faithful and loyal
servant.
Scalding Gust

Invocation Grade: Least

Equivalent Spell Level: 2

Descriptor:

Component(s): Verbal, Somatic

Range: Medium

Area of Effect / Target: Line

Duration: Instant

Additional Counter Spells:

Save: Fortitude Negates

Spell Resistance: Yes

The warlock creates a strong blast of wind that originates from his fingertips and moves in the direction he is facing. Any object caught in the path is knocked prone for two rounds. The wind is powerful enough to disperse any cloudlike spells it comes in contact with, and will open or close unlocked doors, and extinguish non-magical fires (such as campfires).

Any creature within the effect takes 1 point of fire damage per caster level, regardless of whether it succeeds on the Fortitude save to avoid the gust.
Trickery domain

## Domain Special Abilities

**Divine Trickery** - Bonus to Hide, Influence, Search, Disable Trap, Disguise, Move Silently, Open Lock, and Sleight of Hand checks equal to 1 per 2 levels. This effect lasts for 5 turns + the cleric's Charisma modifier.

## Bonus Spells

* Level 2 Invisibility
* Level 3 Invisibility Sphere
* Level 5 Improved Invisibility
Rheumatism

**Rheumatism**

Spell Level: Druid 2; Ranger 2; Voodan 2

Innate Level: 2

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: 2 Rounds / Level

Additional Counter Spells:

Save: Fortitude Negates

Spell Resistance: Yes

You cause your enemy's bones and joints to fuse into
arthritic mounds, causing two of the four following penalties, selected at
random, to occur:

-4 penalty to dexterity

-4 penalty to attack bonus

20% spell failure

20% movement speed penalty
Wail of the Banshee

**Wail of the Banshee**

Spell Level: Warmage 9; Wizard / Sorcerer 9; Mora domain cleric 9

Innate Level: 9

School: Necromancy

Descriptor: Death

Component: Verbal

Range: Short

Area of Effect / Target: Colossal

Duration: Instant

Additional Counter Spells:

Save: Fortitude Negates

Spell Resistance: Yes

You emit a terrible scream that kills all creatures that
hear it (except for yourself).
Summon Creature IV

Spell Level: Bard 4; Blackguard 4; Cleric 4; Druid 4; Favored Soul 4; Ranger 4; Voodan 4; Wizard / Sorcerer 4

Innate Level: 4

School: Conjuration

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Point

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The caster summons a dire spider to be a faithful and loyal
servant.
Voracious Dispelling

Invocation Grade: Lesser

Equivalent Spell Level: 4

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single or Large

Duration: Instant

Save: None

Spell Resistance: No

This invocation attempts to strip all magical effects from a single target. It can also target a group of creatures, attempting to remove the most powerful spell effect from each creature. To remove an effect, the warlock makes a dispel check of 1d20, +1 per caster level (to a maximum of +10) against a DC of 12 + the spell effect's caster level. Any creature with active spell effects dispelled by this invocation takes 1 point of magical damage per level of the spell effects.
Sleight of Hand

**Ability:** Dexterity.
**Requires Training:** Yes.
**Classes:** All.

Sleight of Hand allows a character to palm coin-sized objects, hide small objects or take objects from a creature's backpack.

**Check:** There are two parts to a successful Sleight of Hand check. First, if trying to take an item from another creature, the item must first be acquired, and then the targeted creature must not notice the theft. Stealing the item is a simple skill test against the target's DC. The base DC for a neutral or tolerant creature is 20, and 30 for a hostile creature. This roll is modified by armor check penalties. The targeted creature then makes an opposed Spot check against the character's Sleight of Hand check. Hostile creatures have a +10 bonus to their Spot checks in this test. If the targeted creature succeeds at this opposed check, then the target has detected the theft attempt. An NPC who detects the attempt will turn hostile, and a PC will be informed that the character has attempted to use Sleight of Hand on him. If the character is successful at both checks, then he steals the item without being detected.

A Sleight of Hand check (DC 10 \* the item's weight. The minimum DC is 10) lets the character palm a tiny or coin-sized, unattended object without alerting others. Performing a minor feat of legerdemain, such as making a coin disappear, also has a DC of 10 unless an observer is determined to note where the item went.

When the character uses this skill under close observation, the skill check is opposed by the observer's Spot check. The observer's success doesn't prevent the character from performing the action, just from doing it unnoticed.

The character can hide a small object (including a light weapon or an easily concealed ranged weapon, such as a dart, sling, or hand crossbow) on his body. The Sleight of Hand check is opposed by the Spot check of anyone observing him or the Search check of anyone frisking him. In the latter case, the searcher gains a +4 bonus on the Search check, since it's generally easier to find such an object than to hide it. A dagger is easier to hide than most light weapons, and grants the character a +2 bonus on his Sleight of Hand check to conceal it. An extraordinarily small object, such as a coin, shuriken, or ring, grants the character a +4 bonus on his Sleight of Hand check to conceal it, and wearing heavy or baggy clothing (such as a cloak) grants him a +2 bonus on the check.

