recursal/Fanatic-Fandom huggingface dataset:
Aerial Acceleration (Wizard Spell)

Although developed by dragons, aerial acceleration can affect any single flying creature, either natural or empowered by magic, touched by the casting dragon. This spell reduces air friction, increasing a creature's flying movement rate by 50%. Thus, a dragon with a movement rate of 24 can fly at 36 for the spell's duration. While flying at this increased speed, however, the dragon's maneuverability class (MC) worsens one step, and special aerial maneuvers (for example, snatch) are impos­sible. The dragon is not required to move at the increased rate, and may slow to overcome the spell's drawbacks. Aerial acceleration cannot be cancelled at will, but a successful dispel magic or a more powerful spell can force it to end prematurely.

Dragons typically use this spell before an aer­ial battle to increase their odds of catching oppo­nents by surprise or, if things go awry, as a way to outdistance pursuers. Inventive dragons may find other uses for the spell.

Non-dragon spellcasters may have converted aerial acceleration to their own use, and versions unrelated to dragon magic may have been devised independently by several wizards. These spells are of higher level, for the draconic version depends heavily on a dragon's innate ability to visualize flight patterns and air currents.

At the DM's discretion, dragons that employ this spell regularly might be considered expert flyers, and thus, might retain their normal maneu­verability class and aerial tactics. This should be the exception and not the rule.

Notes: Restricted to dragons; uncommon. (Updated from Dragon Magazine.)
Ruby Red

**Ruby Red** is animated sketch, that a small girl living in an ethnically diverse neighborhood and her dog Jake. (based on Pennsylvania), Ruby Red and Dot learns about her neighbors' cultures, personal histories and the arts. She is animated since 2004, Ruby Red was adapted for animated segment, before "Batley the Musical". The series shows inter-ethnic friendship and tolerance. that segment parodied elements of the hit musical *Annie.*
Adamantite Mace (Priest Spell)

By means of this spell, the priest transmutes his own cudgel, mace, or staff into an enchanted weapon of adamantite, the most magical mineral known. The *adamantite mace* gains a +2 bonus to attack and damage rolls, but it can strike creatures normally hit only by +4 or better weapons. As an incarnation of elemental earth, the mace inflicts up to twice the damage (roll twice the required damage dice) against creatures of elemental air or magical avians such as griffons, perytons, pegasi, and winged baatezu or tanar'ri. The *adamantite mace* retains its special properties for one round per level of experience of the caster.

The material component is a special powder made from a diamond worth 100 gp, sprinkled over the weapon.

**Notes:** Uncommon spell for druids and spe­cialty priests of Elemental Earth. (PO.SM)
Batley's Christmas Carol

Batley's Christmas Carol is a direct to video Susan and Friends Christmas special that was released on December 25, 2006.

## Plot

It's Christmas in Bubble Town and Susan and all her friends are celebrating with a big party. But Batley hates Christmas! Later that night, he was visited by three spirits who show him his past, present and future. Can Batley learn the true meaning of Christmas?

## Characters

* Susan
* Batley
* Webster
* Thatch
* Steve Tree
* Andy Pumpkin

## Guest Stars

* Caroline Kaye as Sally Marley
* Molly Edwards as Lady Ghost of Christmas Past
* Mindy Kaling as Lady Ghost of Christmas Present
* Kylie Mingoue as Lady Ghost of Christmas Yet to Come

## Songs

1. What a Bat - sung by Batley
2. Jet Song - sung by Thatch
3. I Mean't to Do That - sung by Batley
4. Let it Go - sung by Sally Marley (Caroline Kaye)
5. I'm Lady Ghost of Christmas Past - sung by Batley and Lady Ghost of Christmas Past (Molly Edwards)
6. Mambo Italiano - sung by Steve Tree (2001)
7. I Wanna Be Loved By You - sung by Andy Pumpkin (2003)
8. I'm Lady Ghost of Christmas Present - sung by Batley and Lady Ghost of Christmas Present (Mindy Kaling)
9. Step in Time - sung by Andrew the Reindeer, Mousedeer and Chorus (2002)
10. Winter Solstice - sung by Zoe Lee Robinson (2004)
11. Set your Piggies Free sung by Ziggy Marley (2005)
12. I'm Lady Ghost of Christmas Yet to Come - sung by Batley and Lady Ghost of Christmas Yet to Come (Kylie Mingoue)
13. I Wanna Be Loved By You - sung by Corpse Lady
18. Hooray for Hollywood - sung by Batley and the Chorus
Ability Scores (GAP)

Translated into creatures of pure mental energy, either by spell or by the plane itself, characters on the Astral Plane resemble their physical selves in appearance only. Astral bodies differ in many ways. Various ability scores change in what they represent. Only Charisma remains unchanged.

## Intelligence and Strength

As a construct of mental astral energies, a basher finds that Intelligence dictates his might. It's simple — folks possessing strong, sharp mental abilities ar powerful bloods, and addlecoves are out-of-luck pikers. A character's Intelligence score takes the place of his Strength score to determine attack and damage bonuses (or penalties), as well as carrying capacity, ability to bend bars/lift gates, and so on. Any action that would normally require a Strength ability check should use Intelligence instead.

