recursal/Fanatic-Fandom huggingface dataset:
Regenerate Serious Wounds

Spell Level: Cleric 5; Druid 4; Favored Soul 5; Voodan 4
Innate Level: 4
School: Conjuration
Descriptor(s): Healing
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn + 1 Round / Level
Additional Counter Spells:
Save: None
Spell Resistance: No

The target creature gains the ability to regenerate 3 hit points every round. This spell does not allow the target creature to regrow or attach lost body parts.
Sorcerer

Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.

**WARNING:** To cast a spell, a sorcerer must have a Charisma score of 10 + the spell's level. For example, to cast a 9th-level spell, a sorcerer must have a Charisma of 19.

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

- **Base Attack Bonus:** +1 / 2 Levels.
- **Hit Die:** d4.
- **Primary Saving Throw:** Will.
- **Proficiencies:** All simple weapons. Sorcerers are not proficient with armor or shields.
- **Skill Points (\*4 at 1st level):** 2 + Intelligence Modifier.
- **Spellcasting:** Wizard/Sorcerer Spells (Charisma-based, no spell preparation, spell failure from armor is a factor).

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

**Level**
1: Summon Familiar - Summon a magical creature as an ally.

**Spell Progression:**

*Bonus spell slots come from items and high charisma.*
Unorthodox Flurry

**Type of Feat:** General
**Prerequisite:** Flurry of Blows.
**Specifics:** The character is trained in a monastic tradition that uses nontraditional weapons. He can use any light melee weapon for his flurry of blows, not just monk weapons.
**Note:** A light weapon is one that is at least one size category smaller than its wielder.
**Use:** Automatic.

Unorthodox flurry currently doesn't work with rapiers.
Stonehold

**Stonehold**

Spell Level: Druid 6; Voodan 6

Innate Level: 6

School: Conjuration

Descriptor: Paralysis

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Colossal

Duration: 1 Round / Level

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

The caster conjures a cloud that paralyzes any creatures
inside of it, encasing it in stone for 1d6 rounds.
Shaman

Shamans are intermediaries between the mortal world and the realm of spirits - the vast multitude of living beings that infuse the entire world with divine essence. Shamans play a vital role in many communities - communicating with ancestor spirits, demons, nature spirits, and the most powerful of spirits, who might be considered deities. The shaman offers sacrifices, prayers, and services to the spirits, and in return gains the favor of a patron spirit who bestows spells and other magical abilities upon him. Shamans have some power over undead, but not as great as clerics have. All shamans can heal wounds and bring people back from the brink of death, and powerful shamans can even raise the dead. Likewise, powerful shamans have authority over undead creatures, and they can turn away or even destroy these creatures. Shamans are trained in the use of simple weapons and can use light armors without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every shaman chooses to focus on two domains associated to its patron spirit. These domains grants the shaman special powers, and give him access to spells that he might otherwise never learn.

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

**WARNING:** To cast a spell, a shaman must have a Wisdom score of 10 + the spell's level. For example, to cast a 9th-level spell, a shaman must have a Wisdom of 19.

**Spontaneous Casting:** A shaman can cast any Cure Wounds, Inflict Wounds, Circle of Doom or Healing Circle spell, without previously preparing it, at the cost of a prepared spell of the same spell level.

- **Base Attack Bonus:** +3 / 4 Levels.

- **Hit Die:** d6.

- **Primary Saving Throws:** Fortitude, Will.

- **Proficiencies:** All simple weapons and light armor. Shamans are not proficient with shields.

**- Skill Points** (\*4 at 1st level): 4 + Int Modifier.

- **Spellcasting:** Shaman Spells. Divine (Wisdom-based, spell failure from armor is ignored).

- **Domains:** Upon taking the first shaman level, a character selects two clerical domains fitting their patron spirit.

**Class Skills:** Concentration, Heal, Influence, Lore, Parry, Spellcraft.

**Unavailable Skills:** Animal Empathy, Use Magic Device.

Level

1: Animal Companion - Summon an animal ally.

    Improved Unarmed Strike - Unarmed attacks no longer incur attacks of opportunity.

2: Spirit Sight - Cast See Invisibility (self only) 3x/day.

3: Turn Undead - Cause undead to flee in terror.

5: Divine Grace (Spirits' Favor) - Add Charisma modifier to all saving throws.

Shamans receive bonus feats at level 4, 8, 12, 16 and 20.

**Spell Progression:**

*Bonus spell slots* *come from items and high wisdom.*
Restoration

Spell Level: Cleric 4; Favored Soul 4; Paladin 4; Voodan 4

Innate Level: 4

School: Conjuration

Descriptor: Healing

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: No

Removes all negative effects of the following types, from a
single target:

\*Ability Decrease

\*Armor Class Decrease

\*Attack Decrease

\*Blindness

\*Damage Decrease

\*Damage Vulnerability

\*Deafness

\*Negative Level

\*Saving Throw Decrease

\*Skill Decrease

\*Spell Resistance Decrease

Restoration will not remove the effects of a curse.
Word of Balance

**Word of Balance**

Spell Level: Druid 7; Voodan 7

Innate Level: 7

School: Evocation

Descriptor: Sonic

Component: Verbal

Range: Medium

Area of Effect / Target: Colossal

Duration: Instant

Additional Counter Spells:

Save: None and Will Negates (+4)

Spell Resistance: Yes

Any creature within the area of the spell suffers the
following ill effects based on its hit dice.

