recursal/Fanatic-Fandom huggingface dataset:
Spells

### 1st Level Spells

Animate Dead,Lesser

Bane

Bestow Wound

Cause Fear

Detect Magic

Detect Undead

Doom

Hide from Undead

Inflict Light Wounds

Ray of Enfeeblement

Spectral Hand

Summon Undead I

Undetectable Alignment

### 2nd Level Spells

Animate Dead

Blindness/Deafness

Command Undead

Darkness

Death Knell

Desecrate

False Life

Gentle Repose

Ghoul Touch

Inflict Moderate Wounds

Scare

Summon Swarm

Summon Undead II

### 3rd Level Spells

Crushing Despair

Create Undead

Death Ward

Halt Undead

Inflict Serious Wounds

Inflict Light Wounds, Mass

Magic Circle against Good

Magic Circle against Law

Magic Circle against Evil

Magic Circle against Chaos

Ray of Exhaustion

Speak with Dead

Summon Undead IIII

Vampiric Touch

### 4th Level Spells

Bestow Curse

Contagion

Death Ward

Dispel Magic

Enervation

Black Tentacles

Fear

Giant Vermin

Inflict Critical Wounds

Inflict Moderate Wounds, Mass

Phantasmal Killer

Poison

Summon Undead IV

### 5th Level Spells

Create Greater Undead

Blight

Cloudkill

Fire in the Blood

Greater Dispel Magic

Insect Plague

Lesser Planar Binding

Magic Jar

Inflict Serious Wounds, Mass

Nightmare

Oath of Blood

Slay Living

Summon Undead V

Undeath to Death

Unhallow

Waves of Fatigue

Acid Fog

Circle of Death

Eyebite

Geas/Quest

Harm

Inflict Critical Wounds, Mass

Planar Binding

Waves of Exhaustion

### 6th Level Spells

Energy Drain

Imprison Soul

Mass Harm

Plague of Undead

Wail of the Banshee

Control Undead

Destruction

Finger of Death

Greater Harm

Song of Discord

Vile Death

Horrid Wilting

Symbol of Death
Harm

Harm charges a subject with negative energy that deals 10 points of Damage per Caster Level (to a maximum of 150 points at 15th level). If the Creature successfully saves, harm deals half this amount. Harm cannot reduce the target's Hit Points to less than 1.

If used on an Undead Creature, harm acts like heal, wiping away the injuries and afflictions of an Undead subject.  It immediately ends any and all of the following adverse conditions affecting the target: ability Damage, blinded, confused*,*dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded*,*Insanity, nauseated, poisoned, sickened, and stunned. It also returns 10 Hit Points of Damage (per level of the caster) to the subject, to a maximum of 150 points at 15th level.

*Harm'***used on an Undead subject does not remove negative levels or restore permanently drained Ability Score points.**

[[]]

# HARM

Cleric 6

* School: Necromancy
* Casting Time: 1 standard action
* Range: Touch
* Target: Creature touched
* Duration: Instantaneous
* Saving Throw: Will half; see text
* Spell Resistance: Yes
Black Tentacles

This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any Creature in the area.

Every Creature within the area of the spell is the target of a Combat Maneuver check made to Grapple each round at the beginning of your turn, including the round that black tentacles is cast. Creatures that enter the area of effect are also automatically attacked. The tentacles do not provoke Attacks of Opportunity. When determining the tentacles' CMB, the tentacles use your Caster Level as their Base Attack Bonus and receive a +4 bonus due to their Strength and a +1 size bonus. Roll only once for the entire spell effect each round and apply the result to all creatures in the area of effect.

If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of Damage and gains the grappled condition. Grappled opponents cannot move without first breaking the Grapple. All other Movement is prohibited unless the Creature breaks the Grapple first. The black tentacles spell receives a +5 bonus on Grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that black tentacles succeeds on a Grapple check, it deals an additional 1d6+4 points of Damage. The CMD of black tentacles, for the purposes of escaping the Grapple, is equal to 10 + its CMB.

The tentacles created by this spell cannot be damaged, but they can be dispelled as normal. The entire area of effect is considered difficult terrain while the tentacles last.

[[]]

# BLACK TENTACLES

Sorcerer/wizard 4

* School: Conjuration (creation)
* Casting Time: 1 standard action
* Range: Medium (100 ft. + 10 ft./level)
* Duration: 1 round/level (D)
* Saving Throw: none
* Spell Resistance: No
Undeath to Death

*Undeath to death*snuffs out the life force of Undead creatures, killing them instantly. The spell slays 1d4 HD worth of Undead creatures per Caster Level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No Creature of 9 or more HD can be affected, and HD that are not sufficient to affect a Creature are wasted.

[[]]

# UNDEATH TO DEATH

Cleric 6, Sorcerer/wizard 6

* School: Necromancy
* Casting Time: 1 standard action
* Range: Medium (100 ft. + 10 ft./level)
* Duration: Instantaneous
* Saving Throw: Will negates
* Spell Resistance: Yes
Desecrate

This spell imbues an area with negative energy. The DC to resist negative channeled energy within this area gains a +3 profane bonus. Every Undead Creature entering a *desecrated*area gains a +1 profane bonus on all attack rolls, Damage rolls, and Saving Throws. An Undead Creature created within or summoned into such an area gains +1 Hit Points per HD.

If the *desecrated*area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (+6 profane bonus to negative channeled energy DCs, +2 profane bonus and +2 Hit Points per HD for Undead created in the area).

