recursal/Fanatic-Fandom huggingface dataset:
Dragons

Dragons are a creature type in Solasta.

Dragons are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic.

## In the game

### Crown of the Magister

During the game we meet dragons with high intelligence which show us hostility or support, such as Mardracht or Adrasteia. However, during the journey through the Badlands, we can meet types of wild dragons that are explained to be "broken" due to living in that place, which are extremely aggressive towards us and act like nothing more than mere beasts.

### Speculation

When the adventurers suggest that Princess Ceiwad Silverflower head to Aer Elai she claims that her very presence would kill her faster than any evil god, indicating that the badlands are a dangerous place for a dragon. Master Zhoron explains that the closure of the Rift generated strange effects in the magic of the world, among them the absence of mana and because of that he had to seclude himself in his mansion. It is probable that the absence of mana affects the minds of the dragons, making those we find in the Badlands just simple beasts. That makes the area a harmful place for them, so the intelligent dragons choose to take shelter or avoid the place entirely.

## Examples of Intelligent Dragons

* Adrasteia Epimeles Aspis
* Mardracht
* Princess Ceiwad Silverflower
* Zhoron
Chainshirt of Sturdiness

Chainshirt of Sturdiness is a craftable medium armor. In the main campaign, this armor cannot be bought or found, it can only be crafted. Proficiency with medium armor is required to wear it.

## Crafting

**Ingredients:** Primed Chain Shirt, Oil of Acuteness

**Crafting Difficulty:** DC 18, Hard

**Required Successes:** 14

## Recipe

* Sold by Circe Gerardoirin
* Received at the start of the Palace of Ice DLC
Command

Command is a first level spell from the Enchantment school. The spell issues a one word of command to a creature.

## Spell effects

Charm Person targets one enemy and issues a one word of command to a creature. The command must be spoken in a language the creature understands and can’t be directly harmful to it. The spell does not work on Undead.

The target must follow the one-word command of the caster (target can attempt a Wisdom saving throw to negate the effect).

## At higher levels

The spell can be cast using a higher spell slot than its original one, providing additional benefits. Per each spell slot over I: +1 target.

## On Spell Lists

At the moment (patch 1.1.11), Command is not on a spell list of any class. As such, nobody can cast it, even if a scroll is acquired.

According to Dungeons & Dragons 5th Edition this spell should be on the spell lists of Clerics, Paladins, and Warlocks (Pact of the Fiend Warlocks only).
Chainshirt of Robustness

Chainshirt of Robustness is a craftable medium armor. In the main campaign, this armor cannot be bought or found, it can only be crafted. Proficiency with medium armor is required to wear it.

## Crafting

**Ingredients:** Primed Chain Shirt, Mithral Stone

**Crafting Difficulty:** DC 22, Very Hard

**Required Successes:** 16

## Recipe

* Sold by Circe Gerardoirin
* (Palace of Ice) Sold by Berthold Svensson
Conjure Celestial

Conjure Celestial is a seventh level spell from the Conjuration school. The spell conjures a celestial of CR 4 or lower.

Conjure Celestial requires concentration.

## Spell effects

The spell conjures a celestial of CR 4 or lower, which appears in an unoccupied space you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your allies.

You have free and full control over the actions of the summoned celestial.

You have three options:

* **Summon Couatl:** AC 19, HP 97, +8 To Hit;
Bite: 1d6+5  + Poison: Unconscious (DC 13 Constitution saving throw); +6 to hit, 2d6+3  + inflicts Grappled (escape with a successful DC 15 saving throw) .
* **Summon Kutkartal**: AC 17, HP 87, +8 To Hit; Beak: 1d6+3  +2d6 ; Claw: 2d4+3  +2d6 , Increased Reliance.
* **Summon Melek:** AC 17, HP 112, +6 To Hit, 2 attacks; Melee: 1d8+3  + 2d8 ; Range: 1d4+3  + 2d8 ; Teleport 12 squares.

They are Celestials, though the Couatl looks like a snake, the Kutkartal like an eagle, and Melek is represented by a humanoid avatar.

## On Spell Lists

The following classes have this spell on their spell list and can cast it:

* Cleric
Cube of Light

## Stats

Cube of Light is a unique construct creature of 8 Challenge Rating. It provides 3900 XP when killed.

## Description

*A weird creature of light and magic of unknown origin.*

## Attacks

Cube of Light attacks by casting spells and has a saving throw DC of 17 for those. Its known spells include: Blight, Cone of Cold, and Ice Storm.

## In Battle

Despite having a fly speed, the Cube of Light does not move. It can however be moved with Thunderwave.

It has a Wisdom saving throw of +10, Intelligence saving throw of +11, Dexterity saving throw of +2, and Constitution saving throw of +3.
Deception

Deception is a skill related to Charisma. Charisma (Deception) checks determine whether a character can convincingly hide the truth, either verbally or through his actions.

## Deception proficiency

Deception proficiency grants a proficiency bonus to any and all Charisma (Deception) checks.

It is available as skill proficiency of choice to: Half-Elves, Rogues, Sorcerers.

It is automatically given to: Lowlifes, Spies.
Dark Stab Poisoned Arrow

Dark Stab Poisoned Arrow is a type of bow ammunition that can be crafted with the Poisoner's Kit.

*These projectiles have a small pocket of poison attached to their tip, so they will deal the effect of poison on a successful hit. These particular arrows use Dark Stab.*

## Crafting

**Ingredients:** Blood Daffodil, Magnesium, Spider Venom Gland, Arrow ×5

**Crafting Difficulty:** DC 14, Medium

**Required Successes:** 3

## Recipe

* Sold by Maddy Greenisle
* Sold by Yasmin
* Sold by Morganna Raven
* Sold by Grimhild Darkhead
* Received at the start of the Palace of Ice DLC
* Found as random loot
Draconic Diary

Draconic Diary is a lore document found in the Palace of Ice DLC. It provides additional insight and information on characters and events, contributes to world-building. It is also a quest item. It cannot be sold, moved to a container, or removed from the inventory by the party.