HD up to caster level -1: Blinded for 2d4+1 rounds

HD up to caster level -5: Blinded for 2d4+1 rounds,
Entangled for 1d4 rounds

HD up to caster level -10: Instantly Destroyed

Furthermore, any summoned creature, outsider, or elemental
must make a Will save at a +4 DC or be destroyed. Creatures with more hit dice
than the caster level are unaffected.
Shared Fury

**Type of Feat:** General
**Prerequisite:** Animal Empathy 5 ranks, Barbarian Rage or Wolverine's Rage, Animal Companion.
**Specifics:** The character's fearsome rage spurs his animal companion to greater heights. When the character rages, his animal companion gains the same benefits and penalties from rage that he does, but only if they are within 15 feet from one another at that time.
**Use:** Automatic.
Sand in the Eyes

**Type of Feat:** General
**Prerequisite:** Dirty Fighting or Sneak Attack or Death Attack, Sleight of Hand 8 ranks.
**Specifics:** A smart knave always has a dagger in his boot, an ace up his sleeve, and sand in his pocket. At will, the character can attempt to temporarily blind another creature. If he succeeds at a ranged touch attack and the target fails a reflex saving throw (DC 25), it is blinded for one round. If the target passes the saving throw, it still suffers a -1 penalty to attack rolls for one round. As a trick becomes expected when it is used too often, it may only be used once every ten rounds.
**Use:** Selected.
Shocking Grasp

**Shocking Grasp**

Spell Level: Wizard / Sorcerer 1; Warmage 1

Innate Level: 1

School: Evocation

Descriptor: Electricity

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: Yes

Your successful melee touch attack deals 1d6 points of
electricity damage per caster level (maximum 5d6) to the target.
Tenser's Transformation

**Tenser’s Transformation**

Spell Level: Wizard / Sorcerer 6; Warmage 6; Slaughter domain cleric 7

Innate Level: 6

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

You become a virtual fighting machine - stronger, tougher,
faster, and more skilled in combat. Your mind-set changes so that you relish
combat and can no longer cast spells.

You gain a +4 bonus to Strength, Dexterity, and
Constitution. You gain a +4 bonus to Natural Armor, a +5 bonus to Fortitude,
and proficiency with all simple and martial weapons. You gain a bonus to attack
equal to the difference between your base attack bonus and your character
level.
Vision of the Omniscient Eye

Spell Level: Bard 3; Cleric 3; Druid 3; Favored Soul 3; Voodan 3; Wizard / Sorcerer 3

Innate Level: 3

School: Divination

Descriptor: Light

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

You touch one willing creature and cause its eyes to become
filled with light. The creature becomes immune to blindness, and any blindness
afflicting the creature is removed. The creature also gains the ability to see
in darkness.
Ultravision

**Ultravision**

Spell Level: Assassin 1; Bard 2; Cleric 2; Druid 1; Favored Soul 2; Monster Hunter 2; Ranger 1; Voodan 1; Wizard / Sorcerer 2

Innate Level: 1

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Hour / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The target creature's ability to see in complete darkness is
improved beyond that of Darkvision. When this spell is applied even the effects
of magical darkness are pierced.
Regenerate Light Wounds

**Regenerate Light Wounds**

Spell Level: Cleric  2; Druid  1; Favored Soul 2; Voodan 1
Innate Level: 1
School: Conjuration
Descriptor(s): Healing
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn + 1 Round / Level
Additional Counter Spells:
Save: None
Spell Resistance: No

The target creature gains the ability to regenerate 1 hit point every round. This spell does not allow the target creature to regrow or attach lost body parts.
Shield Maiden's Grace

**Type of Feat:** General
**Prerequisite:** Divine Grace, Turn Undead.
**Specifics:** The paladin can channel energy to grant grace and spiritual calm to his companions. He may spend one of his turn undead attempts to grant a touched creature the protection of his divine grace. The creature applies the paladin's Charisma modifier at the time it was touched as a bonus on all saving throws for one turn and a number of rounds equal to the paladin's Charisma modifier (minimum of 1 round). The bonus from this ability does not stack with a paladin's divine grace.
**Use:** Selected.
Warding Gesture

**Type of Feat:** General
**Prerequisite:** Wis 11+, Cha 11+.
**Specifics:** At some point in the past, a relative or friend taught the character a simple folk gesture to keep the minions of evil at bay. Though he relies on this superstition reflexively, unnatural creatures are genuinely fearful of him when he brandishes such a sign. Whether this is because of its occult power or simply the character's belief in its power is uncertain. As a standard action, the character can make a simple gesture. Treat this gesture as a passive gaze attack. Creatures of the chosen type must make a Will save (DC = 10 + 1/2 the character's level + his Charisma bonus) if they view the gesture. Creatures who fail the Will saving throw act as if under the effects of a fear spell.
**Use:** Selected.

\*Notes:

* The types of creatures that can be selected are the following ones: Aberrations, Beasts, Constructs, Dragons, Elementals, Fey, Giants, Magical Beasts, Outsiders, Shapechangers and Undead.
Tactile Trapsmith

**Type of Feat:** General

**Prerequisite:** None.

**Specifics:** The character can rely on his rapid reflexes and nimble fingers instead of his intellect when searching a room or when disabling a trap. He adds his Dexterity bonus (rather than his Intelligence bonus, if higher) on all Search and Disable Trap checks.