Furthermore, anyone who casts *Animate Dead*within this area may create as many as double the normal amount of Undead (that is, 4 HD per Caster Level rather than 2 HD per caster level).

If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the *desecrate*spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to Undead, as given above.

*Desecrate*counters and dispels *Consecrate*.

[[]]

# DESECRATE

Cleric 2

* School: Evocation [evil]
* Casting Time: 1 standard action
* Range: Close (25 ft. + 5 ft./2 levels)
* Duration: 2 hours/level
* Saving Throw: None
* Spell Resistance: Yes
Undetectable Alignment

An *undetectable Alignment*spell conceals the Alignment of an object or a Creature from all forms of Divination.

[[]]

# UNDETECTABLE ALIGNMENT

Bard 1, Cleric 2, Paladin 2

* School: Abjuration
* Casting Time: 1 standard action
* Range: Close (25 ft. + 5 ft./2 levels)
* Target: One creature or object
* Duration: 24 hours
* Saving Throw: Will negates (object)
* Spell Resistance: Yes (Object)
Bestow Curse

You place a curse on the subject. Choose one of the following.

* -6 decrease to an Ability Score (minimum 1).
* -4 Penalty on attack rolls, saves, ability checks, and Skill Checks.
* Each turn, the target has a 50% chance to act normally; otherwise, it takes no Action.

You may also invent your own curse, but it should be no more powerful than those described above.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a *Break Enchantment*, *Limited Wish*, *Miracle*, *Remove Curse*, or *wish*spell.

*Bestow curse*counters *Remove Curse*.

[[]]

# BESTOW CURSE

Cleric 3, Sorcerer/wizard 4

* School: Necromancy
* Casting Time: 1 standard action
* Range: Touch
* Target: Creature touched
* Duration: Permanent
* Saving Throw: Will negates
* Spell Resistance: Yes
Hide from Undead

Undead cannot see, hear, or smell creatures warded by this spell. Even extraordinary or supernatural sensory capabilities, such as Blindsense, Blindsight, scent, and Tremorsense, cannot detect or locate warded creatures. Nonintelligent Undead creatures (such as skeletons or zombies) are automatically affected and act as though the warded creatures are not there. An intelligent Undead Creature gets a single Will Saving Throw. If it fails, the subject can't see any of the warded creatures. If it has reason to believe unseen opponents are present, however, it can attempt to find or strike them. If a warded Creature attempts to channel positive energy, turn or Command Undead, touches an Undead Creature, or attacks any Creature (even with a spell), the spell ends for all recipients.

[[]]

# HIDE FROM UNDEAD

Cleric 1

* School: Abjuration
* Casting Time: 1 standard action
* Range: Touch
* Target: One touched creature/level
* Duration: 10 min./level (D)
* Saving Throw: Will negates (harmless); see text
* Spell Resistance: Yes
Lesser Planar Binding

# Lesser Planar Ally

By casting this spell, you request your deity to send you an Outsider (of 6 HD or less) of the deity's choice. If you serve no particular deity, the spell is a general plea answered by a Creature sharing your philosophical Alignment. If you know an individual creature's name, you may request that individual by speaking the name during the spell (though you might get a different Creature anyway).

You may ask the Creature to Perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the Creature called in order to bargain for its services.

The Creature called requires a payment for its services. This payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the Creature, to some other Action on your part that matches the creature's Alignment and goals. Regardless, this payment must be made before the Creature agrees to Perform any services. The bargaining takes at least 1 round, so any actions by the Creature begin in the round after it arrives.

A task taking up to 1 minute per Caster Level requires a payment of 100 gp per HD of the Creature called. For a task taking up to 1 hour per Caster Level, the Creature requires a payment of 500 gp per HD. A long-term task, one requiring up to 1 day per Caster Level, requires a payment of 1,000 gp per HD.

A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. Few if any creatures will accept a task that seems suicidal (remember, a called Creature actually dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creature's ethos, it may halve or even waive the payment.

At the end of its task, or when the Duration bargained for expires, the Creature returns to its home plane (after reporting back to you, if appropriate and possible).

*Note*: When you use a calling spell that calls an air, Chaotic, earth, evil, fire, good, Lawful, or water Creature, it is a spell of that type.

[[]]

# LESSER PLANAR ALLY

Cleric 4

* School: Conjuration (calling) [see text]
* Casting Time: 10 minutes
* Range: Close (25 ft. + 5 ft./2 levels)
* Duration: Instantaneous
* Saving Throw: None
* Effect: One called outsider of 6 HD or less
* Spell Resistance: No
Gentle Repose

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 (1 day per Caster Level for Raise Dead). Days spent under the influence of this spell don't count against the time limit. Additionally, this spell makes transporting a slain (and thus decaying) comrade less unpleasant.