Intelligence as an ability score and game mechanic now takes over Strength's function in the game. Essentially, while on the Astral, a character's Strength score means nothing.

## Wisdom and Dexterity

Like physical might, nimble fingers or fast feet aren't going to help a cutter in a jam on the Astral. Here, where everyone's a construct of mental energies, it's a character's Wisdom and sense which translate into quick action and deft precision.

Instead of the Dexterity score, use a character's Wisdom to determine her Armor Class, missile attack, and reaction adjustments. This reflects the Astral's focus on a character's mental experience and developed intuition rather than physical agility.

## Constitution

While as a game mechanic Constitution remains unchanged, on the Astral Plane it represents a character's stamina in regard to mental fatigue and stress rather than physical hardiness.

Likewise, a character's hit points are a measurement of mental fortitude on the Astral, not the actual amount of bodily punishment a basher can take. In game terms, hit points still serve the same function, but the idea behind them differs slightly.
Additional Comments on Spells and Magical Items (HLC)

This section contains new and updated information for adjudicating magic use in your campaign. Items marked with a † are from the *Tome of Magic*, spells marked with a ‡ are from *The Complete Wizard's Handbook*, and all other spells and items are from the *Player's Handbook*. Some of the entries contain optional material, presented in a separate paragraph on a gray background.
Air Genasi (Race)

## Playable Race Entry

Art from Planewalkers Handbook

Can exceed the level limits for the allowable classes if they have high prime requisite scores (DMG Table 8).

**Special Advantages:**

* All planar races have an automatic -2 reaction roll penalty toward genasi.
* Able to use levitate once per day as a 5th-level wizard, regardless of class or level.
* +1 bonus to all saving throws versus air-based magic and spells for every five experience levels, in addition to any saving throw bonuses from items, class, or other sources.

**Special Disadvantages:**

* If specialty priests, air genasi must serve a deity of elemental air or some other sort of “sky god” and cannot be druids.
* The only Specialist Wizard role they can take is that of the Elementalist (Air). Other specialisations are locked out.
Acid Bolt - Drow (Wizard Spell)

*See also Acid Bolt (Wizard Spell).*

The caster creates a continuous, straight stream of shimmering liquid that emerges from the caster's hand, and can be aimed, using the caster's attack roll to attain a “direct hit”. On impact, the forms a 10' radius sphere of acid, and explodes outward in a burst of liquid. Creatures in the sphere of acid suffer 4d4 damage and each exposed item they wear or carry must make a saving throw vs. acid. Creatures hit by the sphere take damage for multiple rounds, unless the acid is somehow neutralized. The continuing effect is an additional 1d4 points of acid damage per three levels of the caster per round. The effects last 1 round for every three experience levels of the caster. Thus, a 10th-level caster's acid bolt lasts for a maximum of three additional rounds, inflicting 3d4 additional points of acid damage per round. The acid can be countered by dousing the victim in at least a half-gallon of water, wine, or similar liquid, or other measures deemed sufficient by the DM.

Creatures struck by splashes from the acid bolt (any creature within a 20-foot radius danger zone) take 2d4 points of acid splash damage. Splash damage is only taken for the round in which the bolt strikes and generally won't require item saving throws.

The material components of this spell are spit­tle from the caster, a dart, thorn, needle, or icicle, a crystal or glass sphere of any size, and a clear glass vial of acid.

Notes: Common for drow; otherwise rare.
Acid Bolt (Wizard Spell)

*See also Acid Bolt - Drow (Wizard Spell).*

This spell summons two teardrop-shaped bolts of flesh-corrosive force that dart forth from the caster's hands to strike their targets unerringly. Each target must be a single creature that the caster can see and distinguish from others during casting. Once hurled, a bolt will follow a fleeing target out of the caster's view and dodge around obstacles and other creatures, even those who move to intercept it. The caster cannot aim the bolts at specific body parts, areas, or carried items.

Any being struck by an acid bolt suffers 4d4 points of damage. Skeletal or non-corporeal undead and non-living objects (even wood and cloth) are unaffected by an acid bolt.

Notes: Rare spell. (Updated from Dragon Magazine.)
Adhesion (Wizard Spell)

This dweomer causes two solid objects to adhere to one another for the duration of the spell. The caster must touch the juncture between the objects while intoning the spell. The adhered objects can be separated by a successful bend bars/lift gates check, by means of a dispel magic spell, or by exerting a force of more than 1,000 pounds plus 100 pounds per caster level (about two horsepower at 1st level). If the spell is employed against materials or objects worn or carried by an unwilling creature, the subject gains a saving throw vs. spell to avoid the effect.

The material component is a pinch of pow­dered horse's hoof.

**Notes:** Uncommon spell. (Updated from Polyhedron Newszine.)
Air Tread (Priest Spell)

This spell, a more powerful version of the air walk spell, temporarily alters the body weight of the priest or a touched being (of large size or less), so that the creature can walk upon liquid or air with normal balance and at normal movement rate. Unlike the 3rd level spell, water walk, the being's feet do contact any liquid walked upon.

If cast upon a falling creature, this spell stops the descent within a further drop of one body length of the creature. If any surface is struck during this time, base falling damage is halved. Using the spell duration to walk straight down­wards and lessen the height of a remaining un­avoidable fall can lessen damage from long falls. When the spell ends, normal descent (with possi­ble falling damage) occurs.