## Description

A large book that seems to delve into some kind pf magical experimentation.

## Text

*This book contains a wealth of texts and schematics. It seems to be about Manacalon Minor Gates, but it's all written in draconic with technical terms that you don't understand. Someone with specific knowledge like Violet Goodcheer could maybe exploit it, but you certainly cannot.*
Charged Red Corundum

Charged Red Corundum is a magical consumable. It can be equipped in a utility slot and used once. When used, it allows casting of Conjure Elemental (Fire).

## Description

*This red gem houses a fire elemental that can be summoned by breaking it.*

## Location

* Sold by Halman Summer
* Sold by Togrem Caskstrong
* Found as random loot
Detected as Evil/Good

Detected as Evil/Good is one of the neutral conditions that can be applied to a creature. Conditions alter capabilities and state of any creature in various ways.

## Effects

Detected as Evil/Good applies the following effects:

* Creature is detected as aberration, celestial, elemental, fey, fiend, or undead.

The condition ends if the caster's concentration is disrupted.

## Application and Removal

**Detected as Evil/Good can be applied by:** Detect Evil and Good

**Detected as Evil/Good can be removed by:** disrupting concentration
Engrem Toldus

Engrem Toldus is one of the characters introduced in the Palace of Ice DLC. He is a vendor located in the White Rock City. He is a member of the Scavengers, and will offer the party better prices for items bought and sold as their reputation with the faction is raised. He also offers the Detect Magic and Identify services for items.

## Stock

Stock prices change based on the Scavengers faction relationship. Stock does not replenish.

* Indifference (0-10)
* Sympathy (11-30): 15% upcharge on base value
* Alliance (31-50): 10% discount
* Brotherhood (51-80): 20% discount
* Living Legend (81-100): 30% discount
Chainmail +1

Chainmail +1 is a magical heavy armor. It has a first tier enchantment and provides +1 bonus to Armor Class. As any heavy armor, it confers disadvantage on Stealth checks. Proficiency with heavy armor and Strength of at least 13 are required to wear it.

## Description

*This enchanted armor was created using the ancient knowledge of Manacalon’s master armorers. Its original design had the name of Eaedhel Trueheart engraved on the left breast.*

## Location

* Sold by Joriel Foxeye
* Sold by Angus Hightower
* Sold by Rhodanthe Asigon
* Found as random loot
Darkweaver

## Stats

Darkweaver is a medium humanoid creature of 5 Challenge Rating. It provides 1800 XP when killed.

## Description

*A wandering rogue seeking glory and battle.*

## Attacks

### Shortsword

+7 to hit, 1d6+4 piercing damage, ×3 Attacks

## Special

### Proficiencies

Deception +3, Sleight of Hand +7, Stealth +7

## Locations

* Imperial Outpost Ruins (during Gem Quest: The Monastery)
* Coparann Mine
Cylinder Prism Key

Cylinder Prism Key is a quest item introduced in the Lost Valley DLC. It is not marked as a quest item, so it can be discarded from the inventory or sold. It is nonetheless necessary to complete a certain quest.

It can be found in the Magic Research Complex and is needed to open a locked gate on the underground level.
Chill Touch

Chill Touch is a cantrip level spell from the Necromancy school. The spell deals damage to one enemy and prevents him from healing for a limited time.

## Spell effects

Chill Touch deals 1d8 necrotic damage to one target. It also inflicts *Chilled* – the target cannot gain hit points. If the target is undead, it also gets a disadvantage on attacking the caster. The condition lasts until the start of the caster's next turn.

The spell increases in power at caster levels 5, 11, and 17, gaining +1 damage die each time.

## On Spell Lists

The following classes have this spell on their spell list and can cast it:

* Rogue (Shadowcaster only)
* Sorcerer
* Warlock
* Wizard
Chain Mail of Sturdiness

Chain Mail of Sturdiness is a craftable heavy armor. As any heavy armor, it confers disadvantage on Stealth checks. Proficiency with heavy armor and Strength of at least 13 are required to wear it.

## Description

*This enchanted armor was created using the ancient knowledge of Manacalon’s master armorers. Its original design had the name of Eaedhel Trueheart engraved on the left breast.*

## Crafting

**Ingredients:** Primed Chain Mail, Oil of Acuteness

**Crafting Difficulty:** DC 18, Hard

**Required Successes:** 14

## Recipe

* Sold by Circe Gerardoirin in the Manacalon Ruin
* (Lost Valley) Suspicious Ingredients quest reward
* Received at the start of the Palace of Ice DLC
Component Bracers

Component Bracers is a spell focus. It can be used by any caster to provide focus for spells that have a material component (spell focus replaces the need to have actual material components). It can be bought from vendors or found as random loot.

Component Bracers can be used by any class. That makes them a universal spell focus.

## Description

*These large bracers contain fast-access pockets to store mundane components. A must for wizards who like to travel light.*

## Location

* Sold by Hugo Requer
* Sold by Atima Bladeburn
* Sold by Wilf Warmhearth
* Sold by Galar Goldentongue
* Sold by Arda Bladefang
* Sold by Engrem Toldus
* Sold by Erwina Longstaff
Dagger

Dagger is a standard one-handed melee piercing weapon. It's a basic non-magical weapon. Proficiency with simple weapons or daggers is required to use it effectively.