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

[[]]

# GENTLE REPOSE

Cleric 2, Sorcerer/wizard 3

* School: Necromancy
* Casting Time: 1 standard action
* Range: Touch
* Target: Corpse touched
* Duration: 1 day/level
* Saving Throw: Will negates (object)
* Spell Resistance: Yes (Object)
宝の洞窟

［つくり手のいのり］

[Fol. 3b, col. 1.]主イエス・キリストの力によって、わたしたちは『世継ぎの書』をかきとめます。すなわち、聖MÂR APHRÊM（つまり「エフライム・シリウス」あるいは「シリアのエフレム」、A.D.373年没）によるME`ÂRATH GAZZÊをかきはじめます。主よ、あわれみをもってわたしを助けてください。

## はじめの１０００年

　－　アダムからヤレド

[創造のはじめの日]
　はじめに、すなわち週のはじめ、すべての日のかしらである聖なる第一日目につくられたものは次のとおりである。神は天と地と水と空気と火と目に見えない軍勢（すなわち天使、大天使、王座、主権、王国、力、ケルビム、セラフィム）、すべての霊とその階級と隊、光、夜、昼、おだやかな風とつよい風（嵐）。これらすべてをみなはじめの日につくられた。
そして、週のはじめの日に、聖三者の一人である聖なる御霊が水の面をおおっていた。そのため、水は祝福され、 so that they might become producers of offspring, and they became hot, and the whole nature of the waters glowed with heat, and the leaven of creation was united to them. As the mother-bird maketh warm her young by the embrace of her closely covering wings, and the young birds acquire form through the warmth of the heat which [they derive] from her, so through the operation of the Spirit of holiness, the Spirit, the Paraclete, the leaven of the breath of life was united to the waters when He hovered over them.
Detect Magic

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

*1st Round*: Presence or absence of magical auras.

*2nd Round*: Number of different magical auras and the power of the most potent aura.

*3rd Round*: The Strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) Skill Checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 Caster Level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to Identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

*Aura Strength*: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, *detect magic*indicates the stronger of the two.

*Lingering Aura*: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If *detect magic*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:

Outsiders and elementals are not magical in themselves, but if they are summoned, the Conjuration spell registers. Each round, you can turn to detect magic 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.

*Detect magic*can be made permanent with a *Permanency*spell.

Show Attribute List

# DETECT MAGIC

**Bard 0, Cleric 0, Druid 0, Sorcerer/wizard 0**

* **School:**Divination
* **Casting Time:**1 standard action
* **Range:**60 ft.
* **Duration:**Concentration, up to 1 min./level (D)
* **Saving Throw:**None
* **Spell Resistance:**No
Destruction

This spell instantly delivers 10 points of Damage per Caster Level. If the spell slays the target, it consumes the remains utterly in holy (or unholy) fire (but not its Equipment or possessions). If the target's Fortitude Saving Throw succeeds, it instead takes 10d6 points of Damage. The only way to restore life to a character who has failed to save against this spell (and was slain) is to use True Resurrection, a carefully worded wish spell followed by Resurrection, or Miracle.

[[]]

# DESTRUCTION

Cleric 7

* School: Necromancy [death]
* Casting Time: 1 standard action
* Range: Close (25 ft. + 5 ft./2 levels)
* Target: One creature
* Duration: Instantaneous
* Saving Throw: Fortitude partial
* Spell Resistance: Yes
Enervation

You point your finger and fire a black ray of negative energy that suppresses the life force of any living Creature it strikes. You must make a ranged touch attack to hit. If you hit, the subject gains 1d4 temporary negative levels (see Special Abilities). Negative levels stack.

Assuming the subject survives, it regains lost levels after a number of hours equal to your Caster Level (maximum 15 hours). Usually, negative levels have a chance of becoming permanent, but the negative levels from *enervation*don't last long enough to do so.

An Undead Creature struck by the ray gains 1d4 × 5 Temporary Hit Points for 1 hour.

[[]]

# ENERVATION

Sorcerer/wizard 4

* School: Necromancy
* Casting Time: 1 standard action
* Range: Close (25 ft. + 5 ft./2 levels)
* Duration: Instantaneous
* Saving Throw: None
* Effect: Ray of negative energy
* Spell Resistance: Yes
Spectral Hand

A ghostly hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range Spells at a distance. On casting the spell, you lose 1d4 Hit Points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The Hit Points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the *spectral hand*. The spell gives you a +2 bonus on your melee touch Attack Roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a Creature can. After it delivers a spell, or if it goes beyond the spell range or goes out of your sight, the hand returns to you and hovers.

The hand is Incorporeal and thus cannot be harmed by normal Weapons. It has improved evasion (half Damage on a failed Reflex save and no Damage on a successful save), your save bonuses, and an AC of 22 (+8 size, +4 natural armor). Your Intelligence modifier applies to the hand's AC as if it were the hand's Dexterity modifier. The hand has 1 to 4 Hit Points, the same number that you lost in creating it.

[[]]

# SPECTRAL HAND

Sorcerer/wizard 2

* School: Necromancy
* Casting Time: 1 standard action
* Range: Medium (100 ft. + 10 ft./level)
* Duration: 1 min./level (D)
* Saving Throw: None
* Effect: One spectral hand
* Spell Resistance: No
Why Should I Worry

## Lyrics

One minute I'm in Central Park, then I'm down on Delancey Street

From the Bowery to Saint Marks, there's a syncopated beat

Whoo whoo whoo whoo whoo, I'm streetwise, I can improvise

Whoo whoo whoo whoo whoo, I'm streetsmart, I got New York City's heart

Why should I worry? Why should I care?

I may not have a dime, but I got street savior faire!

Why should I worry? Why should I care?

It's just a bebopulation, and I got street savoir faire!

The rhythm of the city, once you get it down

Say you can own this town, you can wear the crown!

Why should I worry? (tell me) Why should I care?

I may not have a dime, oh! But I got street savoir faire!

Why should I worry? Why should I care?

It's just a doowopulation, I got street savoir faire!

Everything goes, everything fits

They love me at the Chelsea, they adore me at the Ritz!