This spell is often used to walk across chasms, or from one rooftop to another, but can be used to cast a single spell while stationary in midair. This use of the air tread spell exhausts it immediately upon the completion of casting the other spell, so the caster immediately begins to fall.

The material components are a feather, a pinch of dust, and a sandal or shoe of any size.

**Notes:** Granted by the drow god Vhaeroon.
Acheron (PWH)

Editor note part of pg 15 related to archon wouldnt copy into any cohernt text and is more convient to manual type

Worse, the cubes constantly move and occasionally collide, ringing a toll of disaster for anyone standing on one of the clashing cubefaces. The cubes are also riddled with tunnels and caverns, providing more space to marshall forces and fight battles. Travel between cubes is possible through use of special gates and spells. Acheron is the home of the goblin and ore deities, as well as similar evilly militaristic types. These powers send their petitioners into continual battles for dominance. An Acheron petitioner cares little for form, only function. The beauty of a weapon matters little - what counts is only how badly it wounds a foe that it strikes. While skill isn't completely overlooked, in the end, brute force is king. The first layer of the plane, Avalas, is the most heavily populated, but it's also where most of the fighting goes on. Yugoloths, baatezu, modrons, dwarven einheriar, petitioners (folks who died in unglorious battle), and planar mercenaries do battle with the aforementioned humanoids as well as with each other. There're towns and fortresses throughout, but mostly it's a layer of battlefields. The second layer of Acheron, Thuldanin, is of more interest to canny planewalkers. It's the final resting place for more weapons and more types of weapons than a single cutter is ever going to know of or see. Machines and devices of war from endless conflicts throughout all the planes, including the Prime, end up here. Scavenging for intact weapons can be a valuable undertaking, since many of great quality, fantastic power, and intriguing mechanisms can still be found and used, or at least copied. A word of warning, however - the dark of this layer is that anything (including equipment, weapons, and flesh) staying too long turns to stone. Tintibulus and Ocanthus, the third and fourth layers of Acheron, aren't much visited. Folks who frequent such places aren't the types to rattle their bone-boxes without some significant garnish, so the chant remains dark. A few say that a huge city on Ocanthus is home to a powerful, isolated race, but this has never been confirmed. TARSHEVA RECOMMEND : A cambion named Thrao sneaks about the plane looking for magical weapons. Chant is, he's got one of the greatest hoards on the Lower Planes (mostly weapons of low power, but he makes up for it in quantity). His prices are high, but his selection is superb - and he has a number of odd magical weapons, like garrotes, pikes, blowguns, arquebuses, and more.
A Player's Guide to the Planes (PCS)

*Our community needs more information on this page! Can you help out? Click here to add more.*
Planescape: Campaign Setting

* Book 1: **A Player's Guide to the Planes**
* Book 2: A DM Guide to the Planes
* Book 3: Monstrous Supplement
* Book 4: Sigil and Beyond

## Chapter 1: Welcome To The Planes

* Welcome To The Planes
* What's What, and What's Where
	+ The Center of the Multiverse
	+ The Unity of Rings
	+ The Rule Of Threes
* The Grand Design
	+ The Prime Material Plane
	+ The Inner Planes
	+ The Outer Planes
* The Paths Between The Planes
	+ The Ethereal Plane
	+ The Astral Plane
	+ The Outlands
* Sigil

## Chapter 2: Denizens Of The Planes

* Denizens Of The Planes
* Primes
* Planars
* Petitioners
* Proxies
* Powers
* Creating A Player Character
* Player Character Races
	+ Bariaur
	+ Githzerai
	+ Tiefling
* Player Character Classes

## Chapter 3: Factions Of The Planes

* Factions Of The Planes
	+ The Athar
	+ Believers Of The Source
	+ The Bleak Cabal
	+ The Doomguard
	+ The Dustmen
	+ The Fated
	+ The Fraternity Of Order
	+ The Free League
	+ The Harmonium
	+ The Mercykillers
	+ The Revolutionary League
	+ The Sign Of One
	+ The Society Of Sensation
	+ The Transcendent Order
	+ The Xaositects
	+ The Outsiders
* General Faction Benefits

Template:Navbox Planescape: Campaign Setting
Acidic Blast (Wizard Spell)

*Note: This spell first appeared in the Hellbound: The Blood War boxed set, and were designed for fiendish spellcasters. DMs must give specific permission for PCs to have access to these lower-planar dweomers.*

In an attempt to develop a spell that'd be particularly effective against their enemies, the tanar'ri or baatezu came up with **acidic blast**. It hardly matters which side invented the spell - the magic was promptly stolen or copied by the other, and now each force has access to its power. Until recently, both races guarded the spell desperately from nonfiends, since they believed that it wouldn't do to give the celestials or mortals such a powerful weapon.

See, acid is fully effective against both baatezu and tanar'ri, and acidic blast conjures forth a bolt of powerful, caustic fluid that emerges from the caster's hand with great force. The acid shoots in a straight line for up to 100 yards, and causes 3d6 points of damage to the target (no saving throw allowed). The splash also inflicts Id6 points of damage to any sod within 5 feet of the target (a successful saving throw indicates no damage).