**Use:** Automatic.
New Player Guide

Below there are some external links to some new players guides:

https://docs.google.com/document/d/1GTAFlg\_yz\_il4Eafaa4zpomlaHkexw9aSU5pHi6Jp00/edit

https://docs.google.com/document/d/1sBz4HJusuiYjlB-1tNBR3t1-xipfpAtLbI1bYWl7Q6U/edit?usp=sharing

https://www.nwnravenloft.com/forum/index.php?topic=62555.0

1. ↑ Created by Prisoners of the Mist forum user Wildfire
Weapon Proficiency (Bard)

**Type of Feat:** Class
**Prerequisite:** Bard level 2.
**Specifics:** This feat allows the character to use the longsword, rapier, sap, short sword, shortbow, and whip.
**Normal:** A character cannot equip a weapon he is not proficient in.
**Use:** All bards get this feat at level 2 but can gain other weapon proficiencies as well.
Shaman Spells

## Shaman Spells

**Level 0:**

* Cure Minor Wounds
* Detect Poison
* Inflict Minor Wounds
* Resistance
* Virtue

**Level 1:**

* Bane
* Bless
* Burial Blessing
* Cure Light Wounds
* Doom
* Endure Elements
* Entropic Shield
* Inflict Light Wounds
* Magic Fang
* Protection from Alignment
* Shield of Faith
* Summon Creature I

**Level 2:**

* Aid
* Ancestral Vengeance
* Bull's Strength
* Cure Moderate Wounds
* Eagle's Splendor
* Ghostly Visage
* Ghoul Touch
* Hold Person
* Honorable Weapon
* Inflict Moderate Wounds
* Lesser Restoration
* Owl's Wisdom
* Protection from Curses
* Rebuke
* Regenerate Light Wounds
* Remove Paralysis
* Summon Creature II
* Warning

**Level 3:**

* Bestow Curse
* Blindness/Deafness
* Castigate
* Contagion
* Cure Serious Wounds
* Dispel Magic
* Greater Magic Fang
* Inflict Serious Wounds
* Magic Circle against Alignment
* Magic Vestment
* Mass Aid
* Mental Strength
* Mental Weakness
* Prayer
* Protection from Elements
* Regenerate Moderate Wounds
* Remove Blindness/Deafness
* Remove Curse
* Remove Disease
* Substitution
* Summon Creature III

**Level 4:**

* Chaos Hammer
* Circle of Doom I
* Cure Critical Wounds
* Dismissal
* Healing Circle I
* Inflict Critical Wounds
* Lesser Spirit Ally
* Neutralize Poison
* Order's Wrath
* Polymorph Self
* Restoration
* Summon Creature IV

**Level 5:**

* Awaken
* Baleful Polymorph
* Blood of Fire
* Circle of Doom II
* Healing Circle II
* Raise Dead
* Regenerate Serious Wounds
* Slay Living
* Stoneskin
* Summon Creature V
* True Seeing

**Level 6:**

* Banishment
* Circle of Doom III
* Ethereal Visage
* Greater Dispelling
* Harm
* Heal
* Healing Circle III
* Mass Bull's Strength
* Mass Eagle's Splendor
* Mass Owl's Wisdom
* Regenerate Critical Wounds
* Spirit Ally
* Summon Creature VI
* Undeath to Death

**Level 7:**

* Circle of Doom IV
* Ethereal Jaunt
* Greater Restoration
* Healing Circle IV
* Mass Restoration
* Regenerate
* Resurrection
* Summon Creature VII
* Sunbeam

**Level 8:**

* Aura versus Alignment
* Earthquake
* Greater Spirit Ally
* Mass Heal
* Summon Creature VIII

**Level 9:**

* Elemental Swarm
* Erupt
* Gate
* Nature's Avatar
* Summon Creature IX
Shockwave

**Shockwave**

Spell Level: Bard 6; Voodan 9; Warmage 8

Innate Level: 6

School: Evocation

Descriptor: Sonic

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Cone

Duration: Instant

Additional Counter Spells:

Save: Fortitude Special

Spell Resistance: Yes

You release a wave of sound so loud that it can shake the
foundations of buildings or stop an army in its tracks. Any object struck by
the wave takes 8d8 points of sonic damage. If the object struck is a creature,
it must succeed at a Fortitude save (at +2 to the DC) or be stunned for 1d4+1
rounds and deafened for twice as many rounds.
True Strike

**True Strike**

Spell Level: Assassin 1; Wizard / Sorcerer 1; Warmage 1

Innate Level: 1

School: Divination

Descriptor:

Component: Verbal

Range: Personal

Area of Effect / Target: Caster

Duration: 9 Seconds

Additional Counter Spells:

Save: None

Spell Resistance: No

Through magical intuition the caster gains a +20 bonus to
attack rolls.
Stop Heart

Spell Level: Assassin 4; Cleric 4; Favored Soul 4; Voodan 4; Wizard / Sorcerer 5

Innate Level: 4

School: Necromancy

Descriptor:

Component: Somatic

Range: Touch

Area of Effect / Target: Single Living Creature

Duration: Instant

Additional Counter Spells:

Save: Fortitude Negates

Spell Resistance: Yes

On a successful melee touch attack, you cause the target
living creature's heart to rupture. The creature is able to function for one
and a half more rounds as the flow of blood halts in its veins. After nine
seconds, the creature falls unconscious with -8 hit points.
Summon Creature V

Spell Level: Bard 5; Cleric 5; Druid 5; Favored Soul 5; Voodan 5; Wizard / Sorcerer 5

Innate Level: 5

School: Conjuration

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Point

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The caster summons a dire bear to be a faithful and loyal
servant.
The Dead Walk

Invocation Grade: Lesser

Equivalent Spell Level: 4

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Point

Duration: 1 Turn + 1 Round / Level

Save: None

Spell Resistance: No

The warlock summons forth an undead minion. The type of undead summoned is dependent upon the caster level.