Why should I worry? Why should I care?

Even when I cross the line, I got street savoir faire!
Waves of Fatigue

Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a Creature that is already fatigued.

[[]]

# WAVES OF FATIGUE

Sorcerer/wizard 5

* School: Necromancy
* Casting Time: 1 standard action
* Range: 30 ft.
* Duration: Instantaneous
* Saving Throw: No
* Spell Resistance: Yes
Summon Undead V

(Spell Compendium, p. 215)

Conjuration (Summoning) [Evil]
Level: Cleric 5, Sorcerer 5, Wizard 5,
Components: V, S, AF, DF,
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned creatures, no two of which are more than 30 ft. apart
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell functions like summon undead I, except that you can summon one undead from the 5th-level list, two undead of the same kind from the 4th-level list, or four undead of the same kind from a lower-level list.

#### SUMMON UNDEAD LISTS

 2nd
 3rd
 4th
 5th
ヨハネの第三の手紙

## 第1章

1長老から，愛する者，わたしが真実に愛しているガイオスへ。

2愛する者よ，あなたの魂が栄えているのと同じように，あなたがすべてのことにおいて栄え，また健康であるようにと祈っています。
3兄弟たちが来て，あなたが真理のうちを歩んでいるとおりに，あなたの真実について証言してくれた時，わたしは大いに喜んだからです。
4わたしには，自分の子供たちが真理のうちを歩んでいると聞くこと以上に大きな喜びはありません。

5愛する者よ，あなたは，兄弟たち，それもよそから来た人たちのために成し遂げているすべてのことにおいて忠実な働きをしています。
6彼らは集会の前であなたの愛について証言しました。あなたは彼らを神のふさわしい仕方で旅に送り出すのがよいことです。
7彼らはみ名のために，異邦人たちからは何も受けずに出かけたからです。
8それゆえに，わたしたちはこうした者たちを受け入れるべきです。わたしたちが真理のための仲間の働き人となるためです。

9わたしは集会に書き送りましたが，彼らの間で第一人者になりたがっているディオトレフェスが，わたしたちの言うことを受け入れません。
10それで，わたしが行くなら，彼の業に注意を呼びかけようと思います。彼は悪意のある言葉でわたしたちを不当に非難し，そのことで満足せずに，自分が兄弟たちを受け入れず，そうしようとする者たちを禁じて，集会から追い出しています。
11愛する者よ，悪いことではなく，善いことを見倣いなさい。善を行なう者は神に属しています。悪を行なう者は神を見たことがありません。
12デメトリウスには，すべての人と真理そのものからの証言があります。いやそれどころか，わたしたちも証言しており，あなたは，わたしたちの証言が真実であることを知っています。

13わたしにはあなたに書き送る事柄が多くありますが，インクとペンで書く気にはなれません。
14むしろ，わたしは間もなくあなたに会うことを望んでいます。そうすれば，わたしたちは面と向かって話せるでしょう。あなたに平安がありますように。こちらの友人たちがあなたによろしくと言っています。そちらの友人たちに名ざしでよろしく。

脚注
--
Song of Discord

This spell causes those within the area to turn on each other rather than attack their foes. Each affected Creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature's behavior every round at the beginning of its turn.) A Creature that does not attack its nearest neighbor is free to act normally for that round. Creatures forced by a *song of discord*to attack their fellows employ all methods at their disposal, choosing their deadliest Spells and most advantageous Combat tactics. They do not, however, harm targets that have fallen unconscious.

[[]]

# SONG OF DISCORD

Bard 5

* School: Enchantment (compulsion) [mind-affecting, sonic]
* Casting Time: 1 standard action
* Range: Medium (100 ft. + 10 ft./level)
* Duration: 1 round/level
* Saving Throw: Will negates
* Spell Resistance: Yes
フィレモンへの手紙

## 第1章

1キリスト・イエスの囚人であるパウロと，兄弟テモテから，愛する同僚のフィレモン，
2また愛するアフィア，わたしたちの戦友アルキポ，そしてあなたの家の集会に宛てて。
3私たちの父なる神と主イエス・キリストからあなたに恵みと平和とがありますように。

4私はいつも神に感謝して，祈りの中であなたのことを思い起こしています，
5主イエスとすべての聖徒へのあなたの信仰と愛を聞いていますから，
6あなたの信仰の交わりが，キリスト・イエスにあってわたしたちのうちのすべての善を知ることによって活発になるために祈っています。
7わたしたちはあなたの愛によって，多くの喜びと慰めをもらいました。それは，あなたを通して聖徒たちの心が安らいだからです。

8それゆえわたしはキリストにあって，厚かましくもあなたにふさわしいことを命じることもできますが，
9老人でありながらイエス・キリストの囚人でもあるパウロが，むしろ愛のためにお願いします。
10鎖につながれているときに父となったわたしの子オネシモのために，あなたにお願いします。
11彼は，かつてはあなたには役に立たない人でしたが，今はあなたにもわたしにも役に立つ人です。
12わたしは彼を送り返します。それゆえ，彼，つまりわたしの心を受け入れてください。
13わたしとしては彼を引き留めて，福音のために鎖につながれている間に，あなたに代わってわたしに仕えてほしかったのですが，
14わたしはあなたの同意なしには何もするつもりはありませんでした。あなたの善は必要に迫られたからではなく，自由意思からのものであるようにと望んでいましたから。
15おそらく，彼がしばらくあなたから引き離されたのは，あなたが永遠に彼を手に入れるためなのでしょう，
16もはや奴隷としてではなく，奴隷以上の愛する兄弟です。特にわたしにとっては，いやむしろあなたにとってはもっと，肉体においても主においてもそうなのです。