The character can also use Sleight of Hand to entertain an audience as though he were using the Perform skill. In such a case, his "act" encompasses elements of legerdemain, juggling, and the like.

**Use:** To steal an item from a creature, select skill, then a valid target. When acquiring a tiny object, if the character succeeds at a Sleight of Hand check against a DC of 10 \* the item's weight (minimum DC 10), nearby enemies will not roll to detect the act.
Trapmaster

**Type of Feat:** General

**Prerequisite:** Int 13+, Uncanny Dodge III.

**Specifics:** The character has studied the funereal architecture and lethal traps of a dozen long-dead cultures. His familiarity with ancient tombs, vaults, and other such sites has instilled in him an uncanny knack for avoiding traps. He receives a +4 bonus on Reflex saves made against the effects of traps and a +2 bonus to Disable Trap.

**Use:** Automatic.
Wild Shape (non-aggressive)

**Type of Feat:** Class
**Prerequisite:** Druid level 5.
**Specifics:** The character can use his wild shape ability to assume the form of a non-aggressive animal. He can assume the following shapes: cat, deer, dog, hare, mink, squirrel, rat, and turtle. Upon transforming, the character regains lost hit points as if they had rested for a night. This is only effective once per day.
**Use:** Selected. After choosing the ability, the character must choose an animal form to take.

It is worth of mention that the Hare is the form with the greatest Dexterity from all the regular forms.
Warmage Edge

**Type of Feat:** Class
**Prerequisite:** Warmage level 1.
**Specifics:** Whenever a warmage casts a warmage spell that deals hit point damage, he adds his Intelligence bonus (if any) per spell level (minimum 1) to the amount of damage dealt. This extra damage cannot exceed the maximum damage the spell would do without it. A spell can never gain this extra damage more than once per casting. For instance, a Fireball deals the extra damage to all creatures in the area it affects. However, only the first missile of Isaac's Greater Missile Storm gains the extra damage. If a spell deals damage for more than 1 round, it deals this extra damage in each round.

The bonus damage applies only to spells that he casts as a warmage, not to those he might have by virtue of levels in another class.

**Use:** Automatic.
Sunburst

**Sunburst**

Spell Level: Druid 8; Voodan 8; Wizard / Sorcerer 8; Warmage 8
Innate Level: 8
School: Evocation
Descriptor(s): Blindness, Light
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Colossal
Duration: Instant
Additional Counter Spells:
Save: Reflex Special
Spell Resistance: Yes

A brilliant explosion occurs where the caster directs, blinding and burning all enemy creatures within the area of effect. Undead and oozes take 1d6 points of magical damage per caster level, to a maximum of 25d6. All other creatures take 6d6 points of magical damage. A successful Reflex save halves the damage and voids the blindness. Vampires are instantly slain if they fail a reflex saving throw.

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

Shadowdancers operate in the border between light and darkness. These nimble artists of deception are never completely trusted but always induce wonder when met. Many use their abilities to infiltrate past defenses and dupe others. Rogues and bards are the most common shadowdancers.

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

- **Base Attack Bonus:** +3 / 4 Levels.
- **Hit Die:** d8.
- **Primary Saving Throw:** Reflex.
- **Proficiencies:** Simple weapons and light armor.
- **Skill Points:** 6 + Int Modifier.

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

**Skills:** Hide 10 ranks, Move Silently 8 ranks, Perform 5 ranks.
**Feats:** Dodge and Mobility.

**ABILITIES:**

**Level**
1: Hide in Plain Sight - Can hide even while being observed.
2: Darkvision - Able to see in unlit areas.
Evasion - A successful Reflex save for half damage results in no damage.
Uncanny Dodge I - Retain Dexterity bonus to AC, even when flat-footed.
3: Shadow Daze - Inflict an illusory daze upon an enemy.
Summon Shadow - Able to summon a shadow.
4: Shadow Evade - Temporary AC, concealment and damage reduction bonuses.
5: Defensive Roll - Avoid killing blows with a Reflex save.
Uncanny Dodge II - +1 bonus on reflex saves vs traps. Grants immunity to sneak attacks from a flanking attacker unless the attacker has at least four more combined class levels of rogue, assassin, barbarian, and shadowdancer than the defender.
6: Summon Shadow - Able to summon two shadows.
7: Slippery Mind - Failed Will saving throws get an automatic re-roll.
9: Summon Shadow - Able to summon three shadows.
10: Improved Evasion - Take half damage even on a failed Reflex save.
Uncanny Dodge III - +2 bonus on Reflex saves vs. traps.
Wall of Perilous Flame