Unfortunately for the fiends, an intrepid planewalking mage stole a baatezu wizard's spellbook, fled to Sigil, and deciphered the spell before the fiend could reach her. The spell is currently circulating among Cager wizards, most of whom will be only too happy to share it with any who ask (for the right garnish, of course).
A Mysterious World (CBOH)

Like the primitive ancestors of humans and demihumans, most humanoids still embrace the fears and wonders of the primordial world, a world that still exists in its simplest, most frightening form. To the humanoid, the world beyond his fire is unknown. All manner of creatures and supernatural beings roam these unknown regions, waiting to harm the humanoid who wanders too far from the fire's protective glow.

Even the most civilized humanoid will often use an elaborate system of safeguards that appear irrational to non-humanoids. For example, a forest kobold of Amn waking on his left side must immediately spit three times or suffer an unlucky day.

Many humanoid superstitions are outward manifestations of racial or cultural anxieties, but others have to do with the external powers of the world — the gods, spirits, and other supernatural beings that populate the campaign world. These powers must be bribed or charmed into leaving the humanoid alone, lest all manner of bad luck and suffering result.

Humans and demihumans might consider these practices to be outmoded, primitive, or even absurd, but most humanoids consider every such ritual to be of life-and-death importance. This belief stays with a humanoid character his whole life, no matter how many years he stays away from his tribe. Every superstition has a legend behind it and comes with a ready-made ritual for attracting beneficial influences and warding off malevolent ones. Thus, many humanoid characters remain perfectly at home in their beliefs, always on the lookout for signs and omens, ever ready with an oft-practiced ward.

Humans may well be uncomfortable around humanoids for any number of reasons, and many commoner folk definitely find the latter's constant reference to unseen forces unnerving. To the humanoid, however, it is just a way of life.

In a world that is often hostile, dangerous and extremely unpredictable, such humanoid superstitions offer some measure of comfort and control. Naming a fear goes far toward conquering it, or at least reducing it to a concrete thing that may be fought. When fear sweeps over humanoids, their superstitions provide assurance that they can influence thenfate with simple, time-honored rituals.

Some rituals require simple actions such as gestures. Others need the additional power of a physical charm, such as a rabbif s foot or griffon's quill. Each charm has its own function; a humanoid may carry several different types of charms to ward off fear or bad luck. These charms may be worn openly or kept hidden until needed.

To humanoids, who often feel powerless in the face of nature, other races, and even their own kind, superstitions are almost a form of personal magic. This magic does not produce impressive displays of light and sound, nor does it strike opponents with deadly force. Instead, it helps a humanoid come to terms with the unknown. Each small ritual, either positive or negative in nature, is repeated over and over as a form of cause and effect. If kissing her sword once helped a female hobgoblin defeat an opponent, then she might have permanently adopted the kissing ritual in order to continue her good luck.
Aarakocra (DSC)

Of all the **aarakocra** who live beneath Athas's crimson sun, only the silvaarak of the White Mountains can be used as player characters. The bird-people born to the village of Winter Nest grow to an average height of 7 1⁄2 feet tall with wingspans of 20 feet. Males weigh about 100 pounds, while females weigh about 85. With gray beaks, black eyes, and plumage that ranges from purest white to silver to shades of pale blue, the aarakocra of Winter Nest look much different than the bird-people of the deep desert.

Aarakocra who leave Winter Nest to become player characters are seen as young rebels by the rest of their community. They are adventurous, seeking higher purpose and a way to help the beleaguered world. In all cases, aarakocra have a deep and abiding respect for the gifts of nature and little patience for those who abuse those gifts.

As beings intimately connected to high mountain peaks and the open sky, aarakocra have a great love of freedom. In some ways, this love is even more intense than a similar emotion
experienced by elves. They prefer to always be above a situation, either flying or perched above the rest of a group so that they can have a bird's-eye view. Aarakocra are claustrophobic and will only enter an enclosed building or cave if absolutely necessary.

Aarakocra make excellent fighters and good rangers, but their fear of enclosed places makes them wither in captivity, so they can never develop into gladiators. The silvaarak send a select number of their village to learn preserving magic from Oronis of Kurn, but no bird-person can develop the skills necessary to be a defiler. All other character classes, except for bard, are open to aarakocra PCs. Like all character races, they can excel as psionicists.

The following game statistics apply to the aarakocra player character:

* An aarakocra PC has a natural Armor Class of 7. However, because his bones are light and fragile, any damage caused by a bludgeoning weapon is increased by 1d4 points.
* Each bird-person has the ability to fly; movement rate is 36, with maneuverability class C. Base movement rate on land is 6.
* An aarakocra can use his talons instead of a weapon during combat, striking twice in a round for 1d3 points of damage with each successful hit. When using a javelin (if the character is proficient in its use), an aarakocra can make a special diving attack that gets a +4 bonus to attack and causes double damage.
* When forced to fight in an enclosed area (any area where the aarakocra can't spread his wings and fly), an aarakocra receives a -2 penalty to all attack rolls.
* The silvaarak are slightly longer-lived than their primitive cousins. Even so, the oldest aarakocra known lived to only age 42.
Aarakocra (Race)

*For other Aarakocra, see Aarakocra (disambiguation).*

## Playable Race Entry

Art from 2nd Edition Monstrous Manual

## Special Advantages

The bird-men have the ability to fly, with a movement speed of 36 and a maneuverability class of C. Aarakocra talons cause 1-3 points of damage and can strike twice in a round. Their beaks also cause 1-3 points of damage. They receive no attack penalties for aerial missile fire. When using two javelins, an aarakocra can make a diving attack. They must dive at least 200 feet to use this special attack. The attacks are usually accompanied by a blood-curdling shriek, gain a +4 bonus to the attack rolls, and cause double damage.