17もしあなたが私を仲間として数えているのなら，わたしと同じように彼を受け入れてください。
18もし彼があなたに少しでも間違ったことをしたり，何かあなたに負うところがあれば，それをわたしの勘定に入れておいてください。
19わたしパウロが自分の手でこれを書いています。「わたしはそれを返済します」(あなた自身にはさらにわたしに借りがあることは言わないでおきます)。
20そうです，兄弟よ，主においてあなたからわたしに喜びを与えてください。わたしの心を主において安らかにさせてください。

21あなたの従順に信頼して，手紙を書いています，あなたがわたしの言うこと以上に行うことを知っています。

22また，わたしのために客室を用意してください，あなた方の祈りによっにわたしがそちらに戻れるように願っています。

23キリスト・イエスにあってわたしの仲間である囚人エパフラスが，あなたによろしくと言っています。
24わたしの同僚のマルコ，アリスタルコ，デマス，ルカも同じです。

25わたしたちの主イエス・キリストの恵みがあなた方の霊とともにありますように。アーメン。

脚注
--

1. ↑ 「キリスト」とは「油注がれた者」を意味する。
2. ↑ オネシモは「役に立つ」を意味する。
Summon Undead II

(Spell Compendium, p. 215)

Conjuration (Summoning) [Evil]
Level: Blackguard 2, Cleric 2, Sorcerer 2, Wizard 2,
Components: V, S, AF, DF,
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned creatures, no two of which are more than 30 ft. apart
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell functions like summon undead I, except that you can summon one undead from the 2nd-level list or two undead of the same kind from the 1st-level list.

#### SUMMON UNDEAD LISTS

 2nd
 3rd
 4th
 5th
Control Undead

This spell enables you to control Undead creatures for a short period of time. You Command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled Undead do not attack you. At the end of the spell, the subjects revert to their normal behavior.

Intelligent Undead creatures remember that you controlled them, and they may seek revenge after the spell's effects end.

[[]]

# CONTROL UNDEAD

Sorcerer/wizard 7

* School: Necromancy
* Casting Time: 1 standard action
* Range: Close (25 ft. + 5 ft./2 levels)
* Target: Up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart
* Duration: 1 min./level
* Saving Throw: Will negates
* Spell Resistance: Yes
Inflict Critical Wounds

When laying your hand upon a Creature, you channel negative energy that deals 4d8 points of Damage + 1 point per Caster Level (maximum +20).

Since Undead are powered by negative energy, this spell cures such a Creature of a like amount of Damage, rather than harming it.

[[]]

# INFLICT CRITICAL WOUNDS

Cleric 4

* School: Necromancy
* Casting Time: 1 standard action
* Range: Touch
* Target: Creature touched
* Duration: Instantaneous
* Saving Throw: Will half
* Spell Resistance: Yes
The Dwarven Mercantile Union

## **History**

The Dwarven Mercantile Union was formed by a pair of twins who wanted to connect the world through trading - and so they did! The Dwarven Mercantile Union brought together the Dwarves as a community and grew the economy at a rapid rate, so much that Dwarves have the highest level of living than any other kingdom. Poverty is almost obsolete in the kingdom, as everyone has access to a job.

## **Glang Indu**

The city of Glang Indu serves as both the capital and the manufacturing and distribution hub of the Dwarven Mercantile Union, and is located underground in the largest mountain to the north. The Dwarven Mercantile union is known for being the best delivery service across the continent and has connections in every kingdom.
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Speak with Dead

You grant the semblance of life to a corpse, allowing it to answer questions. You may ask one question per two caster levels. The corpse's Knowledge is limited to what it knew during life, including the languages it spoke. Answers are brief, cryptic, or repetitive, especially if the Creature would have opposed you in life.

If the dead creature's Alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive. If successful, the corpse can refuse to answer your questions or attempt to deceive you, using Bluff. The soul can only speak about what it knew in life. It cannot answer any questions that pertain to events that occurred after its death.

If the corpse has been subject to *speak with dead*within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all. This spell does not affect a corpse that has been turned into an Undead Creature.

[[]]

# SPEAK WITH DEAD

Cleric 3

* School: Necromancy [language-dependent]
* Casting Time: 10 minutes
* Range: 10 ft.
* Target: One dead creature
* Duration: 1 min./level
* Saving Throw: Will negates; see text
* Spell Resistance: No
Inflict Critical Wounds, Mass

# Mass Inflict Critical Wounds

Negative energy spreads out in all directions from the point of origin, dealing 4d8 points of Damage + 1 point per Caster Level (maximum +40) to nearby living enemies.

Like other inflict Spells, mass inflict critical wounds cures Undead in its area rather than damaging them. A Cleric capable of spontaneously casting inflict Spells can also spontaneously cast mass inflict Spells.

[[]]

# MASS INFLICT CRITICAL WOUNDS

Cleric 8

* School: Necromancy
* Casting Time: 1 standard action
* Range: Close (25 ft. + 5 ft./2 levels)
* Target: One creature/level, no two of which can be more than 30 ft. apart
* Duration: Instantaneous
* Saving Throw: Will half
* Spell Resistance: Yes
Summon Undead IV

(Spell Compendium, p. 215)

Conjuration (Summoning) [Evil]
Level: Blackguard 4, Cleric 4, Sorcerer 4, Wizard 4,
Components: V, S, AF, DF,
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned creatures, no two of which are more than 30 ft. apart
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell functions like summon undead I, except that you can summon one undead from the 4th-level list, two undead of the same kind from the 3rd-level list, or four undead of the same kind from a lower-level list.