Levels 1 to 5: Tyrantfog Zombie

Levels 6 to 9: Skeletal Warrior

Level 10+: Skeletal Chieftain
Skills

Ravenloft: Prisoners of the Mist Features a custom skill lists while also changing the function of some skills.

Skill Lists:

Animal Empathy - Changed to a combat ability (such as knock down) available to use every 3 rounds.

Appraise - Unchanged

Bluff - See custom skills

Concentration - Unchanged

Craft Armor - Unused. You cannot invest in this skill.

Craft Trap - Unused. You cannot invest in this skill.

Craft Weapons - Unused. You cannot invest in this skill.

Disable Trap - Unchanged

Discipline - Unchanged

Heal - Unchanged

Hide - Unchanged

Intimidate - See custom skills

Listen - Unchanged

Lore - The DC to identify items has been increased.

Move Silently - Unchanged

Open Lock - Unchanged

Parry - See Parry page.

Perform - Unchanged, but all classes gain access to the skill.

Persuade - See custom skills

Pick Pocket - Replaced by Sleight of Hand

Ride - Unused. Do not invest in this skill. You cannot invest in this skill.

Search - Unchanged

Set Trap - Unchanged

Spellcraft - Investment of 5 hard ranks reduces scroll checks by 2.

Spot - Unchanged

Taunt - See Custom Skills

Tumble - Unchanged. Every 5 ranks(not from bonuses) equates to 1 AC. Thus at level 20, the most you can earn is +4 AC.

Use Magic Device - The DC to use magical items has been increased.

Custom Skills

Influence - Bluff and Persuade are combined into Influence. Influence can lower your OCR and can be used in DM situations.

Antagonize - Taunt and Intimidate are combined into antagonize. Antagonize works as Taunt, and can be used in DM situations.

Disguise - Disguise self.

Speak Language - For every five ranks in this skill, the character can learn a new language.

Sleight of Hand - Replaces Pick Pocket
Retributive Invisibility

Invocation Grade: Dark

Equivalent Spell Level: 6

Descriptor:

Component(s): Verbal, Somatic

Range: Personal

Area of Effect / Target: Self

Duration: 1 Hour + 1 Turn / Level

Save: None

Spell Resistance: No

The warlock becomes invisible and impossible to detect using normal vision. Any offensive action taken by the warlock will immediately cancel the invisibility, but he will still retain a 50% concealment bonus. invocation. If the warlock's retributive invisibility is dispelled, a shock wave releases from his body in a 20-foot radius burst. This shock wave deals 4d6 points of sonic damage to all creatures in the area and stuns them for 1 round (a Fortitude save halves the damage and negates the stunning effect).
Voracious

**Type of Feat:** General
**Prerequisite:** None.
**Specifics:** The character has discovered the mystical secret of how to steal a person's strength by devouring their corpse. By feeding upon the dead, the character becomes stronger and tougher, and heals wounds at a much faster rate. Sometimes, discovering the secret requires much deliberate research; sometimes, it is discovered accidentally in a moment of desperation and need. When the character eats the required amount of flesh from the corpse of a humanoid (5 pounds for a small creature, 20 pounds for a medium creature), he gains a +2 enhancement bonus to Strength and Constitution for a duration of one week. The character also heals one hit point per level as though he had rested after a full meal. Eating more than once during this period extends the duration but does not increase the bonus. The character no longer gains nutrition from regular food and no longer recovers hit points when resting from eating.
**Use:** Selected.
**Special:** Any character may take this feat, but non-evil characters will find their alignments quickly twisting into evil if they use it.
Thieves’ Bane

Invocation Grade: Lesser

Equivalent Spell Level: 3

Descriptor:

Component: Somatic

Range: Medium

Area of Effect / Target: Single Object

Duration: 1 Turn / Level

Save: None

Spell Resistance: No

So named for the people who most often fall victim to its effects, this invocation allows the warlock to make a deadly trap out of an ordinary door or container. This invocation magically locks the target door or container, with the Open Lock DC set at 20 + caster level, and the DC of the Strength roll to bash it open set at DC 10 + caster level. If the target is already locked, it will be set to this invocation's DC unless higher already. This invocation does not affect targets that require a key to be opened.

In addition, should anyone other than the warlock open the target by any means (including dispel magic spells) before the spell's duration expires, a large portion of the target instantly explodes outward in a 20 feet radius, dealing 5d6 points of magic damage to all creatures on the same side as the one that triggered the effect. Creatures standing on the other side are unaffected.

Each creature but the one that triggered the effect can attempt a Reflex save for half damage.