## Location

* Sold by Gorim Ironsoot
* Sold by Mogo the Poor
* Sold by Wilf Warmhearth
* Sold by Galar Goldentongue
* Sold by Lena Swifthand
* Sold by Engrem Toldus
* Sold by Morganna Raven
* Sold by Grimhild Darkhead
* Found as random loot
Emtan Darwaz

Emtan Darwaz was a renowned prelate on Tirmar. He ruled the Sunblaze Monastery, ruins of which can be found in the area known as Tirmarian Ruin. Heads of the Church of Arun searched for Emtan for years after the Cataclysm, ultimately declaring him lost – either killed during the exodus or left behind on Tirmar.

However, Emtan was alive and on Solasta. After the Cataclysm, he prayed fervently for help and felt that his god has forsaken him, that his prayers all went unanswered. Mad with grief, he cursed his own holy symbol, cursing himself and his brothers in the process. Their souls were trapped wondering the lands of Solasta, unable to find rest at Arun’s side.

Luckily for Emtan, Rogar Ardentfire became aware of the problem and enlisted the help of the deputies in solving it. The mortal remains and the graves of Emtan and his brothers were sanctified with holy water, their spirits dispersed and redeemed.

## In a Fight

In battle, Emtan is a bit tougher version of a Spectral Avenger. He is accompanied by three Zombies.
Eastern Kingdoms

The Eastern Kingdoms is a common name for four states located to the east of the Badlands. Those include:

* Principality of Masgarth – located in the center,
* Snow Alliance – located to the north,
* Kingdom of Gallivan – located to the east,
* New Empire – located in the south.

In the year 1024, the Eastern Kingdoms decided to shore up their cooperation and created the Legacy Council, comprised of the representatives of the most powerful and influential organizations in the Kingdoms.
Divine Favor (Condition)

Divine Favor is one of the beneficial conditions that can be applied to a creature. Conditions alter capabilities and state of any creature in various ways.

## Effects

Divine Favor applies the following effects:

* Creature deals additional 1d4 radiant damage.

The condition ends if the caster's concentration is disrupted.

## Application and Removal

**Divine Favor can be applied by:** Divine Favor

**Divine Favor can be removed by:** disrupting concentration
Chainshirt of Fortitude

Chainshirt of Fortitude is a craftable medium armor. This armor cannot be bought or found, it can only be crafted. Proficiency with medium armor is required to wear it.

## Crafting

**Ingredients:** Primed Chain Shirt, Heart of Winter

**Crafting Difficulty:** DC 25, Very Hard

**Required Successes:** 18

## Recipe

* (Palace of Ice) Sold by Togrem Caskstrong
Dispel Magic

Dispel Magic is a third level spell from the Abjuration school. The spell ends active spells on a creature or object.

## Spell effects

Dispel Magic dissipates active spells on one creature or object. Spells up to level III are automatically dispelled, other spells are dispelled after a successful spellcasting ability check (DC = 10 + spell level).

## At higher levels

The spell can be cast using a higher spell slot than its original one, providing additional benefits. Per each spell slot over III: +1 spell level to automatically dispelled spells.

## On Spell Lists

The following classes have this spell on their spell list and can cast it:

* Bard
* Cleric
* Druid
* Paladin
* Sorcerer
* Warlock
* Wizard
* Rogue (Shadowcaster only)
Cult Fanatic

## Stats

Cult Fanatic is a medium humanoid creature of 2 Challenge Rating. It provides 450 XP when killed.

## Description

*Part of a cult's leadership, these fanatics use their dogma and charisma to influence and prey on the weak-willed.*

## Attacks

### Dagger

+4 to hit, 1d4+2 piercing damage, ×2 Attacks

## Spells

*This list may be incomplete*

Cantrips: Sacred Flame

1st level: Shield of Faith, Inflict Wounds

2nd level: Hold Person

## Locations

* Manacalon Ruin
* Random encounters
Displaced

Displaced is one of the beneficial conditions that can be applied to a creature. Conditions alter capabilities and state of any creature in various ways.

## Effects

Displaced applies the following effects:

* All attacks made against the creature have disadvantage (as long as it's conscious and able to move).

The condition has no effect on opponents that have Truesight.

## Application and Removal

**Displaced can be applied by:** Cloak of Displacement

**Displaced can be removed by:** removing the equipment
Comprehending Languages

Comprehending Languages is one of the beneficial conditions that can be applied to a creature. Conditions alter capabilities and state of any creature in various ways.

## Effects

Comprehending Languages applies the following effects:

* Creature can read and speak any language.

## Application and Removal

**Comprehending Languages can be applied by:** Comprehend Languages

**Comprehending Languages can be removed by:** –
Dragonborn

The **Dragonborn** are descendants of unions between polymorphed dragons and elves. Although, they were well accepted in the Manacalon Empire, they became very reclusive following the Cataclysm. The newly freed slaves did not look too kindly upon their former elven masters, nor their collaborators, such as Dragonborn. And given some of the physical similarities to the Sorr-Akkath, the appearance of Dragonborn would often draw suspicion from those unfamiliar with the race. Dragonborn are still rare and fairly secretive, but with most having completely forgotten about the Soraks, they are only recently starting to venture back into more civilized lands.

### Ancestry features

* **Move:** 6 cells
* **Ability Score Increase:** Strength +2, Charisma +1
* **Draconic Ancestry:** You inherit abilities from your draconic ancestry:
	+ **Breath Weapon:** You can use your action to exhale destructive energy as defined by your draconic ancestry.
	+ **Damage Resistance:** You have resistance to the damage type associated with your draconic ancestry.
* **Languages:** Common, Draconic

## Draconic Ancestry

Your draconic ancestry determines the size, shape and damage type of your breath weapon. It also determines the damage type to which you have resistance. When you use your breath weapon, each creature in the area of exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for the saving throw equals 8 + Constitution modifier + Proficiency bonus. A creature takes 2d6 damage on a failed save, and half damage on a successful save. The damage increases to 3d6 at 6th level and 4d6 at 11th level. You regain the use of your breath weapon after completion of a short or long rest.