Invocation Grade: Greater

Equivalent Spell Level: 5

Descriptor:

Component(s): Verbal, Somatic

Range: Medium

Area of Effect / Target: Wall 30 Feet Long

Duration: 1 Round / Level (max 10)

Save: None

Spell Resistance: No

The warlock conjures a wall of fire, creating a curtain of fire that deals 2d6 points of damage + 1 per caster level (max +20) to any creature that attempts to pass through it. Half of the damage caused by the wall is untyped and the other half is fire. When cast, the wall creates a wave of heat, dealing 2d4 fire damage to all nearby creatures.
Scare

Spell Level: Bard 1; Blackguard 1; Cleric 1; Favored Soul 1; Hexblade 1; Voodan 1; Wizard / Sorcerer 1

Innate Level: 1

School: Necromancy

Descriptor: Fear, Mind-Affecting

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: 1d4 Rounds or 1 Round

Additional Counter Spells: Remove Fear

Save: Will Negates

Spell Resistance: Yes

The target creature is consumed with a mind-numbing fear
that overrides all other actions, causing it to flee from its enemies for 1d4
rounds. On a successful will saving throw, the target does not flee in fear but
is instead shaken, suffering a -2 penalty to attack bonus, damage, saving
throws, and skills for 1 round. Creatures with more than 7 Hit Dice are
unaffected by this spell.
Relentless Dispelling

Invocation Grade: Lesser

Equivalent Spell Level: 4

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: Instant

Save: None

Spell Resistance: No

This invocation attempts to strip all magical effects from a single target. To remove an effect, the warlock makes a dispel check of 1d20, +1 per caster level (to a maximum of +10) against a DC of 12 + the spell effect's caster level. The round after the warlock uses this invocation, the target of the effect is subjected to another targeted dispel magic at the start of the warlock's turn.
Warmage Spells

## Warmage Spells

**Level 0**

* Acid Splash
* Disrupt Undead
* Light
* Ray of Frost

**Level 1**

* Burning Hands
* Grease
* Ice Dagger
* Lesser Orb of Acid
* Lesser Orb of Cold
* Lesser Orb of Electricity
* Lesser Orb of Fire
* Lesser Orb of Sound
* Magic Missile
* Shocking Grasp
* Sleep
* True Strike

**Level 2**

* Balagarn's Iron Horn
* Cloud of Bewilderment
* Combust
* Continual Flame
* Death Armor
* Flame Weapon
* Melf's Acid Arrow
* Sound Burst

**Level 3**

* Fire Shield
* Fireball
* Flame Arrow
* Gust of Wind
* Ice Storm
* Lightning Bolt
* Poison
* Scintillating Sphere
* Stinking Cloud

**Level 4**

* Blast of Sand
* Contagion
* Energy Vortex
* Evard's Black Tentacles
* Isaac's Lesser Missile Storm
* Orb of Acid
* Orb of Cold
* Orb of Electricity
* Orb of Fire
* Orb of Force
* Orb of Sound
* Phantasmal Killer
* Wall of Fire

**Level 5**

* Ball Lightning
* Boreal Wind
* Cloudkill
* Cone of Cold
* Firebrand
* Flame Strike
* Mestil's Acid Sheath
* Prismatic Ray

**Level 6**

* Acid Fog
* Blade Barrier
* Chain Lightning
* Circle of Death
* Disintegrate
* Isaac's Greater Missile Storm
* Tenser's Transformation

**Level 7**

* Delayed Blast Fireball
* Finger of Death
* Earthquake
* Fire Seeds
* Fire Storm
* Mordenkainen's Sword
* Prismatic Spray
* Sunbeam

**Level 8**

* Bombardment
* Horrid Wilting
* Incendiary Cloud
* Polar Ray
* Shockwave
* Sunburst

**Level 9**

* Elemental Swarm
* Implosion
* Meteor Swarm
* Wail of the Banshee
* Weird
Radiant Assault

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

Innate Level: 7

School: Evocation

Descriptor: Light, Mind-Affecting

Component: Verbal, Somatic

Range: Long

Area of Effect / Target: Huge

Duration: Instant

Additional Counter Spells:

Save: Will Half

Spell Resistance: Yes

You call down a blast of multicolored light. This kaleidoscopic burst of energy deals 1d6 points of magical damage for every caster level above caster level 5, and all creatures within the burst are dazed for 1d6 rounds. On a successful Will save, the daze is negated and targets take half damage.
Shackle

**Shackle**

Spell Level: Cleric 3; Favored Soul 3; Paladin 3; Voodan 3; Wizard / Sorcerer 4

Innate Level: 3

School: Evocation

Descriptor: Paralysis

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: 2 Turns

Additional Counter Spells:

Save: Fortitude Negates

Spell Resistance: Yes

A binding coil of light swirls from your hand. The target
must make a fortitude save or become paralyzed. The DC is 10 + 1/2 caster level
+ your strength modifier. Each round, a paralyzed target may attempt to break
free with a strength check. You gain a +11 modifier on this check.
Sacred Purification

**Type of Feat:** General
**Prerequisite:** Turn Undead, Sacred Healing, Heal 8 ranks.
**Required For:** Sacred Boost.
**Specifics:** The character may spend one of his turn undead attempts to create a pulse of positive energy. All living allies (including himself) within 60 feet heal an amount of damage equal to 1d8 points + his Charisma bonus. Undead creatures take 1d8 points of positive damage + the character's Charisma bonus.
**Use:** Selected.
Sonic Weapon

**Sonic Weapon**

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

Innate Level: 2

School: Transmutation

Descriptor: Sonic

Component: Verbal

Range: Touch

Area of Effect / Target: Creature or Weapon

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

You shroud the touched weapon in visible sound like a thin
sheen of water. While the spell is in effect, the affected weapon deals an
extra 1d6 points of sonic damage with each successful attack.
Silence

**Silence**

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

Innate Level: 2

School: Illusion

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Colossal

Duration: 1 Round / Level

Additional Counter Spells: Horizikaul's Boom, Sound Burst

Save: Will Negates

Spell Resistance: No

All creatures caught in the area of effect are silenced.
Being silenced grants 100% immunity to sonic damage, but prevents the casting
of spells with verbal components. Characters who are silenced automatically
succeed on Move Silently checks. If cast on an ally, no saving throws or spell
resistance checks are necessary.
Touch of Idiocy

Spell Level: Beguiler 2; Hexblade 2; Wizard / Sorcerer 2

Innate Level: 2

School: Enchantment

Descriptor: Mind-Affecting

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single Living Creature

Duration: 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: Yes

With a touch, you reduce the target's mental faculties. Your
successful melee touch attack drains 1d6 Intelligence, Wisdom, and Charisma
from the target.
Witchwood Step

Invocation Grade: Lesser

Equivalent Spell Level: 3

Descriptor:

Component: Somatic

Range: Personal

Area of Effect / Target: Self

Duration: 24 Hours

Save: None

Spell Resistance: No

The warlock's footsteps become supernaturally sure and supportive. He is immune to the grease, vine mine, web, and entangle spells.
Shelgarn's Persistent Blade

**Shelgarn’s Persistent Blade**

Spell Level: Wizard / Sorcerer 1

Innate Level: 1

School: Evocation

Descriptor: Force

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Point

Duration: 1 Hour + 1 Turn / 2 Levels

Additional Counter Spells:

Save: None

Spell Resistance: No

The caster creates a dagger of magical force that acts as a
faithful and loyal servant.
Vitriolic Blast

Invocation Grade: Greater

Equivalent Spell Level: 6

Descriptor:

Component(s): Somatic

Range: Long

Area of Effect / Target: Single

Duration: Instant

Save: None

Spell Resistance: No

The warlock changes his eldritch blast into a vitriolic blast. A vitriolic blast deals acid damage instead of magical damage, and it is formed from conjured acid, making it different from other eldritch essences because it ignores spell resistance. In addition to the normal damage from the blast, creatures struck by a vitriolic blast automatically take an extra 2d6 points of acid damage on following rounds. This acid damage persists for 1 round per five caster levels.

For example, a 15th-level warlock deals 2d6 points of acid damage per round for 3 rounds after the initial vitriolic blast attack.
Season 6

Season 6 of *The Joy of Painting* aired on many PBS stations in the 1985-1986 season. *The Joy of Painting* logo had given a new look starting with this season, which remained in use until the end of the series in 1994. This is also the last season where Bob Ross uses Bill Alexander’s Magic Oil Paints.

## Bob Ross The Joy Of Painting Season 6

* Blue River
* Nature's Edge
* Morning Mist
* Whispering Stream
* Secluded Forest
* Snow Trail
* Arctic Beauty
* Horizons West
* High Chateau
* Country Life
* Western Expanse
* Marshlands
* Blaze of Color
Season 4

Season 4 of *The Joy of Painting* aired on many PBS stations in 1984, and "Interlude" was higher pitched.

## Episode list

* Purple Splendor (September 5, 1984)
* Tranquil Valley (September 12, 1984)
* Majestic Mountains (September 19, 1984)
* Winter Sawscape with guest artist Dorothy Dent (September 26, 1984)
* Evening Seascape (October 3, 1984)
* Warm Summer Day (October 10, 1984)
* Cabin in the Woods (October 17, 1984)
* Wetlands (October 24, 1984)
* Cool Waters (October 31, 1984)
* Quiet Woods (November 7, 1984)
* Northwest Majesty with guest artist Diane Andrè (November 14, 1984)
* Autumn Days (November 21, 1984)
* Mountain Challenge (November 28, 1984)
True Seeing

Spell Level: Beguiler 6; Cleric 5; Druid 7; Favored Soul 5; Monster Hunter 4; Voodan 5; Wizard / Sorcerer 6; Animal domain cleric 3; Knowledge domain cleric 4.