An aarakocra shaman of 7th level can, with four other aarakocra, summon a friendly air elemental in three rounds of chanting and aerial dancing. It will perform favors, although it will not endanger its life for them.

## Special Disadvantages

Aarakocra are very claustrophobic. Those who engage in combat in enclosed areas (buildings, dungeons, etc.) receive a -3 penalty to their attack rolls
Solomon Grundy

"**Solomon Grundy**" is an English nursery rhyme.

## Lyrics

The rhyme has varied very little since it was first collected by James Orchard Halliwell and published in 1842 with the lyrics:

Solomon Grundy,
Born on a Monday,
Christened on Tuesday,
Married on Wednesday,
Took ill on Thursday,
Grew worse on Friday,
Died on Saturday,
Buried on Sunday,
That was the end,
Of Solomon Grundy.
A Day in the Life (Priest Spell)

This spell transforms a living, sentient, intelli­gent creature touched by the caster (successful attack roll required) into a normal halfling with no character class abilities (see the Monstrous Manual tome) provided the creature fails a saving throw vs. spell. The creature transformed retains its alignment, its memory and mental capacity, its normal saving throws, and its hit points. It does not gain the saving throw bonuses that halflings normally possess; the spell gives halfling form and THAC0. Items carried or worn are not changed with the creature, which may now be awash in ill-fitting armor or holding a weapon too big to wield effectively. Magical items usable only by character classes other than fighters no longer function for the creature. The casting of spells by a creature transformed by a day in the life is not possible, although they are not forgotten and can be cast when the creature once again assumes its normal form: similarly, the use of psionic capabili­ties granted by the psionicist class is not possible. The spell does not require a system shock roll for the creature when it is transformed or when it assumes its normal form: at the spell's expiration.

The material components are the priest's holy symbol and a hair from a halfling's foot.

**Notes:** Granted by the halfling deity Yondalla.
Acid Storm (Wizard Spell)

This deadly spell unleashes a downpour of magical, gelatinous acid droplets. All creatures within the area of effect are coated by globs of gooey acid. The acid can be washed off only with wine, vinegar, or by a successful *dispel magic* or similar spell. The acid remains present for 1 round per level of the caster, then vanishes.

Creatures coated by the acid suffer 1d4 hit points of damage each round during rounds 1-3, 1d6 points in each of rounds 4-6, and 1d8 points on each round thereafter. Characters who successfully save vs. spells during the first round suffer only half damage from the acid for the remaining rounds. When the spell expires, no further damage is inflicted.

Acid damage can be healed through any means except *regeneration*.

The material component is a drop of acid.

**Notes:** Uncommon spell (ToM).
Acid Bolt

Disambiguation page for Acid BoltThe following is a list of links to pages that might share the same title.Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.
**Acid Bolt** may refer to:

* Acid Bolt (Wizard Spell) - The Wizard Spell
* Acid Bolt - Drow (Wizard Spell) - The Wizard Spell for Drow
Aerial Movement (DMG)

Aerial movement rates are handled according to the normal movement rules, with clear sky being treated as clear terrain. A detailed system of aerial movement during the round can be found in Chapter 9: Combat. The only special consideration that must be given to aerial movement is the weather condition. Weather is, for al practical purposes, the terrain of the sky.

As with sea movement, the weather for any particular occasion can be chosen by the DM or determined randomly. If determined randomly, the DM should first roll a wind condition (as found on Table 79).

Next, the DM rolls 1d6 to determine precipitation (although storms and hurricanes have automatic precipitation). During summer and winter, a 6 on the die indicates rain or snow. In spring and fall, a 5 or 6 is rain. Clearly the DM must adjust this according to the terrain of the region. There is little need to make precipitation checks when flying over a desert, for example.

Be aware that this is only a very simple method for determining the weather, and judgment should still be used. The effects of weather on aerial movement can be found on Table 80.

These modifiers are cumulative. Thus strong winds and rain are the equivalent of a storm, while a gale with rain is worse than a storm. Flight during a hurricane is just about impossible without some type of magical protection.

## Table 80: Aerial Movement Modifiers

Table 80: Aerial Movement Modifiers
 Gale
Advanced Domination (Wizard Spell)

This spell allows the wizard to control the actions of an individual of a player character race (for example, human, dwarf, elf, half-elf, half-giant, halfling, mul, or thri-kreen). During the preparation time, the wizard must be in constant contact with an item once owned and emotionally prized by the target individual, as decided by the DM (for example, a letter from a loved one, the individual's first metal weapon, a family heirloom, etc.). The time spent procuring the item does not count toward the preparation time. The wizard can undertake any activity during the preparation time, provided he carries the item on his person. The subject receives no saving throw, nor the benefit of any magical resistance or resistance to charms. The caster controls the actions of the victim telepathically. This control cannot be re­sisted, nor hindered by protections such as the protection from evil spell.