Spell resistance does not apply to the damage caused by this effect.
Verdant Wild Shape

**Type of Feat:** General
**Prerequisite:** Wild Shape, Fortitude 6+.
**Specifics:** The character can use his wild shape ability to assume the form of an animal from a tropical rainforest environment. He can assume the following shapes: giant frog, gorilla, jaguar, macaw, monkey, panther, snake, and tiger. At level 12, these forms improve along with other wild shape forms. The transformation has a duration of 1 hour per combined druid and master of many forms level. Upon transforming, the character regains lost hit points as if they had rested for a night. This is only effective once per day.
**Use:** Selected. After choosing the ability, the character must choose an animal form to take.
Scintillating Sphere

**Scintillating Sphere**

Spell Level: Warmage 3; Wizard / Sorcerer 3

Innate Level: 3

School: Evocation

Descriptor: Electricity

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Huge

Duration: Instant

Additional Counter Spells:

Save: Reflex Half

Spell Resistance: Yes

The caster unleashes a crackling electric projectile that
explodes upon all within the area of effect for 1d6 points of electric damage
per caster level, to a maximum of 10d6.
Repelling Blast

Invocation Grade: Greater

Equivalent Spell Level: 6

Descriptor:

Component(s): Somatic

Range: Long

Area of Effect / Target: Single

Duration: Instant

Save: Reflex Partial

Spell Resistance: Yes

The warlock changes his eldritch blast into a repelling blast. In addition to the normal damage from the blast, any medium or smaller creature struck by a repelling blast must succeed on a Reflex save or be knocked prone for two round.
Summon Creature VIII

Spell Level: Cleric 8; Druid 8; Favored Soul 8; Voodan 8; Wizard / Sorcerer 8

Innate Level: 8

School: Conjuration

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Point

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The caster summons a random greater elemental to be a
faithful and loyal servant.
Wall of Greater Dispelling

Spell Level: Beguiler 8; Cleric 8; Druid 8; Favored Soul 8; Voodan 8; Wizard / Sorcerer 8

Innate Level: 8

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Wall 30 Feet Long

Duration: 1 Round / Level (Max 20)

Additional Counter Spells:

Save: None

Spell Resistance: No

You create a transparent, permeable barrier that attempts to
strip all magical effects from any object that passes through. To remove an
effect, the caster makes a dispel check of 1d20 +1 per caster level (to a
maximum of +15) against a DC of 12 + the spell effect's caster level.
Slay Living

Spell Level: Cleric 5; Druid 5; Favored Soul 5; Voodan 5

Innate Level: 5

School: Necromancy

Descriptor: Death, Negative

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: Fortitude Partial

Spell Resistance: Yes

If the caster succeeds at a melee touch attack, the target
must make a Fortitude save or die. If the saving throw is successful, the
target instead takes 3d6 points of negative energy damage, +1 per caster level.
Shadow Conjuration

**Shadow Conjuration**

Spell Level: Wizard / Sorcerer 4; Darkness Domain cleric 5

Innate Level: 4

School: Illusion

Descriptor: Shadow

Component: Verbal, Somatic

Range: Special

Area of Effect / Target: Special

Duration: Special

Additional Counter Spells:

Save: Special

Spell Resistance: Special

The caster conjures a shadow variant of one of the following
spells:

\*Mestil's Acid Breath

\*Mass Mage Armor

\*Stinking Cloud

\*Web

\*Summon Creature III

The shadow variant has a spell school of Illusion, and has
the same DC as Shadow Conjuration.
Word of Faith

Spell Level: Cleric 7; Favored Soul 7; Voodan 7

Innate Level: 7

School: Evocation

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Colossal

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: Yes

Any hostile creature within the area of the spell suffers
the following ill effects based on its hit dice and the caster's alignment. The
caster's most extreme alignment score is used to determine alignment.

HD up to caster level -1: Blinded for 2d4+1 rounds

HD up to caster level -5: Blinded for 2d4+1 rounds, Based on
Alignment\*

HD up to caster level -10: Instantly Destroyed

\*Good: Stunned for 1d4 rounds

\*Neutral: Entangled for 1d4 rounds

\*Evil: 2d6 Strength drain for 1d4 rounds

\*Lawful: Slowed for 1d4 rounds

\*Chaotic: Confused for 1d4 rounds

Furthermore, any summoned creature, outsider, or elemental
must make a Will save at a +4 DC or be destroyed. Creatures with more hit dice
than the caster level are unaffected.
Vampiric Touch

**Vampiric Touch**

Spell Level: Wizard / Sorcerer 3

Innate Level: 3

School: Necromancy

Descriptor: Negative Energy

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single Living Creature

Duration: Instant

Additional Counter Spells: Negative Energy Protection

Save: None

Spell Resistance: Yes

You must succeed on a melee touch attack. Your touch deals
1d6 points of negative energy damage per two caster levels (maximum 10d6). You
gain temporary hit points equal to the damage you deal. You can't gain more
temporary hit points than what is required to kill the target. The temporary
hit points will remain for 12 hours, but multiple castings of the spell will not
grant additional hit points.
Spike Growth

**Spike Growth**

Spell Level: Druid 3; Ranger 2; Voodan 3

Innate Level: 2

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Long

Area of Effect / Target: Large

Duration: 1 Hour

Additional Counter Spells:

Save: Reflex Partial

Spell Resistance: Yes

Covers the terrain with small spikes. Slower creatures take
1d4 points of piercing damage each round they remain in the area; faster
creatures take 2d4. If a creature passing through the area fails a Reflex
saving throw, its legs become damaged, reducing its movement speed by 30% for
24 hours. Plants and other immobile creatures are not affected by Spike Growth.
Zafiro (Piedra)

El **Zafiro (Piedra)** es un mineral precioso del grupo del corindón con característico color azul.

## Descripción

Es normalmente azul. Además del azul puede haber otros colores diferentes, como el naranja, rosado, amarillo (corindón) y rojo (rubí).

Está en la categoría de las piedras preciosas, en la cual también se encuentran los Diamantes y sus variedades, los Rubíes, los Corindones y las Esmeraldas. Juntos con éstas piedras, son las 5 mas hermosas del mundo.

Su formula química es Al2O3. Tiene una dureza es 9 en la escala de Mohs.