Innate Level: 5

School: Divination

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The target creature gains the ability to see invisible and ethereal creatures, and to see in magical darkness. The target gains a +1 skill bonus to Spot and Search for every 2 caster levels. The target is also able to see through most illusions and gains immunity to harmful illusion spells and spell-like abilities. The target also sees the true form of polymorphed, changed, or transmuted creatures. This only refers to changes created through spells or spell-like powers, not supernatural or extraordinary abilities.
Shades of Grey

The painting of this episode was done with a mixture of blue and brown colors to create a grey color. The only other color used was Titanium White.

## Quircks

* Cleaning the Brush Jokes
* Painting Jokes

## Painting Features

This painting features the following elements:

Clouds

 Mountains

 Lakes

 Trees

 Evergreen Trees

 Snow

 Bushes

 Cabins

 Daylight
Walk Unseen

Invocation Grade: Lesser

Equivalent Spell Level: 2

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Self

Duration: 24 Hour

Save: None

Spell Resistance: No

The warlock gains the ability to fade from view. He becomes invisible and impossible to detect using normal vision. Any offensive action taken by the warlock will immediately cancel the invisibility.
Season 10

Season 10 of The Joy of Painting aired on many PBS stations in 1986.

## Episode list

* Towering Peaks (September 3, 1986)
* Cabin at Sunset (September 10, 1986)
* Twin Falls (September 17, 1986)
* Secluded Bridge (September 24, 1986)
* Ocean Breeze (October 1, 1986)
* Autumn Woods (October 8, 1986)
* Winter Solitude (October 15, 1986)
* Golden Sunset (October 22, 1986)
* Mountain Oval with guest artist Steve Ross (October 29, 1986)
* Ocean Sunset (November 5, 1986)
* Triple View (November 12, 1986)
* Winter Frost (November 19, 1986)
* Lakeside Cabin (November 26, 1986)
Warlock Invocations

## Warlock Invocations

Eldritch Blast invocations *in* *italics*.

**Least:**

* All-Seeing Eyes
* Beguiling Influence
* Call of the Beast
* Cocoon of Refuse
* Cold Comfort
* Dark One’s Own Luck
* Darkness (Invocation)
* Deafening Roar
* Devil's Sight
* Draconic Knowledge
* Endure Exposure
* Entropic Warding
* *Frightful Blast*
* *Hammer Blast*
* Leaps and Bounds
* Magic Insight
* Miasmic Cloud
* Otherworldly Whispers
* Scalding Gust
* See the Unseen
* *Sickening Blast*
* Swimming in the Styx
* Voice of Madness

**Lesser:**

* *Beshadowed Blast*
* *Brimstone Blast*
* Charm
* Curse of Despair
* Dread Seizure
* *Eldritch Chain*
* Energy Resistance
* *Hellrime Blast*
* Ignore the Pyre
* Relentless Dispelling
* Spider-Shape
* The Dead Walk
* Thieves’ Bane
* Voidsense
* Voracious Dispelling
* Walk Unseen
* Witchwood Step

**Greater:**

* Aura of Flame
* *Bewitching Blast*
* Caustic Mire
* Devour Magic
* Draconic Toughness
* *Eldritch Cone*
* *Eldritch Line*
* Enervating Shadow
* Hellspawned Grace
* *Hindering Blast*
* *Noxious Blast*
* Painful Slumber of Ages
* *Penetrating Blast*
* *Repelling Blast*
* Terrifying Roar
* *Vitriolic Blast*
* Wall of Perilous Flame

**Dark:**

* *Binding Blast*
* Chilling Tentacles
* *Eldritch Doom*
* Energy Immunity
* Instill Vulnerability
* Retributive Invisibility
* *Utterdark Blast*
* Word of Changing
Torrent of Tears

**Torrent of Tears**

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

Innate Level: 2

School: Enchantment

Descriptor: Blindness, Mind-Affecting

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single Living Creature

Duration: 1 Turn

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

You force the subject to cry. For the duration of the spell,
the subject is blinded and suffers a -2 penalty to attack rolls, saving throws,
and skills.
Season 18

Season 18 of *The Joy of Painting* aired on many PBS stations in 1989.