The spell lasts until one of the following occurs: an immediate relative (sibling, parent, or child) retrieves the prized item and destroys it; a period of time passes equal to the length of time the subject cherished the item; the caster chooses to end the spell. Keeping a subject under advanced domination counts as one 10th level spell against the caster's maximum. When the spell ends, the item disappears.

The material component is the prized item, which may or may not have any intrinsic value.

Notes: Restricted to preservers and defilers, common.
Aarakocra (disambiguation)

Disambiguation page for Aarakocra (disambiguation)The following is a list of links to pages that might share the same title.Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.
Types of Aarakocra.

## Playable Race

* Aarakocra (Race)
* Athasian Aarakocra (Race)

## Playable Rule Text

* Aarakocra (CBOH) - *The Complete Book of Humanoids*
* Aarakocra (DSC) - *Dark Sun Campaign Setting Revised*
* The Races (POSP)#Aarakocra - *Player's Option: Skills & Powers*

## Monster Entries

* Aarakocra (Creature) - *Monstrous Manual*
* Aarakocra (Athas) - *MC Dark Sun Appendix II*
A New Source of Magic (CB)

Sources of magic can be located in many places, and Temporal Prime is no exception. The unique structure of magic in this pseudo-reality does far more than bend existing schools. From its depths, a new school, the school of chronomancy, has been developed.

## Where It Comes From

As time moves in linear fashion, it builds momentum. A result of this, almost a side-effect, is that it accrues a form of both potential and kinetic energy that manifests as mystical ability. This ability can be shaped into magical energies, but only with respect to controlling or altering the momentum of time.

## The School of Chronomancy

In a form of judo on a dimensional scale, chronomancers turn time's momentum against itself. By doing this, they interrupt the flow of time and manipulate it to their desires. The flow can only be diverted so far, and then it attempts to correct itself. This is a part of chronomancy that many practitioners conveniently forget while they try to bring about radical changes in the natural order of things.
Airball (Wizard Spell)

When this spell is cast, a stormy-blue, boulder-sized sphere of air under incredible pressure is created within 120 yards of the caster. If created in the air, the ball (which weighs about 5 pounds) immediately falls toward the ground. If it falls twenty feet or more, the ball breaks into eight separate blasts of wind upon striking the ground, each equal to a gust of wind spell cast by an 8th level spellcaster (winds of 30 mph each); each blowing in one of the eight compass directions from the point of impact (N, NE, E, ect.). In addition, the winds stir up all local dust and dirt for 1d4 rounds, limiting vision to 10 feet in their areas of effect. If the airball lands on water, the spray blasts have the same effect. The sphere is AC 6; any damage will penetrate its sensitive sur­face and set it off, although touching or pushing on it won't do so.

The spell requires one million cubic feet of air: for example, a 100 x 100 x 100-foot volume. From this open air is drawn the compressed air for the sphere. Note, however, that casting this spell does not create a vacuum.

Notes: Rare; uncommon for Air mages. (Updated from Dragon Magazine.)
Abundance (Quest Spell)

## Tome of Magic Text

By casting an *abundance* spell, the priest quickens the ripening of a harvest or the growth of woodland. Fields of crops in the affected area will grow, ripen, and be ready for harvest in a single day. Seed must be sown any time before the casting of the spell.

An area of woodland will grow as if it had grown for 25 years in one day plus five years per day for another three days. There must be soil capable of supporting the woodland for the growth to remain healthy.

The priest must stand anywhere within the area to be affected. The priest designates the exact size and shape of the area in the casting.

The area of effect is 10 square miles for ripening a harvest and 25 square miles for woodland growth. This spell does not create effects such as entanglement or enlargement of the flora within the area of effect.

## Priest's Spell Compendium Text

By casting an abundance spell, the priest quick­ens the ripening of a harvest or the growth of wood­land. The priest stands anywhere within the area to be affected, and designates the exact size and shape of the area in the casting.

Fields of crops in the affected area grow, ripen, and be ready for harvest in a single day. Seed must be sown any time before the casting of the spell. The spell affects 10 square miles of cultivated fields.

A woodland achieves 25 years of growth in one day, plus 5 years per day for another three days. Soil capable of supporting the woodland is required for the growth to remain healthy thereafter. The spell affects 25 square miles of woodlands.

The spell does not create effects such as entan­glement or enlargement of the flora within its area of effect.

**Notes:** Common quest spell.
Abandoning Kits (CDH)

A character who started with a druid kit later may desire to abandon it. There should be a good campaign reason for this decision. For example, an Adviser whose lord has died or whose schemes have been thwarted repeatedly might decide to give up politics in favor of more personal involvement with Nature. Or, an Outlaw who has won a pardon has no reason to remain an Outlaw.

Discuss the question of abandoning the current kit with your DM. If this decision hinges on a specific event that happened to the *character*, change the druid's kit as soon as it's convenient. If, on the other hand, you have simply grown tired of *playing* a certain kit, the DM should come up with a scenario whose story line presents the character with a good reason for abandoning the kit.