 Blue
 Gold
 Green
 Silver
Estorgath Sharpmind

Estorgath Sharpmind is one of the characters introduced in the Palace of Ice DLC. He is a member of the Western Clans. The party first encounters him in the Elven Settlements.

## Description

*The elder of the settlement, clan chief of the Lantinen Vartmerkint.*

## Character and Story

[Estorgath Sharpmind description and story go here]

## Connected Quests

* The Old Bard
* The Deep Forest
* Lost in the Ruins
* Secret Key
* Young Blood
Archmage

## Stats

Archmage is a medium humanoid creature of 6 Challenge Rating. It provides 2300 XP when killed.

## Description

*An evil mage who has sought an isolated location to perform unspeakable experiments without interference.*

## Spells

*Section unfinished*

1st level: Shield

2nd level: Scorching Ray

3rd level: Sleet Storm

5th level: Cone of Cold

## Locations

* Imperial Outpost Ruins (during The Collector)
* Turvaamalinn
* Random encounter (during Heritage of Distrust)
Colthannin Quiver

Colthannin Quiver is an unidentified wondrous item. Before it is identified, it has no special properties. It can be equipped in a utility slot but will not provide any benefits.

If the party never identified (or bought) this item before, it will appear in the inventory as the **Colthannin Quiver**. It has to be identified (with an Identify spell or by paying certain vendors for the service) for all its properties to become known. Upon successful identification, the item reveals itself to be the Endless Quiver of Colthannin.

Colthannin Quiver has to be identified only once per playthough. Afterwards, the party will recognize the Endless Quiver of Colthannin automatically and identification will not be necessary.

## Description

*A beautiful quiver made by sylvan elf craftsmen and decorated with symbols of their great forest.*
Dominate Monster

Dominate Monster is an eighth level spell of the Enchantment school. The spell grants the caster control over a creature of any kind.

Dominate Monster requires concentration.

## Spell Effects

The spell targets one enemy creature and inflicts *Mind Dominated* (the creature's actions are totally controlled by the caster). The target must roll a Wisdom saving throw - on a successful one, the effect is negated.

## On Spell Lists

The following classes have this spell on their spell list and can cast it:

* Bard
* Sorcerer
* Warlock
* Wizard
Defensive Stance

Defensive Stance is one of the beneficial conditions that can be applied to a creature. Conditions alter capabilities and state of any creature in various ways.

## Effects

Defensive Stance applies the following effects:

* Creature's attack rolls have advantage.

## Application and Removal

**Defensive Stance can be applied by:** Patient Defense feature of Way of Survival Monks

**Defensive Stance can be removed by:** –
Evil Priest

## Stats

Evil Priest is a medium humanoid creature of 2 Challenge Rating. It provides 450 XP when killed.

## Description

*An evil priest leads a religious sect conducting depraved rites in the shadows of respectable society.*

## Spells

* 1st level: Guiding Bolt
* 2nd level: Lesser Restoration
* 3rd level: Counterspell

## Locations

* Imperial Outpost Ruins (during The Collector)
* Caer Cyflen, Temple Quarters (during Misaye's Birthday)
* Random world map encounters
Chain Mail of Robustness

Chain Mail of Robustness is a craftable heavy armor. In the main campaign, this armor cannot be bought or found, it can only be crafted. As any heavy armor, it confers disadvantage on Stealth checks. Proficiency with heavy armor and Strength of at least 13 are required to wear it.

## Description

*This enchanted armor was created using the ancient knowledge of Manacalon’s master armorers. Its design was created by Ildurial Stronghand for the personal guard of the Emperor.*

## Crafting

**Ingredients:** Primed Chain Mail, Mithral Stone

**Crafting Difficulty:** DC 22, Very Hard

**Required Successes:** 16

## Recipe

* Sold by Circe Gerardoirin in the Manacalon Ruin
* Found in the Fortress of the Shield (in the Library)
Copperhead Road

Copperhead Road was discovered around the year 1024. It connects the eastern kingdoms of Ferendragh with the Badlands, allowing for unprecedented access to the area.

The road made exploration, maping and exploitation of the Badlands possible. In response to its discovery, various factions of the eastern realms formed the The Legacy Council to ensure equal sharing of gained knowledge and treasure.

The Copperhead Road is not the safest, however, and many dangers await the unwary travellers. From wild beasts, through bandits, to literal monsters – anything and everything can ambush you on the road.
Driller

Driller is a magical two-handed ranged weapon. It has the third tier enchantment (+3), which provides a +3 bonus to attack and damage. Proficiency with martial weapons or crossbows is required to use it effectively.

Driller deals additional 3d8 piercing damage.

## Description

*This crossbow was crafted especially for the pioneers by the mountain mages of Vallarokkopun, in order to fight remorhazes in the notheast.*
Elves

The **elves** have one of the most ancient cultures of Solasta, and used to rule a powerful empire. Swift, agile, and naturally gifted with magic, they make powerful wizards and talented rogues – but have many other options as well.

### Ancestry features

* **Ability Score Increase:** Dexterity +2
* **Fey Ancestry:** Saving throw advantage against Charm. Immunity to magical sleep.
* **Darkvision:** See normally in dim light, and in natural darkness as if in dim light.
* **Keen Senses:** Proficient in the Perception skill.
* **Trance:** 4 hours of meditation are sufficient to rest.