Ésta gema se asocia con el mes de Septiembre, siendo la Gema de nacimiento de ese mes.

Los zafiros simbolizan serenidad y se asocian con el hielo.

## Variedades

* Zafiro de Agua: es la variedad azul de la cordierita o dicroíta.
* Zafiro blanco: corindón cristalizado, incoloro y transparente.
* Zafiro falso: variedad del cuarzo cristalizado que presenta la coloración azul debida a inclusiones de pequeños individuos de crocidolita.
* Zafiro oriental: zafiro muy apreciado por su brillo u oriente.
Wolverine's Rage

**Type of Feat:** Class
**Prerequisite:** Wild Shape.
**Required For:** Shared Fury.
**Specifics:** The character can fly into a berserk rage He may spend one of his wild shape uses as a free action to enter a rage for a duration of 5 rounds. While in this rage, the character gains a +2 bonus to Strength, a +2 bonus to Constitution, and takes a -1 penalty to AC.
**Use:** Selected.
Resurrection

Spell Level: Cleric 7; Favored Soul 7; Voodan 7; Repose domain cleric 6

Innate Level: 7

School: Conjuration

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: No

Returns one target corpse to life with full Hit Points. This
spell requires the caster to place on the ground near the corpse, 500 gp worth
of diamonds per Hit Die of the target.
Summon Shadow

**Type of Feat:** Class

**Prerequisite:** Shadowdancer level 3.

**Specifics:** Once per day the shadowdancer can summon a shadow. This shadow is extremely difficult to turn and becomes more powerful as the shadowdancer gains levels. At level 6, the shadowdancer summons two shadows and at level 9 three shadows.

**Use:** Selected.
Remove Paralysis

**Remove Paralysis**

Spell Level: Cleric 2; Favored Soul 2; Paladin 2; Voodan 2

Innate Level: 2

School: Conjuration

Descriptor: Healing

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Large

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: No

All paralysis and hold effects are removed from allies
within the area of effect.
Unholy Sword

Spell Level: Blackguard 4

Innate Level: 4

School: Evocation

Descriptor(s):

Component(s): Verbal, Somatic

Range: Touch

Area of Effect / Target: Creature or Weapon

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

This spell transforms the target's melee weapon into a powerful Unholy Avenger, a specially tainted weapon that, when wielded by a blackguard, acts as a +5 weapon. Additionally, the weapon deals 1d6 points of divine damage against good targets, dispels on hit with a caster level of 10, and grants the wielder a spell resistance of 16.
Ignore the Pyre

Invocation Grade: Lesser

Equivalent Spell Level: 4

Descriptor:

Component: Somatic

Range: Personal

Area of Effect / Target: Self

Duration: 24 Hours

Save: None

Spell Resistance: No

The warlock gains remarkable resilience to any one energy type (acid, cold, electricity, fire, or sonic). He gains resistance equal to his level against the energy type of his choice. If he uses this invocation a second time before the duration of the first expires, the new resistance and duration replace the old one.
Regenerate Critical Wounds

Spell Level: Cleric 6; Druid 5; Favored Soul 6; Voodan 5
Innate Level: 5
School: Conjuration
Descriptor(s): Healing
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn + 1 Round / Level
Additional Counter Spells:
Save: None
Spell Resistance: No

The target creature gains the ability to regenerate 4 hit points every round. This spell does not allow the target creature to regrow or attach lost body parts.
Sacred Haven

**Sacred Haven**

Spell Level: Paladin 4

Innate Level: 4

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Huge

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

You and affected allies gain a +2 dodge bonus to Armor
Class. In addition, while protected by this spell, an affected creature retains
its Dexterity bonus to Armor Class when flat-footed or when struck by an
invisible attacker.
Voodan

Voodan are divine spellcasters who worship neither gods nor nature itself, but rather spiritual entities who fall somewhere in between. A voodan is possessed of only limited spellcasting ability, but has other mystic capabilities granted to him by the loa, spirits of the natural world. The voodan does not deny the existence of greater powers such as deities; he simply chooses to focus his veneration on beings nearer to him.

To cast spells, the voodan prepares Gris-Gris that are the spell's focus and can be given to allies so they can cast the spell themselves at a lower caster level. Voodan are trained in the use of simple weapons and light armor but can use any type of armor, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every voodan chooses to focus on two of his loa's domains and specialize in one of its schools of magic. These domains give the voodan access to spells that he might otherwise never learn but do not grant special powers. Spells cast outside the selected school of magic are cast at three caster levels lower with a DC additionally reduced by three.

**Note:** You can find more information on the Voodan class' roleplay and the list of supported loa on the forums by clicking here.

**WARNING:** To cast a spell, a Voodan must have a Wisdom score of 10 + the spell's level. For example, to cast a 9th-level spell, a Voodan must have a Wisdom of 19.

- **Base Attack Bonus:** +3 / 4 Levels.
- **Hit Die:** d8.
- **Primary Saving Throws:** Fortitude, Will.
- **Proficiencies:** All simple weapons and light armor. Voodan are not proficient with shields.
- **Skill Points (\*4 at 1st level):** 4 + Int Modifier.
- **Spellcasting:** Voodan Spells. Divine (Wisdom-based, spell failure from armor is ignored).
- **Ex-Voodan:** A voodan whose alignment is not within one step of their patron loa's alignment loses all voodan spells and abilities until their alignment is once again within one step of their patron loa's.

**Class Skills:** Concentration, Heal, Influence, Listen, Lore, Parry, Spellcraft, Spot.
**Unavailable Skills:** Animal Empathy, Use Magic Device.