## Episode list

* Half Oval Vignette (July 5, 1989)
* Absolutely Autumn (July 12, 1989)
* Mountain Seclusion (July 19, 1989)
* Crimson Oval (July 26, 1989)
* Autumn Exhibition (August 2, 1989)
* Majestic Peaks (August 9, 1989)
* Golden Morning Mist (August 16, 1989)
* Winter Lace (August 23, 1989)
* Seascape Fantasy (August 30, 1989)
* Double Oval Stream (September 6, 1989)
* Enchanted Forest (September 13, 1989)
* Southwest Serenity (September 20, 1989)
* Rippling Waters (September 27, 1989)
Bob Ross: The Happier Painter (Documentary)

videoThe Happier Painter is a documentary about Bob Ross and his life.

## Attitude

Bob Ross was always a very happy person. He was like Mr Rogers is a sense, that even behind the scenes, he was said by friends to always be very respectful and nice. Sphyciatrists would say that although Bob Ross was curious to them, they still enjoyed his show greatly!

## Jimm Needham

On the documentary, Needham who worked with Bob, always found his tone, demenor and voice very soothing. And he was also very impressed by his sincerity. He said people "related to Bob Ross."

## Jerod Neimman

Jerod, a country music singer, said that he thought Bob Ross had an aura that made people like him very much.

## Terrence Howard

During the documentary, Terence Howard stated that his father spent alot of his time watching Bob Ross when he came home from work.

During the documentary the talk about Wet On Wet/Alla Prima. It talks about Bob Rosses childhood, and the start of his painting career in '75.
Season 12

Season 12 of *The Joy of Painting* aired on many PBS stations in 1987.

## Episode list

* Golden Knoll (April 29, 1987)
* Mountain Reflections (May 6, 1987)
* Secluded Mountain (May 13, 1987)
* Bright Autumn Trees (May 20, 1987)
* Black Seascape (May 27, 1987)
* Steep Mountains (June 3, 1987)
* Quiet Mountain River (June 10, 1987)
* Evening Waterfall (June 17, 1987)
* Tropical Seascape (June 24, 1987)
* Mountain at Sunset (July 1, 1987)
* Soft Mountain Glow (July 8, 1987)
* Mountain in an Oval (July 15, 1987)
* Winter Mountain (July 22, 1987)
Dirge

**Dirge**

Spell Level: Bard 6; Voodan 9

Innate Level: 6

School: Evocation

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Medium

Duration: 1 Round / Level

Additional Counter Spells:

Save: Fortitude Negates

Spell Resistance: Yes

The caster's song draws the energies of death and
destruction. Enemies in the area of effect suffer 2 points of Strength and
Dexterity damage each round they remain near the caster. This damage persists
for 1 round per caster level.
Word of Changing

Invocation Grade: Dark

Equivalent Spell Level: 5

Descriptor: Curse

Component(s): Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: Permanent

Save: Fortitude Negates

Spell Resistance: Yes

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

Constructs, oozes, plants, shapechangers, undead and incorporeal creatures are immune to the effects of Word of Changing.
Twitch.tv

Twitch.tv is a video streaming service that allowed people to share their gaming experiences online with thousands of viewers all communicating in the built in chat.

For the release of their new service Twitch Creative, Twitch started with a non-stop live stream of every episode of The Joy of Painting.
Bellows-Class Afterburner

## Description

The Remnant live in an environment where the raw materials for fuel are relatively common on the winds of the nebula. As such, their ships incorporate significant built-in ramscoop technology, and while they are reluctant to waste fuel, they aren't afraid of using it when needed. Far more important is the ability for their ships to quickly and efficiently enter or exit combat as needed. At the end of the day, it is continued life that is paramount.

The Bellows-Class Afterburner embodies this philosophy by providing captains with a tool that allows them to make great leaps of acceleration, typically during evasive maneuvers or to catch up with a fleeing target. Due to their enormous fuel usage, only the most specialized of ships have enough fuel to use these for more than a few seconds at a time before completely running out of fuel.

## Location

After accepting the Remnant storyline mission "Remnant: Cognizance 32", Bellows-Class Afterburners can be purchased at the following ports:

* Aventine, Pantica
* Caelian, Cinxia
* Viminal, Arculus

## Information

* Bellows-Class Afterburners only become available during the Remnant storyline.
Cebalrai

## Commodity Prices

### Luxury Goods

1188

The Cebalrai system is located in the Dirt Belt and controlled by the Republic.

## Landing Locations

Cebalrai has the following landing locations:

* Tundra

## Links

Cebalrai links to the following systems:

* Hintar
* Kaus Borealis
* Menkent
* Rasalhague
* Rutilicus

## Amenities

Tundra possesses an outfitter, but not a shipyard.