## High elves

Not even the high elves know how old their culture is. Some say that they have existed since the beginning of time. Most high elves live in the New Empire, successor to their fallen empire of Manacalon. High elves are the descendants of the people who ruled Solasta for centuries. They are trained to use magic very early, and have a gift for languages. They receive the traditional martial training of their people with swords and bows.

### Lineage features

* **Move:** 6 cells
* **Ability Score Increase:** Intelligence +1
* **Elf Weapon Training:** Proficient with Longsword, Shortsword, Shortbow, Longbow.
* **High Elf Cantrip:** Choose one Wizard cantrip, using Intelligence as the spellcasting ability.
* **Languages:** Common, Elvish, and one language of your choice

## Sylvan elves

As the elves turned their eyes upon the path of Empire, some refused it and withdrew to the forests. Over millennia, these “sylvan elves” developed a distinct culture of their own. Born and raised in the eastern forests of Solasta, sylvan elves are trained to survive in the wilds and are particularly apt at survival. As their high elf cousins, they are trained to fight with swords and bows since childhood.

### Lineage features

* **Move:** 7 cells
* **Ability Score Increase:** Wisdom +1
* **Elf Weapon Training:** Proficient with Longsword, Shortsword, Shortbow, Longbow.
* **Sylvan Adaptability:** Proficient in the Survival and Athletics skills. Advantage on Survival when hunting.
* **Languages:** Common, Elvish, Dwarvish, and Halfling
Chain Mail of Fortitude

Chain Mail of Fortitude is a craftable heavy armor. This armor cannot be bought or found, it can only be crafted. As any heavy armor, it confers disadvantage on Stealth checks. Proficiency with heavy armor and Strength of at least 13 are required to wear it.

## Description

*This enchanted armor was created using the ancient knowledge of Manacalon’s master armorers. Its design was created by Ildurial Stronghand for the personal guard of the Emperor.*

## Crafting

**Ingredients:** Primed Chain Mail, Heart of Winter

**Crafting Difficulty:** DC 25, Very Hard

**Required Successes:** 18

## Recipe

* (Palace of Ice) Sold by Berdel Ironfoot
Church of Einar

Church of Einar is an organization of worshipers of Einar – the Tirmarian deity of valor and fidelity.

Its Paladins and Clerics are devoted to remembering and spreading the knowledge of the Sorr-Akkath. They firmly believe in remaining vigilant and keeping the memories of the past alive. The Church collates all information about the Soraks and gathers relevant relics. They have vast archives filled with all the gathered knowledge.

Even after almost everyone started to consider Soraks just a legend, the Church remained adamant in their belief that they are real and that one day they may threaten Solasta, as they once threatened Tirmar. The Church never stopped warning people. Many do not take those warnings seriously and laugh at the representative of the Church for seeing Soraks under every bed.

## Notable members

* Chaplain Dalon Lark
* Marshal Beric Sunblaze
* Oathkeeper Leira Kean
Eyebite

Eyebite is a sixth level spell from the Necromancy school. The spell grants caster's eyes a specific magical property. Each turn, the caster can target one enemy with their eyes.

Eyebite requires concentration.

## Spell effects

Eyebite can be cast only on the caster themself, and it grants their eyes magical properties. Each turn, the caster can use an action to cast their gaze on one creature within 12 cells and inflict one of the following effects of their choice (the target attempts a Wisdom saving throw to avoid the effect):

* **Eyebite (Asleep):** The creature falls asleep and sleeps until it's shaken awake or hurt.
* **Eyebite (Panicked):** The creature becomes frightened and must run away from the caster.
* **Eyebite (Sickened):** The creature has disadvantage on attack rolls; it can attempt a Wisdom saving throw each turn to cancel this effect.

## On Spell Lists

The following classes have this spell on their spell list and can cast it:

* Bard
* Sorcerer
* Warlock
* Wizard
Demonic Grease of Spell Taint

### Effect

On Weapon: +1d6 psychic damage; weapon inflicts Distracted; disadvantage on saving throws against spellsOn Skin: advantage on saving throws against spells; heavily encumbered

## Other

### Properties

Magical, Item Buff, Glass

Demonic Grease of Spell Taint is a type of grease that can be crafted with an Abyssal Agitator. It can be applied to a weapon or skin, providing various effects (both positive and negative):

* **On Weapon**: +1d6 psychic damage; weapon inflicts Distracted (disadvantage on Concentration checks); Inflicts Spell Vulnerability (disadvantage on saving throws against spells)
* **On Skin**: Grants Advantage on Saving Throws Against Spells; Inflicts: Heavily Encumbered (disadvantage on attack rolls, speed reduced by 4)

Wherever you chose to apply the grease, it also inflicts *Demonic Grease Fumes* condition - makes the character unable to apply more demonic greases.

## Description

*Applying this demonic grease will greatly empower you, but beware of the consequences...*

## Crafting

**Ingredients:** Demonic Essence, Acid, Angry Violet

**Crafting Difficulty:** DC 22, Very Hard

**Required Successes:** 5

## Recipe

* Learned by reading Notes on an Abyssal Agitator by Exonaïka found on a library shelf in the Ruins of Telema.
Cloak of the Ancient King

Cloak of the Ancient King is a wondrous item. It's a rare magical item. It's equipped in the shoulders slot and requires attunement. When attuned, the cloak grants its wearer +2 to CHA (Persuasion) checks and sets his Wisdom to 19.