Suppose, for instance, that you have been role-playing an Avenger—a druid who became an Avenger because orcs destroyed his forest. It can become boring to play a character whose sole goal is vengeance. Here are some possibilities for retiring the kit:

* The DM arranges a scenario in which the Avenger destroys the orc leader, then realizes he has sated his thirst for revenge.
* The DM sets up an adventure in which the Avenger chances upon a village threatened by marauding monsters. After saving the villagers, he decides to devote his time to continuing to protect them, rather than hunting down his one-time foes.
* The DM designs a story in which the Avenger, in his obsessive thirst for vengeance, comes close to harming innocent people or wildlife. As a result, the Avenger decides to alter his approach to life.

The player whose druid character abandons a kit must role-play the decision and any consequences that arise from it. The druid gives up all the kit's benefits and hindrances. The PC does not lose any bonus proficiencies (marked with asterisks), but they are no longer bonuses. The former Avenger in the above example must pay for them as soon as possible by spending the next proficiency slots he gains on them.
Acid Rain - Red Wizard (Wizard Spell)

*For other Acid Rain Spells, see Acid Rain.*

This spell creates an intense storm of burning, corrosive acid over a circle 3 feet in diameter for each level of the caster (a 12th-level wizard can cast the spell in a 36-foot diameter circle). The acid inflicts 6d4+6 points of damage per round as long as the target remains within the area of effect. In addition, exposed equipment must save vs. acid each round that it is in contact with the spell, or be destroyed.

The material component of this spell is a vial of strong acid.

Notes: Restricted to the Red Wizards of Thay or those trained by them; common.
Abhir

## Monstrous Compendium Entry

This wicked denizen of the outer planes has a multiarmed female torso atop the body of a great snake. When uncoiled, she can stand taller than a large man. Each of the **abhir's** six arms can wield a weapon (favored weapons are magical swords and battle axes). This monster can constrict her victim with her snakey tail, and can cause magical darkness in a 5' radius. She has infravision and other extraordinary abilities, any one of which can be used once per round: *charm person*, *teleport*, *levitate* (as an 11th-level wizard), *read languages*, *detect invisibility*, *pyrotechnics*, *polymorph self*, *project image*. The abhir can *gate* in another abhir with a 50% chance of success.

Abhirs desire the sacrifice of strong warriors, and they are constantly looking for ways to do evil deeds in service of their lords. Lower-level denizens of the outer planes greatly fear the domineering and cruel abhirs.
Accelerate Metabolism (Wizard Spell)

This spell allows for natural healing by speed­ing up the life processes of the subject. Life processes (sleeping, eating, healing) progress at a rate of 1 day per turn for the duration of the spell. The creature cannot move or fight any faster than normal. If the creature is unwilling, a saving throw vs. spell is allowed to negate the effect.

Seven rounds per turn must he spent eating and drinking a day's rations, the other three rounds must be spent resting. If insufficient nourishment is provided the creature suffers from thirst and starvation. If insufficient rest is taken, exhaustion results and no healing occurs.

The creature regains 1 hit point per turn for the first seven turns (minus any penalty due to poor Constitution). In subsequent multiples of seven turns, those with Constitution bonuses receive the Constitution hit point bonus as additional heal­ing. In any case, 28 turns of accelerated metabo­lism heal an individual completely, but age the creature a week (as opposed to a day), due to the stresses of the artificially high metabolic rate.

The material component for this spell is a candle, which must be lit at both ends. The candle must burn for the duration of the spell; if it is extinguished, the spell ends prematurely. The candle is completely burned if the spell runs its normal course.

Notes: Restricted to chronomancers; very rare. (Updated from Dragon Magazine.)
Batley

**Batley** is an egotistical clumsy blue nerdy bat who lives in *Eureeka's Castle*. Despite being different in every way, he's friends with Susan and Magellan. His flying usually ends with a crash landing prompting him to say "I meant to do that." Batley spends most of his time in the belfry and collects big bugs.

Every since 2004, Batley prefers to tap dance.

In a 2016 Reddit AMA, Stine said that Batley's face was modeled after his own son, Matt.

## Looks

Batley is mostly light blue. He has large, pointed ears and two fangs. He normally wears thick-framed glasses, a purple button-down shirt and a black coat.
Airbolt (Wizard Spell)

Using only verbal components, this spell focuses the air around the caster into a powerful invisible bolt; a concentrated blast of air roughly 3 inches in diameter. Airbolt is particularly effec­tive underwater.

Only one creature or object can be the target of this spell. Damage for this spell underwater is 1d6 per level, to a maximum of 10d6 at 10th level. A saving throw vs. spell is allowed for half damage. The spellcaster blows a puff of air as this spell is cast.

In the air, this bolt inflicts only half the number of dice damage as it does underwater (round up), and it will not work in a vacuum at all.

Notes: Uncommon for Air and Water mages; rare for others. (Updated from DRAGON Magazine.)
Age to Destruction (Wizard Spell)

With this spell, the ninja can age any nonliving material (of a maximum volume of 3 cubic feet) by about 100 years. An object affected by the spell may make a normal saving throw vs. disintegration (see the DUNGEON MASTER Guide, Chapter 6) to avoid the spell's effect.