**Bonus Feat Progression:**

**Note:** Voodan receives bonus feats at level 1 and 6 for Turn Spirit selection. Cannot progress beyond levels 1 and 5 unless Turn Spirit is selected.

**ABILITIES:**

**Level**
1: Turn Spirit - Cause one creature type (Animals, Elementals, Fey, Outsider, Undead) to flee in terror.
Bestow Gris-Gris - Give a spell as an item to another character.
4: Mount of the Loa (1x/day)
6: Turn Spirit - Cause two creature types (Animals, Elementals, Fey, Outsider, Undead) to flee in terror.
10: Mount of the Loa (2x/day)
16: Mount of the Loa (3x/day)

**Spell Progression:**

*Bonus spell slots* *come from items and high wisdom.*
Spell Resistance

Spell Level: Cleric 5; Favored Soul 5; Voodan 5; Weave domain cleric 4

Innate Level: 5

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The target creature has its spell resistance set to 12, +1
per caster level. This spell has no effect on creatures that already have a
higher spell resistance.
Scorching Wild Shape

**Type of Feat:** General
**Prerequisite:** Wild Shape, Fortitude 6+.
**Specifics:** The character can use his wild shape ability to assume the form of an animal from a desert environment. He can assume the following shapes: cheetah, crocodile, dromedary, hyena, jackal, lion, rhinoceros, and vulture. At level 12, these forms improve along with other wild shape forms. The transformation has a duration of 1 hour per combined druid and master of many forms level. Upon transforming, the character regains lost hit points as if they had rested for a night. This is only effective once per day.
**Use:** Selected. After choosing the ability, the character must choose an animal form to take.
Voice of Madness

Invocation Grade: Least

Equivalent Spell Level: 2

Descriptor: Mind-Affecting

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: 1 Round + 1 Round / 2 Levels

Save: Will Negates

Spell Resistance: Yes

The affected creature becomes confused. Confusion causes a creature to either wander aimlessly, attack a random target, or simply stand still.
Ranger Spells

## Ranger Spells

**Level 1:**

* Detect Poison
* Cure Light Wounds
* Resist Elements
* Summon Creature I
* Ultravision
* Grease
* Camouflage
* Entangle
* Longstrider
* Magic Fang
* Ram's Might
* Alarm

**Level 2:**

* Bull's Strength
* Owl's Wisdom
* Summon Creature II
* Bear's Endurance
* Cat's Grace
* Barkskin
* Charm Person or Animal
* Hold Animal
* One With The Land
* Predator's Cry
* Rheumatism
* Protection from Elements
* Spike Growth
* Curse of Impending Blades
* Hawks Flight

**Level 3:**

* Aid
* Cure Moderate Wounds
* Neutralize Poison
* Remove Disease
* Summon Creature III
* Greater Magic Fang
* Invisibility Purge
* Mass Curse of Impending Blades
* Blade Thirst

**Level 4:**

* Cure Serious Wounds
* Freedom of Movement
* Summon Creature IV
* Mass Camouflage
* Awaken
* Mass Longstrider
* Bane Bow
* Polymorph
Cangrejos

Los Cangrejos son los pequeños cangrejitos que creo el Monstruo Gema Cangrejo. Por lo tanto estos cangrejos no poseen Gemas.

## Apariencia

Lucen como cangrejos comunes y corrientes, son naranjas, poseen un solo ojo, su pupila es color negro, una pequeña espina sobre el caparazón, pinzas grandes, y vientre amarillento. Estos cangrejos fueron creados por su madre, se pueden ver cuando las Gemas de Cristal luchan contra el Monstruo Gema Cangrejo.

## Datos Curiosos

* Fueron creados por su madre, un caso similar al de la Madre Ciempiés y la Bestia de Cueva.
* Posiblemente sea una habilidad de crear pequeños ejércitos.
* Aunque Rose Cuarzo pudo reproducirse.
Shadow Binding

**Shadow Binding**

Spell Level: Wizard / Sorcerer 3

Innate Level: 3

School: Illusion

Descriptor: Shadow

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Medium

Duration: 1 Round / Level

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

A multitude of ribbonlike shadows burst from the ground.
Creatures in the area become entangled by the shadows and are unable to move.
Each round, a shadow-bound creature can attempt a DC 22 strength check to break
free, ending the spell for that creature.
Voice of Wrath

**Type of Feat:** General
**Prerequisite:** Ability to cast first-level spells.
**Specifics:** The unseen forces of vengeance heed the character's commands, granting a +4 bonus to the save DC for all curses and curse spells cast by the character.
**Use:** Automatic.

Curse Effects include:

\*Baleful Polymorph

\*Bestow Curse

\*Curse of Impending Blades

\*Hexblade's Curses

\*Feeblemind

\*Withering Palm
Stoneskin

**Stoneskin**

Spell Level: Druid 4; Voodan 4; Wizard / Sorcerer 4; Earth domain cleric 4; Good domain cleric 4; Magic domain cleric 4; Strength domain cleric 5

Innate Level: 4

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Hour / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

This spell grants the target creature a damage reduction of
10/+4. The spell absorbs 10 points of physical damage per caster level, to a
maximum of 100, before collapsing.
Wizard

Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar: a small, magical, creature that serves her.

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

**WARNING:** To cast a spell, a wizard must have a Intelligence score of 10 + the spell's level. For example, to cast a 9th-level spell, a wizard must have a Intelligence of 19.