#### SUMMON UNDEAD LISTS

 2nd
 3rd
 4th
 5th
Scare

The targeted creatures of less than 6 HD become frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. *Scare*counters and dispels *Remove Fear*.

[[]]

# SCARE

Bard 2, Sorcerer/wizard 2

* School: Necromancy [fear, mind-affecting]
* Casting Time: 1 standard action
* Range: Medium (100 ft. + 10 ft./level)
* Target: One living creature per three levels, no two of which can be more than 30 ft. apart
* Duration: 1 round/level or 1 round; see text for cause fear
* Saving Throw: Will partial
* Spell Resistance: Yes
Wail of the Banshee

When you cast this spell, you emit a terrible, soul-chilling scream that possibly kills creatures that hear it (except for yourself). The spell affects up to one Creature per Caster Level, inflicting 10 points of Damage per Caster Level. Creatures closest to the point of origin are affected first.

[[]]

# WAIL OF THE BANSHEE

Sorcerer/wizard 9

* School: Necromancy [death, sonic]
* Casting Time: 1 standard action
* Range: Close (25 ft. + 5 ft./2 levels)
* Target: One living creature/level within a 40-ft.-radius spread
* Duration: Instantaneous
* Saving Throw: Fortitude negates
* Spell Resistance: Yes
Command Undead

This spell allows you a degree of control over an Undead Creature. If the subject is intelligent, it perceives your words and actions favorably (treat its attitude as friendly). It will not attack you while the spell lasts. You can give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. Retries are not allowed. An intelligent commanded Undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.

A nonintelligent Undead Creature gets no Saving Throw against this spell. When you control a mindless being, you can communicate only basic commands, such as “come here,” “go there,” “fight,” “stand still,” and so on. Nonintelligent Undead won't resist suicidal or obviously harmful orders.

Any act by you or your apparent allies that threatens the commanded Undead (regardless of its Intelligence) breaks the spell.

Your commands are not telepathic. The Undead Creature must be able to hear you.

[[]]

# COMMAND UNDEAD

Sorcerer/wizard 2

* School: Necromancy
* Casting Time: 1 standard action
* Range: Close (25 ft. + 5 ft./2 levels)
* Target: One undead creature
* Duration: 1 day/level
* Saving Throw: Will negates; see text
* Spell Resistance: Yes
Animate Dead,Lesser

This spell turns a corpse into an Undead skeleton or zombie that obeys your spoken commands. You can only create a single Small or Medium skeleton or zombie. You cannot create Variant Skeletons or zombies with this spell.

The Undead can be made to follow you, or they can be made to remain in an area and attack any Creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.

Regardless of the type of Undead you create with this spell, you can't create more HD of Undead than twice your Caster Level with a single casting of *lesser Animate Dead*. The *desecrate*spell doubles this limit.

The Undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of Undead creatures per Caster Level. If you exceed this number, all the newly created creatures fall under your control, and any excess Undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.

*Skeletons*: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.

*Zombies*: A zombie can be created only from a mostly intact corpse. The corpse must be that of a Creature with a physical anatomy.

[[]]

# ANIMATE DEAD, LESSER

Cleric 2, Sorcerer/wizard 3

* School: Necromancy [evil]
* Range: Touch
* Target: One corpse
* Duration: Instantaneous
* Saving Throw: None
* Spell Resistance: No
Summon Undead IIII

## Summon Undead III

(Spell Compendium, p. 215)

Conjuration (Summoning) [Evil]
Level: Blackguard 3, Cleric 3, Sorcerer 3, Wizard 3,
Components: V, S, AF, DF,
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned creatures, no two of which are more than 30 ft. apart
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell functions like summon undead I, except that you can summon one undead from the 3rd-level list, two undead of the same kind from the 2nd-level list, or four undead of the same kind from the 1st-level list.

#### SUMMON UNDEAD LISTS

 2nd
 3rd
 4th
 5th
Glang Indu

The city of Glang Indu serves as both the capital and the manufacturing and distribution hub of the Dwarven Mercantile Union, and is located underground in the largest mountain to the north. The Dwarven Mercantile union is known for being the best delivery service across the continent and has connections in every kingdom.

You enter the city through a series of stone gates from the outside of the mountain, then down a few tunnels to the heart of the city. Buildings inside are clean cut and have burnished gold accents and instillations, and architecture that takes advantage of the natural magma in the mountain to light spaces up and provide a unique decoration (Just be careful not to touch it!). Residential areas are strewn about wherever the geography allows, with bridges crossing divides of magma and connecting to more important centers.

At the center of town is the Distribution Center, the main hub for all of the goods traded with the Union. Near it is the Rock Spider Hub (RSH) where the tamed rock spiders that are used for transportation are housed. Central to all of that is the Union Center where the top merchants make decisions about the kingdom and regulate trade and laws.
Inflict Light Wounds, Mass

# Mass Inflict Light Wounds

Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of Damage + 1 point per Caster Level (maximum +25) to nearby living enemies.