## Description

*Crafted from the hides of mountain bears for an ancient Snow Dwarf king, this cloak gives its wearer WIS 19, increases Authority, and gives +2 to persuasion attempts.*

## Crafting

**Ingredients:** Giant Ape Pelt, Swamp Opal, Diamond ×2, Gorilla Pelt ×4

**Crafting Difficulty:** DC 18, Hard

**Required Successes:** 14

## Recipe

* Sold by Maddy Greenisle
* (Lost Valley) Sold by Hanno Mudstrider (Brotherhood relation with The Forge needed)
* (Lost Valley) Reward for completing the quest Join the Rebellion.
* (Lost Valley) Found in Dinas Gessa, on the way to meet Hendeolas Anfarel.
* (Lost Valley) Found in the Swamp Entrance area in the Swamp (on a corpse).
* (Palace of Ice) Found on a bookshelf in the Violet's House
Chime of Opening

Chime of Opening is a wondrous item. It's a magical item. It's equipped in the utility slot and requires attunement. When attuned, the chime allows casting of a Knock spell.

The Chime of Opening has **10 charges** and restores one charge at dawn.

## Location

* Sold by Dalon Lark
* Sold by Erwina Longstaff
* Found as random loot
Daliat Sunbird

Daliat Sunbird is one of the scouts of the Caer Lem garrison. Robar and Lisbeth do not trust him. They both claim he’s been acting strange after the scouts returned from their last raid into the Badlands.

Daliat is also a spy in the services of the New Empire, a member of the Silent Whisper organization. He works with and for Heddlon Surespell – his superior within the Whisper.

## Caer Lem and Beyond

Daliat Sunbird is a part of the Caer Lem garrison and survives the first Sorak ambush. Depending on the deputies’ choices, he can successfully escape Caer Lem and go back to Cear Cyflen or be killed by Soraks. To save Daliat, the deputies need to chose to talk to him when making an escape plan during the Caer Lem main quest. A character with the Spy background can coax out his true nature during a conversation with him. With the appropriate skill checks, the party will receive a Silent Whisper Parchment faction document from him.

If Daliat survives, the deputies will meet him later, during the evacuation of Caer Cyflen, and he will reveal that he is indeed a Silent Whisper spy.

## In a Fight

Daliat Sunbird is a Rogue and deals and additional 1d6 damage of the same type as the weapon once per turn if he hits and fulfill the requirements of Sneak Attack (either has advantage on the attack or has an ally next to the enemy, and does not work if he has disadvantage but not advantage).

### Attack

Dagger: +7 to hit, 1d4+4 piercing damage

Shortbow: +7 to hit, 1d6+4 piercing damage
Family Reckoning

Family Reckoning is one of the secondary quests in Solasta: Crown of the Magister. It is a quest connected to the Sellsword background.

## How to obtain the quest

If you have a character with the Sellsword background in your party, this quest is unlocked after you return to Caer Cyflen from Coparann. You’ll need to talk to Annie Bagmordah to pick it up.

## Objectives and quest log entries

**Talk to Mildred**

* Mildred revealed to you that you lived near Coparann before your parents died; they were sentenced to death, and you were given an elixir of forgetfulness.

**Go See Joris Nikannen**

* Sergeant Nikannen told you that the keys were in the archives of the Keep. He wrote you a note to get them.

**Get the Keys from the Archivist**

* You have the keys to your house! Time to visit it.

**Search Your House**

* Visiting the house, you discover a handwritten note from a mysterious individual. He was blackmailing them!

**Discuss the Note with Mildred**

* You understood that the note was written by someone from Coparann – someone who might have been present at their that. That person's name should be registered in the documents kept in the archives.

**Get the Minutes of Your Parent’s Trial**

* The Archivist was a Sorak traitor! You managed to defeat him.
Counterspell

Counterspell is a third level spell from the Abjuration school. The spell interrupts an enemy's spellcasting.

## Spell effects

Counterspell can be cast as a reaction, which the caster takes when he sees a creature within 12 feet of him casting a spell.

Spell up to level III will be automatically countered. To counter other spells, the caster needs to make a successful ability check using his spellcasting ability (DC = 10 + spell level).

## At higher levels

The spell can be cast using a higher spell slot than its original one, providing additional benefits. Per each spell slot over III: +1 to automatically countered spell level.

So, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot the caster used.

## On Spell Lists

The following classes have this spell on their spell list and can cast it:

* Cleric (Law only)
* Sorcerer
* Warlock
* Wizard
* Rogue (Shadowcaster only)
Detect Poison and Disease

Detect Poison and Disease is a first level spell from the Divination school. The spell allows the caster to sense the presence and location of poisonous creatures and diseases within 6 cells of him.

## Spell effects

Detect Poison and Disease reveals creatures or objects which are Poisoned, poisonous or Diseased within the area of effect. The caster is granted *Detect Poison and Disease –* for the duration of the spell, the caster can sense poisonous creatures and disease within 6 cells of him.

## On Spell Lists

The following classes have this spell on their spell list and can cast it:

* Druid
* Warlock (Hive only)
* Wizard (Greenmage only)
Chainmail +3

Chainmail +3 is a magical heavy armor. It has a third tier enchantment and provides +3 bonus to Armor Class. As any heavy armor, it confers disadvantage on Stealth checks. Proficiency with heavy armor and Strength of at least 13 are required to wear it.

## Description

*Most Dwarven smiths dedicate their lives to the pursuit of their magnum opus, with many lesser smiths failing to ever do so in their lifetime. This armor is proof of a smith's singular success; an extremely rare magic-imbued masterpiece that will remain throughout the ages.*

## Location

* Sold by Berdel Ironfoot
* Found as random loot.
Farewell Letter (Defiler)

Farewell Letter is a lore document. It provides additional insight and information on characters and events, contributes to world-building. It has no other function and can be sold or discarded after reading.

## Description

This was probably written by a young defiler you destroyed.