An object that fails its saving throw suffers the ravages of a hundred years of aging, on the inside. On the outside it appears normal, but a little more weathered than before. Stone items are affected very little, but wood rots, metal rusts or corrodes through, and other materials suffer similar results. The next time an object affected by this spell is picked up or otherwise used, it crumbles into ruin. If the object is already under strain when the spell is cast on it, it gives way immediately.

This spell allows a spellcaster to sabotage crucial objects or pieces of equipment: a ladder rung, a wooden step, the sword of an enemy, etc. A fleeing ninja can use this spell to drop a portcullis, booby trap the stairway she has just descended, or destroy a weapon about to be wielded against her. It will not allow the character to sink a boat; the keel exceeds the spell's volume limitations. (However, a hull patch that does not exceed the volume limitation could be destroyed by the spell.)

This spell does not affect living creatures. It will not cancel the effects of a potion of longevity. If cast on such a potion, the spell permanently renders the potion useless. A potion of longevity is the only item that does not receive a saving throw against this spell.

Notes: Restricted to ninja spellcasters and those trained by them; common.
Abandoning Kits (CPrH)

A character created with a Priest Kit might, later in his adventuring career, decide that he has to abandon it. For instance, a Pacifist Priest might be crushed when his inaction resulted in the death of a friend, and might decide to abandon his pacifistic stance.

The player must tell the DM that he wishes his character to abandon the kit. If this choice is the result of some traumatic event, as in the example above, the character may simply wish to declare his intent. If the choice is a gradual one, the DM may want to work it into the storyline.

The priest abandoning his kit will have to role-play out his decision and its consequences. He'll announce his decision... and he must suffer the reactions of his allies (and the other members of his order!), whether good or ill.

He will give up all the kit's bonuses and hindrances. The character does not give up any bonus proficiencies, but they are no longer "bonuses." The character must "pay" for them by spending the next proficiency slots he receives on them.

Once he's abandoned a Priest Kit, the character may not take another Priest Kit to replace it. At this point, he's a normal priest of his specific mythos for the rest of his playing life.
Air Genasi (PWH)

Spirits of the wind, djinn, sylphs, and other such creatures very rarely take special, exceptional human men and women to be their mates. The offspring of these unions are air genasi, or (as they call themselves) wind dukes. Air genasi see themselves as the rightful inheritors of their lineage - the sky, the wind, and the very air that other creatures breathe.

These beings are usually raised on the plane of Air in floating human cities and castles, although occasionally one will be raised among the djinn. Air genasi are accepted and even respected among the humans and other non-native beings who have chosen the plane of Air as their homes. Elsewhere on the planes, however, they are as disliked as the genasi of other elements.

In appearance, air genasi vary considerably, but usually display one or more of the following traits:

* Light blue skin or hair
* A constant light wisp of a breeze about them at all times, even while indoors
* A distinctive breathy voice, with strange inflections and accent Flesh that is very cool to the touch

Although wind dukes can have any number of different outlooks and personality traits, most are arrogant and pretentious, looking upon other races as inferiors (at least to some degree), and upon other genasi as rivals. Air genasi, surprisingly, have no need to breathe, and consider such base actions a horrible waste of pure, pristine air. Their contempt for breathing creatures begins there, and only gets worse. Of course, this doesn't mean that an air genasi cannot interact and even be friends with members of other races - it just makes it even more difficult. Aside from their arrogance, in general air genasi are wild, carefree individuals. They usually care little about their appearance, since having their hair tousled and their clothes ill-mended just shows the natural way of things in their eyes. Emotionally, they vary from calm reservedness to great intensity with little warning between the two.

Wind dukes gain a +1 bonus to Dexterity and Intelligence and suffer a -1 penalty to Wisdom and Charisma.

They have the ability to levitate once per day as a 5th-level wizard, regardless of class or level. They call this process mingling with the wind.

They also gain a +1 bonus to all saving throws versus air-based magic and spells for every five experience levels, in addition to any saving throw bonuses from items, class, or other sources.

Air genasi may be priests, fighters, or wizards. Multiclassed air genasi can be fighter/clerics or fighter/wizards. Wizards belonging to a specialty school must choose that of air elementalism.

If specialty priests, air genasi must serve a deity of elemental air or some other sort of “sky god” and cannot be druids.

Wind dukes may be of any nonlawful alignment.
Acquiring Kits (CBarbH)

A player chooses a kit for his barbarian as part of the character creation process. A barbarian may have only one kit.

When creating a barbarian character, begin by determining his ability scores (Player's Handbook, Chapter 1). Then select a kit, recording the pertinent information on the character sheet.  The DM may exclude any kit that doesn't fit the campaign, and may forbid barbarians from particular cultures from taking certain kits. If there are no forests in the campaign world, he may deem the Forest Lord kit inappropriate. The Plainsrider kit may not be suitable in a campaign where barbarians don't have horses. The DM may also change the kits as he sees fit. He may decide that only females may become Ravagers, or that all Dreamwalkers must follow a particular deity. All restrictions and changes should be explained to the players before they create their characters.