## Mining

The following mineable asteroids spawn in Cebalrai:

* Gold
* Silicon

## Fleets

The following fleets spawn in Cebalrai before August 14, 3014:

* Small Militia
* Small Southern Merchants
* Large Southern Merchants
* Small Southern Pirates

The following fleets spawn in Cebalrai on and after August 14, 3014:

* Navy Surveillance
* Small Republic
* Large Republic
* Small Southern Merchants
* Large Southern Merchants
* Small Southern Pirates
Season 20

Season 20 of *The Joy of Painting* aired on many PBS stations in 1990.

It was the first season to have the "Bob in Overalls" intro, which would remain in use until the show's ending in 1994. The "Cartoon Bob" opening and closing animations were dropped.

## Episode list

* Mystic Mountain (April 4, 1990)
* New Day's Dawn (April 11, 1990)
* Pastel Winter (April 18, 1990)
* Hazy Day (April 25, 1990)
* Divine Elegance (May 2, 1990)
* Cliffside (May 9, 1990)
* Autumn Fantasy (May 16, 1990)
* Old Oak Tree (May 23, 1990)
* Winter Paradise (May 30, 1990)
* Days Gone By (June 6, 1990)
* Change of Seasons (June 13, 1990)
* Hidden Delight (June 20, 1990)
* Double Take (June 27, 1990)
Season 26

Season 26 of *The Joy of Painting* aired on many PBS stations in 1992. This season is dedicated to Bob Ross's wife Jane L. Ross, who died of cancer that same year.

## Episode list

* In the Stillness of Morning (December 1, 1992)
* Delightful Meadow Home (December 8, 1992)
* First Snow (December 15, 1992)
* Lake in the Valley (December 22, 1992)
* A Trace of Spring (December 29, 1992)
* An Arctic Winter Day (January 5, 1993)
* Snow Birch (January 12, 1993)
* Early Autumn (January 19, 1993)
* Tranquil Wooded Stream (January 26, 1993)
* Purple Mountain Range (February 2, 1993)
* Storm's a Comin' (February 9, 1993)
* Sunset Aglow (February 16, 1993)
* Evening at the Falls (February 23, 1993)
Season 8

Season 8 of *The Joy of Painting* aired on many PBS stations in 1986.

## Episode list

* Misty Rolling Hills (January 2, 1986)
* Lakeside Cabin (January 9, 1986)
* Warm Winter Day (January 16, 1986)
* Waterside Way (January 23, 1986)
* Hunter's Haven (January 30, 1986)
* Bubbling Mountain (February 6, 1986)
* Winter Hideaway (February 13, 1986)
* Foot of the Mountain (February 20, 1986)
* Majestic Pine (February 27, 1986)
* Cactus at Sunset (March 6, 1986)
* Mountain Range with guest artist Steve Ross (March 13, 1986)
* Lonely Retreat (March 20, 1986)
* Northern Lights (March 27, 1986)
Season 24

Season 24 of *The Joy of Painting* aired on many PBS stations in 1992. This season is dedicated to the memory of Bob Ross's mother Mrs. Ollie D. Ross, who died in 1991.

## Episode list

* Grey Mountain (January 7, 1992)
* Wayside Pond (January 14, 1992)
* Teton Winter (January 21, 1992)
* Little Home in the Meadow (January 28, 1992)
* Pretty Autumn Day (February 4, 1992)
* Mirrored Images (February 11, 1992)
* Back-Country Path (February 18, 1992)
* Graceful Waterfall (February 25, 1992)
* Icy Lake with guest artist Steve Ross (March 3, 1992)
* Rowboat on the Beach (March 10, 1992)
* Portrait of Winter (March 17, 1992)
* Footbridge (March 24, 1992)
* Snowbound Cabin (March 31, 1992)
Wrack

**Wrack**

Spell Level:

Innate Level: 4

School: Necromancy

Descriptor: Blindness

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single Humanoid

Duration: 1 Round / Level + 3d10 Turns

Additional Counter Spells:

Save: Fortitude Negates

Spell Resistance: Yes

The target humanoid is blinded by an overwhelming pain. The
target falls prone and helpless for 1 round per caster level, unable to shake
the sensation. Even when the pain subsides, its lingering memory haunts the
target for 3d10 turns, causing it to suffer a -2 penalty to attack bonus,
saving throws, and skills during this time.
Belonging

## Commodity Prices

### Luxury Goods

1031

Belonging is a system in Saryd space. It is controlled by the Coalition.

## Landing Locations

Belonging has the following landing locations:

* Cool Forest
* Diligent Hand

## Links

Belonging links to the following systems:

* Beginning
* Bright Void
* Sol Saryd

## Amenities

Belonging does not possess an outfitter or a shipyard.

## Mining

No mineable asteroids spawn in Belonging.