## Text

*Farewell, old friend. Never again shall you warm any skin and soothe my sadness. Today, I embrace the night. Today, I enter eternity. I reject the gods and their power, I become one with darkness.*

*Estalla Mertvykh*

*Born 1005 A.C.*

*Reborn 1024 A.C.*

## Location

Found on the outskirts of the Fortress of the Shield.
Deep Root Lichen

Deep Root Lichen is a crafting ingredient used in various recipes.

*A rare lichen found on the roots of magically distorted trees and underground plants.*

## Recipes

* Ghoul’s Caress
* Ghoul’s Caress Poisoned Arrow
* Ghoul’s Caress Poisoned Bolt
* Maraike’s Torpor
* Torpor Poisoned Arrow
* Torpor Poisoned Bolt
* Scroll of Earthquake
* Scroll of Knock
* Scroll of Levitate
* Scroll of Shatter

## Locations

* Sold by Atima Bladeburn
* Sold by Hugo Requer in Caer Cyflen.
* Sold by Dalon Fall
* Sold by Katniss Strongmail
* Sold by Leila Reed
* Found in various containers.
* Dropped by various enemies.
* Gathered from resource nodes.
Depleted Rune

Depleted Rune is a Faction Relic item. It can be given to a chosen interested faction for specific rewards (certain amount of relationship gain and gold).

## Description

This magic rune probably harnessed an extremely powerful spell, whose secret has been lost with the Cataclysm.

## Location

Found in the teleportation maze part of the Bone Keep (second floor), right after you go thought the “Stairs” teleporter.
Crimson Spider

## Stats

Crimson Spider is a large monstrosity creature of 5 Challenge Rating. It provides 1800 XP when killed.

## Description

*A giant spider from the underground acid lakes of the Badlands.*

## Attacks

### Claws

+10 to hit, 1d6+5 slashing damage, ×2 attacks

### Acid Bite

+8 to hit, 3d6 piercing damage + 3d6 acid damage (save for half)
Inflicts: Paralyzed (save each turn to cancel)

## Locations

* Lava Forest
* The Id, The Arena
Colthannin Chain

Colthannin Chain is a magical medium armor. It requires Strength of minimum 11 and confers disadvantage on Stealth checks. Proficiency with medium armor is required to wear it.

## Description

*This magical chain mail was designed for the sylvan fighters of Colthannin, who were not proficient with heavy armor.*

## Location

* Sold by Joriel Foxeye
* Sold by Galfin Leafcutter
* Found as random loot
Dazzled

Dazzled is one of the detrimental conditions that can be applied to a creature. Conditions alter capabilities and state of any creature in various ways.

## Effects

Dazzled applies the following effects:

* Creature cannot take reactions and gets -2 Armor Class penalty

The condition lasts until the start of the caster's next turn.

## Application and Removal

**Dazzled can be applied by:** Dazzle

**Dazzled can be removed by:** –
Critical Character

Critical Character is one of the neutral conditions that can be applied to a creature. Conditions alter capabilities and state of any creature in various ways.

## Effects

Critical Character is a condition automatically granted to some companions that join the party for a while. Those NPCs are crucial to the story. If a character with Critical Character condition dies – the game is over.

This is especially important to remember during Iron Man mode playthroughs.

## Application and Removal

**Critical Character can be applied by:** applied automatically to some NPCs that join the party

**Surprised can be removed by:** –
Deep Spider Venom Gland

Deep Spider Venom Gland is a crafting ingredient used in some poison recipes.

*Harvested from the corpse of a deep spider. It can be distilled to create a blade venom.*

## Recipes

* Deep Pain
* Deep Pain Poisoned Arrow
* Deep Pain Poisoned Bolt
* Scroll of Blight
* Scroll of Circle of Death
* Scroll of Power Word Stun
* Scroll of Sunbeam

## Locations

* Found in various containers.
* Sold by Mogo the Poor
* Dropped by Deep Spiders

* Sold by Dalon Fall
* Sold by Katniss Strongmail
* Sold by Leila Reed
Dead Cleric Letter

Dead Cleric Letter is a lore document. It provides additional insight and information on characters and events, contributes to world-building. It has no other function and can be sold or discarded after reading.

## Description

A nice parchment, rolled up and stored in a wooden case.

## Text

*Oh, Holy Twins, Kyrie and Juno, Beloved of Mankind! My time is now scarce, but my faith is strong. I bid you read these words of prayer! Know that with my last breaths I have laid low Your enemies. Know that with my last drops of blood I have offered You sacrifice. Know that with my last words I praise You. Life drains from me, though You are ever young. I die, but You shall endure forever – let the last deeds of this mortal man be my final act of devotion.*
Eldritch Blast

Eldritch Blast is a cantrip spell from the Evocation school. The spell fires a beam of crackling energy at an enemy to damage them.

## Spell effects

Eldritch Blast deals 1d10 force damage to the target.

The spell creates two beams at 5th level and three beams at 11th level. You can direct the beams at the same target or at different targets within range. You make separate ranged spell attack rolls for each beam.

## On Spell Lists

The following classes have this spell on their spell list and can cast it:

* Warlocks
Dexterity

**Dexterity** (DEX) measures agility, reflexes, and balance.

Dexterity check are made whenever a character tries to move quickly or quietly, nimbly dodge out of the way, steal something without being noticed etc.

## Importance of Dexterity

Dexterity modifier is added to all **attack rolls** and damage rolls when using any ranged weapon or a melee weapon with a Finesse property (that allow a character to use Dexterity instead of Strength).

When wearing clothing, light armor or medium armor, a character’s Dexterity modifier is added (fully or partially) to the **Armor Class**. So, nimble characters can wear lighter armor and enjoy similar amount of protection as their heavily armored friends.

Dexterity is also used to determine **initiative** at the start of combat – every participant makes a Dexterity check, and the results determine the order of creatures’ turns in combat.