Like other inflict Spells, mass Inflict Light Wounds cures Undead in its area rather than damaging them. A Cleric capable of spontaneously casting inflict Spells can also spontaneously cast mass inflict Spells.

[[]]

# MASS INFLICT LIGHT WOUNDS

Cleric 5

* School: Necromancy
* Casting Time: 1 standard action
* Range: Close (25 ft. + 5 ft./2 levels)
* Target: One creature/level, no two of which can be more than 30 ft. apart
* Duration: Instantaneous
* Saving Throw: Will half
* Spell Resistance: Yes
Laguz

The Laguz are said to be a race of humanoid beasts that came from across the world, and is used to describe the Beastfolk and Shifters as a group, as well as being the name of their ancestors. It is unknown as to why the Laguz travelled from their homeland and ended up settling down in the Shimmering Isles, as most documents from that era have long been forgotten or destroyed by the *Great War.*

## Shifters

Shifters are the offspring of Beastfolk and another humanoid race. While they ordinarily appear in humanoid forms, they have the ability to temporarily focus their energies and shift into the form of an animal, gaining great power and strength from these forms.
Summon Swarm

You Summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may Summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest Creature as best it can. The caster has no control over its target or direction of travel.

[[]]

# SUMMON SWARM

Bard 2, Druid 2, Sorcerer/wizard 2

* School: Conjuration (summoning)
* Casting Time: 1 round
* Range: Close (25 ft. + 5 ft./2 levels)
* Duration: Concentration + 2 rounds
* Saving Throw: None
* Effect: One swarm of bats, rats, or spiders
* Spell Resistance: No
앎

무지는 두려움을 느끼게 한다. 선택하지 못하고 행동할수 없게 만든다.

알지 못하는것에 대해서 어쨋든 앞으로 나아가기위해 잘못 앎을 택하는경우도 있다.

아는줄 아는것도 어쨋든 길을 제시하기 때문이다. 살얼음판을 당당히 걷게만든다.

```
무식하면 용감하다

```

예전에 가스관에 누수가 있는지 확인하기 위해 고무관에 라이터를 붙인적이 있다.

10초후에 진짜 누수가 있었다면 아마 난 죽었을지도 모른다는걸 깨달았다.

그리고 몇달후 큰아빠가 밀폐된 보일러실에서 똑같은짓을 했다. 진짜 누수가 있었다면 아마 그때 셋이 죽었을것이다.

```
무식하면 용감하다

```

모르는게 죄가 아니라면, 왜 몰랐기때문에 벌을 받을까?
Vampiric Touch

You must succeed on a melee touch attack. Your touch deals 1d6 points of Damage per two caster levels (maximum 10d6). You gain Temporary Hit Points equal to the Damage you deal. You can't gain more than the subject's current Hit Points + the subject's Constitution score (which is enough to kill the subject). The Temporary Hit Points disappear 1 hour later.

[[]]

# VAMPIRIC TOUCH

Sorcerer/wizard 3

* School: Necromancy
* Casting Time: 1 standard action
* Range: Touch
* Target: Living creature touched
* Duration: Instantaneous/1 hour; see text
* Saving Throw: None
* Spell Resistance: Yes
Acid Fog

Acid fog creates a billowing mass of misty vapors like the Solid Fog spell. In addition to slowing down creatures and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid Damage to each Creature and object within it.

[[]]

# ACID FOG

Sorcerer/wizard 6

* School: Conjuration (creation) [acid]
* Casting Time: 1 standard action
* Range: Medium (100 ft. + 10 ft./level)
* Duration: 1 round/level
* Saving Throw: None
* Effect: Fog spreads in 20-ft. radius, 20 ft. high
* Spell Resistance: No
Summon Undead I

(Spell Compendium, p. 215)

Conjuration (Summoning) [Evil]
Level: Blackguard 1, Cleric 1, Sorcerer 1, Wizard 1,
Components: V, S, AF, DF,
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The undead you summon appear in a burst of smoke and fog. The vapor swiftly dissipates, but you can't shake the impression of screaming faces in the cloud's tendrils.

This spell functions like summon monster I (PH 285), except that you summon an undead creature.

Summon undead I conjures one of the creatures from the 1st-level list in the accompanying sidebar. You choose which creature to summon, and you can change that choice each time you cast the spell. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead or the other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level +1.

Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.

#### SUMMON UNDEAD LISTS

 2nd
 3rd
 4th
 5th
The Great War

## Known

* The land where the Kender lived was destroyed in the Great War, and is now known as The Dead Lands.
* There are strange Ruins around the world, in seemingly random places.

## Unknown

* Who the participants of the Great War were.
* How The Dead Lands were created.
* What the purpose of the Ruins are, and why they are in the places they are.
Cause Fear

The affected Creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. *Cause fear*counters and dispels *Remove Fear*.

# CAUSE FEAR

* School: Necromancy [fear, mind-affecting]
* Casting Time: 1 standard action
* Range: Close (25 ft. + 5 ft./2 levels)
* Target: One living creature with 5 or fewer HD
* Duration: 1d4 rounds or 1 round; see text
* Saving Throw: Will partial
* Spell Resistance: Yes
Sedale, the City of Gears

Welcome to Sedale, one of the most marvelous cities in the world! Founded by a group of artificers and technomages, this marvelous city floats high above the northern ocean just off of the coast. The ground the city sits on appears to be comprised entirely of huge machinery and giant gears that churn effortlessly day and night. The city is divided into districts based on the type of magic or technology being studied so it is easy to find your way around through districts, but it can get confusing the deeper you go.
Tieflings

## Servitude

**The Curse:** Tieflings used to be a settlement of Humans living in the Helladras desert in small nomadic tribes, rivalling those of the Orcs due to their higher natural intelligence. However, the tribe of humans soon grew greedy, and sought to overthrow the Orcs entirely. They performed a ritual from before the *Great War* said to grant the casters immeasurable power. However, the entity they ended up summoning was far beyond their control - a near deity level beast. Displeased with being summoned, it cursed the entire tribe for their hubris, cursed to be worse than the Orcs they despised. Demonic. Abnormal. Monstrous.