## Fleets

The following fleets spawn in Belonging:

* Heliarch
* Small Arach
* Large Arach
* Small Kimek
* Large Kimek
* Small Saryd
* Large Saryd
Inspirational Quotes

Throughout The Joy of Painting series, Bob Ross often shared his wisdom and uprising personality with various anecdotes and motivational quotes. These are some of the most prominent inspirational phrases by Bob, the happy painter:

## Life Quotes

* *"People continually say: 'I can't draw a straight line- I don't have the talent to do what you're doing.' That's baloney! Talent is a pursued interest. In other words, anything that you're willing to practice, you can do it. And this is no exception."* - Season 2; Episode 1

## Painting Quotes

* *"On this canvas, your're the creator. Anything that you want, you can build here, this is your world. Your dreams come real here"*. - Season 2; Episode 1
Cougar's Vision

**Type of Feat:** Class
**Prerequisite:** Wild Shape, Spot 2 ranks.
**Specifics:** The character can see in the dark like a cat. He may spend one of his wild shape uses to gain low-light vision and a +4 bonus to Spot for a number of hours equal to his combined druid and master of many forms level.
**Use:** Selected.
Season 29

Season 29 of *The Joy of Painting* aired on many PBS stations in 1993. The opening credits for Season 29 consisted of Bob painting a picture with a giant paintbrush. He throws the paintbrush. When he makes a surprise, another Bob is seen next to the first Bob, and starts trying to erase him, and he's gone. Then, "The Joy of Painting with Bob Ross 29" appear, and Bob holds his hand.

## Episode list

* Island in the Wilderness (August 24, 1993)
* Autumn Oval (August 31, 1993)
* Seasonal Progression (September 7, 1993)
* Light at the Summit (September 14, 1993)
* Countryside Barn (September 21, 1993)
* Mountain Lake Falls with guest artist Steve Ross(September 28, 1993)
* Cypress Creek (October 5, 1993)
* Trapper's Cabin (October 12, 1993)
* Storm on the Horizon (October 19, 1993)
* Pot O' Posies with guest artist Annette Kowalski (October 26, 1993)
* A Perfect Winter Day (November 2, 1993)
* Aurora's Dance (November 9, 1993)
* Woodsman's Retreat (November 16, 1993)
Bob Ross Wikia

Please contribute to the wiki. Use what you know.

## we like the cars the ones that go boom

This wiki covers Bob Ross and his hit TV show The Joy of Painting.

Watch the Bob Ross Twitch stream: http://www.twitch.tv/bobross

Watch the exclusive one hour special! Grandeur of Summer

This website features a database of all paintings that are available on the official Bob Ross YouTube channel that were done on 'The Joy of Painting'. There is also a guide to help people get started in painting.

He is our sith lord of scrunchies. Bob is life. Bob is life. Sacrifice paintings. sacrifice. sacrifice. sacrifice. sacrifice ur mom.

## Topics

* Episode Guide
* Tools and Paints
* Techniques
* Quirks
* Memes
* Timeline
* Trivia
* Guests
* Afro Magnitude

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Al Dhanab

## Commodity Prices

### Luxury Goods

1009

The Al Dhanab system is located in the Core and controlled by the Syndicate.

## Landing Locations

Al Dhanab has the following landing locations:

* Burthen

## Links

Al Dhanab links to the following systems:

* Achernar
* Alpheratz
* Mirach
* Scheat

## Amenities

Al Dhanab does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Al Dhanab:

* Iron
* Silicon
* Tungsten

## Fleets

The following fleets spawn in Al Dhanab:

* Human Miners
* Republic Logistics
* Small Core Merchants
* Large Core Merchants
* Small Core Pirates
* Large Core Pirates
* Small Syndicate
* Large Syndicate
Alpha Hydri

Alpha Hydri is a binary system that is located in the Core and controlled by the Syndicate.

## Landing Locations

Alpha Hydri has the following landing locations:

* Nimbus

## Links

Alpha Hydri links to the following systems:

* Ruchbah

## Amenities

Nimbus possesses an outfitter, but not a shipyard.

## Mining

No mineable asteroids spawn in Alpha Hydri.

## Fleets

The following fleets spawn in Alpha Hydri:

* Korath Large Raid
* Small Core Merchants
* Large Core Merchants
* Small Core Pirates
* Large Core Pirates
* Small Syndicate
* Large Syndicate
"Benga" Atomic Thruster

## Description

Unlike human space where atomic engines are a rare sight to see and a luxury to have, many years of being confined to a relatively small pocket of the Galaxy has allowed all Hai ships to be outfitted with atomic engines.

## Location

"Benga" Atomic Thrusters are sold at the following locations:

* Cloudfire, Wah Ki
* Giverstone, Zuba Zub
* Hai-home, Ya Hai
* Icelake, Uwa Fahn
* Makerplace, Ula Mon
* Stonebreak, Imo Dep

## Information

* Hai Atomic Engines are more efficient than their Human counterparts.