## Dexterity-based skills

There are three skills based on Dexterity: Acrobatics, Sleight of Hand, Stealth.

## Dexterity saving throws

Dexterity saving throws are used in a variety of situations:

* When taking a Dodge action.
* When avoiding triggered traps.
* Save against spells: Acid Splash, Black Tentacles, Burning Hands, Faerie Fire, Fireball, Flaming Sphere, Grease, Ice Storm, Lightning Bolt, Sleet Storm, Wall of Fire.
Enhance Ability

Enhance Ability is a second level spell from the Transmutation school. The spell grants temporary powers to an ally for up to one hour.

Enhance Ability requires concentration.

## Spell effects

Enhance Ability targets one ally. The caster chooses the specific condition applied by the spell from the following options:

* **Bear's Endurance:** grants temporary hit points and advantage on Constitution checks.
* **Bull's Strength:** grants increased carrying capacity and advantage on Strength checks.
* **Cat's Grace:** grants reduced falling damage and advantage on Dexterity checks.
* **Eagle's Splendor:** grants advantage on Charisma checks.
* **Fox's Cunning:** grants advantage on Intelligence checks.
* **Owl's Wisdom:** grants advantage on Wisdom checks.

## At higher levels

The spell can be cast using a higher spell slot than its original one, providing additional benefits. Per each spell slot over II: +1 target.

## On Spell Lists

The following classes have this spell on their spell list and can cast it:

* Bard
* Cleric
* Druid
* Paladin (Oath of Judgment)
Dryad Queen

## Stats

Dryad Queen is a medium fey creature of 7 Challenge Rating. It provides 2900 XP when killed.

The enemy was introduced in the Lost Valley DLC.

## Description

*A large and powerful dryad, who seems to lead a pack of lesser dryads.*

## Attacks

### Shillelagh

+8 to hit, 1d8+5 bludgeoning damage, ×2 attacks

### Poisonous Spine

+8 to hit, 1d8 piercing damage + 3d6 poison
Crushing Mace

Crushing Mace is a craftable one-handed melee bludgeoning weapon. In the main campaign, the weapon cannot be bought or found, it can only be crafted. Proficiency with simple weapons or maces is required to use it effectively.

## Description

*This enchanted weapon was forged using the ancient knowledge of Manacalon’s master smiths. Created to breach fortifications faster, this mace also found its way into the crucible of war to break shield walls.*

## Crafting

Ingredients: Primed Mace, Heartstone

Crafting Difficulty: DC 18, Hard

Required Successes: 14

## Recipe

* Found in the Fortress of the Shield (in the Library)
* Sold by Atima Bladeburn in Coparann
* (Lost Valley) Found in the Troll Cave in the Swamp (on a corpse)
Document

Document is a lore document. It provides additional insight and information on characters and events, contributes to world-building.

This note is found in the Mine during the Wanderer background quest. It's the proof of Auroc's treachery.

## Description

This document was found in the bandits' hideout in the Coparann Mines.

## Text

*I have found the target. Gather the party and wait behind the necropolis. We'll be there soon, and I'll have my revenge.*

*Auroc*

## Location

Found in a chest in the Coparann Mine, Necropolis.
Confused

Confused is one of the beneficial conditions that can be applied to a creature. Conditions alter capabilities and state of any creature in various ways.

## Effects

Confused applies the following effects:

* Creature does not make rational decisions and at the start of each turn decides what to do randomly. It can decide to: move away, not act at all, melee attack a target within reach, or act normally.

The condition ends if the caster's concentration is disrupted.

## Application and Removal

**Confused can be applied by:** Confusion

**Confused can be removed by:** disrupting concentration, successful Wisdom saving throw
Dagger +1

Dagger +1 is a magical one-handed melee piercing weapon. It has the lowest tier enchantment (+1), which provides a +1 bonus to attack and damage. Proficiency with simple weapons or daggers is required to use it effectively.

## Description

*An Iron Legion officer’s dagger from the Imperial era, finely crafted and imbued with magic.*

## Location

* Sold by Joriel Foxeye
* Sold by Angus Hightower
* Sold by Rhodanthe Asigon
* Found as random loot
Expeditious Retreat

Expeditious Retreat is a first level spell from the Transmutation school. The target of the spell becomes able to dash as a bonus action for a limited time.

Expeditious Retreat requires concentration.

## Spell effects

Expeditious Retreat can only be cast on the caster himself. It grants *Expeditious Retreat* – target can dash as a bonus action.

## On Spell Lists

The following classes have this spell on their spell list and can cast it:

* Cleric (Mischief only)
* Fighter (Spellblade only)
* Sorcerer
* Warlock
* Wizard
Cloth of the Lightbringers

Cloth of the Lightbringers is a magical item of clothing. It confers resistance to Necrotic damage and a +3 to AC. Attunement (Wizard, Sorcerer, or Warlock) is required to take advantage of these special properties. No proficiency is required to wear it.

Note: The AC provided by this clothing does not stack with Mage Armor.

## Description

*This cloth was designed and enchanted by the clerics of a Tirmarian cult to equip their paladins.*

## Location

* Sold by Maddy Greenisle
* Has a chance to be given by the Princess to the party before they venture to the Aer Elai.
* Found as random loot.
* (Lost Valley) Possible drop from armor stand on the upper level of the Deserted Refuge in the Blocked Cave.
* Sold by Togrem Caskstrong
Distracted

Distracted is one of the detrimental conditions that can be applied to a creature. Conditions alter capabilities and state of any creature in various ways.

## Effects

Distracted applies the following effects:

* Creature has disadvantage on Concentration checks until next turn

## Application and Removal

**Distracted can be applied by:** Demonic Grease of Spell Taint

**Distracted can be removed by:** –