**Physical Description**: No two Tieflings look alike; the cursed blood running through their veins manifests inconsistently, granting them an array of fiendish traits. One tiefling might appear as a human with small horns, a barbed tail, and oddly colored eyes, while another might manifest a mouth of fangs, tiny wings, and claws, and yet another might possess the perpetual smell of blood, foul incenses, and brimstone. Typically, the admixture of human and fiendish blood is rarely ruled by sane, mortal laws, and the vast flexibility it produces in Tieflings is a thing of wonder, from oddly beautiful to utterly terrible.

**Society**: Tieflings exist as a race of slaves to the Orcs they once hated, serving them for all eternity to repent for their ancestors' mistakes. They live in small, beaten down huts and cages either outside their Master's house or in huge Slave Pens. Most Tieflings are resigned to their grim fate, but there are a few who seek to defy their seemingly hopeless existence. They are called The Wanderers.

**Relations**: Tieflings are subservient to the Orcs, and are generally looked down upon or ignored by the other races. The Humans, however, look at Tieflings with pity, for reasons they aren't quite sure.
The Shimmering Isles

## **History**

The Shimmering Isles were founded by a group of beastfolk who came from across the sea centuries ago and discovered the amazing gem known as Arc Crystal. New to the land and without a home, legends say the Arc Crystal sensed the desire for a safe place from the beastfolk and grew into magnificent buildings unique to each person. The beastfolk then settled the area and formed a government known as the Masters. All important decisions are decided by the Masters, a group of masterful individuals who are recognized as a renowned person in their field. The Shimmering Isles is the most peaceful place on the continent thanks to the Masters, and every race is welcome.

## **The Great Crossroads of Giribekk**

The Capital of the Shimmering Isles is known as The Great Crossroads of Giribekk, and it is considered one of the greatest natural wonders of the world. The Shimmering Isles is home to a raw form of magic known as Arc Crystals which are a very unique substance as it has both properties of stone, and a living plant.
Gudnak Gedad

The city of Gudnak Gedad is the capital of the Dominion of Helladras, and lies deep in the southern desert. The city itself is built under the arching red and orange stone of the desert, blending roughly into the rockface. The only races you will see here are Orcs, their slave Tieflings, and the occasional Dragonborn. The Orcs are particularly aggressive with everyone regardless of race - the only way to gain yourself some leniency is with a show of strength that they respect. The Orcs traditionally have Tieflings as their slaves, and the stronger the Orc the more slaves they have.

Orcish society is based purely on strength with a tournament being held every 5 years to determine its ruler. The current ruler, Helladras, has been in power for 5 years now, so this year the tournament is being held once more. Helladras has remained decidedly neutral in terms of world politics, focusing instead on strengthening himself and the orcish community.
The Dominion of Helladras

## **History**

The Orcs settled in the southern desert to train their bodies to withstand everything, and being naturally hot blooded the desert was a perfect place. Orcish society is based purely on strength with a tournament being held every 5 years to determine its ruler. The current ruler, Helladras, has been in power for 5 years now, so this year the tournament is being held once more.

## **Gudnak Gedad**

The city of Gudnak Gedad is the capital of the Dominion of Helladras, and lies deep in the southern desert. The city itself is built under the arching red and orange stone of the desert, blending roughly into the rockface.
Wadun, the City of Oaths

The City of Oaths is the capital of the Holy Kingdom of Einon currently ruled by Joyce Cromwell, the High Priest. She is very young for her station, yet she has proven to be an intelligent and compassionate ruler and the kingdom has never been more prosperous.

The city itself is a beautiful one comprised of two sections: the outer city is built out of stone and wood and houses most of the population. Closer to the inner city you can find many government buildings like the Adventurer's Guild, smithy, and public library. The inner city is built of polished white marble and gold accents, with Magitech lamps and machinery dotting the streets. Most of the nobility live here, and you can find the High Church just inside the gates as well as other important buildings like the magic college and the guard's keep.
NPCs

NPC's are the Non-Player Characters that will assist, or are neutral to you, on your quests.

## Nina

Nina is your friend! She met you all in different places and times but you all ended up being her friend somehow!

## Neil

Neil is Nina's brother, and is VERY overprotective of her. Some of you may have heard of him, but everyone has yet to see him in person.
The Avathian Empire

## **History**

The Avathian Empire: An absolute monarchy ruled by a long line of High Elves. The current monarch, Emperor Elegan Avathia, has a notorious distaste for technology which has influenced the entire empire. In any city in the Empire you will see minimal technology, most things being run purely by magic or hand alone. The High Elves are also known to be stern and aloof, especially with those races that do not hail from elven blood.

## **Tas Myth, the Walled City**

Tas Myth, or more commonly known as The Walled City, is the capital of the Avathian Empire. The city has three large tiers each separated by massive walls wrapping around the perimeter of the tiers.