- **Base Attack Bonus:** +1 / 2 Levels.
- **Hit Die:** d4.
- **Primary Saving Throw:** Will.
- **Proficiencies:** Proficient with wizard weapons. Wizards are not proficient with armor or shields.
- **Skill Points (\*4 at 1st level):** 2 + Int Modifier.
- **Spellcasting:** Wizard/Sorcerer Spells (Intelligence-based, spell preparation is required, spell failure from armor is a factor); wizards begin the game knowing all cantrips and four 1st-level spells.
- **Spell School:** A wizard may choose to specialize in a spell school, gaining one additional prepared spell per spell level but losing the ability to cast spells from the opposed spell school, even spells from scrolls. A wizard does not have to specialize, thus keeping access to all spells.

**Class Skills:** Concentration, Heal, Lore, Spellcraft.
**Unavailable Skills:** Animal Empathy, Use Magic Device.

**Level**
1: Summon Familiar - Summon a magical creature as an ally.

**Spell Progression:**

*Bonus spell slots* *come from items and high intelligence.*
War Cry

**War Cry**

Spell Level: Bard 4; Voodan 6

Innate Level: 4

School: Enchantment

Descriptor: Fear

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Colossal

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

You let out a powerful shout that grants you a +2 bonus to
attack and damage. All enemies within the area must succeed at a Will save or be stricken with fear for 4 rounds.
Transmutation

Spells from the **transmutation** spell school transform the recipient, either subtly or otherwise.

**Prohibited school:** Conjuration

Specializing in this school brings the notable consequence of being unable to use raise dead and resurrection scrolls.

## Spells

The transmutation spells are the following, organized by innate level

Since wizards have a greater interest in spell schools than other classes (because they can specialize in a school), spells that are not wizard spells are *in italics*.

Level 0

* *Virtue*
* Fine-tuning
* Open/Close
* Amanuensis

Level 1

* *Amplify*
* Balagarn's Iron Horn
* *Bless Weapon*
* *Camouflage*
* *Corrupt Weapon*
* *Deafening Clang*
* *Demonflesh*
* *Entangle*
* Expeditious Retreat
* *Hawk's Flight*
* *Longstrider*
* *Magic Fang*
* Magic Weapon
* Ray of Clumsiness
* *Shillelagh*

Level 2

* *Aura of Glory*
* *Barkskin*
* Bear's Endurance
* *Blood Frenzy*
* Bull's Strength
* Cat's Grace
* *Creeping Cold*
* Eagle's Splendor
* Fox's Cunning
* Knock
* Light Step
* *One With The land*
* Owl's wisdom
* *Righteous Fury*
* *Rheumatism*
* Sonic Weapon
* Stone bones
* Ultravision

Level 3

* Bestow Curse
* *Blade Thirst*
* Frost Weapon
* *Glibness*
* *Greater Magic Fang*
* Greater Magic Weapon
* Haste
* Keen Edge
* *Magic Vestment*
* *Quillfire*
* Slow
* *Spike Growth*
* *Sticks to Snakes*
* Water Breathing
* Weapon of Impact

Level 4

* *Claws of the Savage*
* *Enhance Wild Shape*
* *Greater Creeping Cold*
* Iron Bones
* *Languor*
* *Mass Barkskin*
* *Mass Camouflage*
* Polymorph

Level 5

* *Awaken*
* *Battletide*
* Baleful Polymorph
* *Inferno*
* *Mass Longstrider*
* *Owl's insight*

Level 6

* *Crumble*
* Disintegrate
* *Drown*
* Flesh to Stone
* Ice Flowers
* Lucent Lance
* Mass Bear’s Endurance
* Mass Bull's Strength
* Mass Cat's Grace
* Mass Eagle's Splendor
* Mass Fox's Cunning
* Mass Haste
* Mass Owl's Wisdom
* Stone to Flesh
* Tenser's Transformation

Level 7

* *Aura of Vitality*
* Ethereal Jaunt

Level 8

* Blackstaff
* *Nature's Balance*
* Unyielding Roots

Level 9

* Cast in Stone
* Erupt
* Nature’s Avatar
* Shapechange
* Time Stop
Spider Poison

**Spider Poison**

Spell Level: Assassin 3; Wizard / Sorcerer 4

Innate Level: 3

School: Necromancy

Descriptor: Poison

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells: Neutralize Poison

Save: Fortitude Negates

Spell Resistance: Yes

If you succeed at a melee touch attack, the target must make
a fortitude save or suffer the effects of dire spider venom (1d8 Strength
damage on the primary hit and 2d8 Strength damage on the secondary hit). The DC
of the venom is 10 + 1/2 caster level + your primary spellcasting modifier.
Solipsism

**Solipsism**

Spell Level: Beguiler 7; Wizard / Sorcerer 7

Innate Level: 7

School: Illusion

Descriptor: Mind-Affecting

Component: Verbal

Range: Medium

Area of Effect / Target: Single

Duration: 1 Round / Level

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

The target becomes convinced it is the only creature in
existence, and everything around it is merely an illusion. It takes no actions,
not even purely mental actions, and instead enters a bemused trance. The target
becomes effectively helpless and takes no steps to defend itself from any
threat, since it considers any hostile action merely another illusion.
Shadow Shield

**Shadow Shield**

Spell Level: Wizard / Sorcerer 7

Innate Level: 7

School: Illusion

Descriptor: Shadow

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The caster is shrouded in a cloak of shadow that protects
them with the following effects:

\*+5 bonus to natural armor

\*10 / +3 damage reduction

\*Immunity to instant death effects

\*Immunity to Necromancy spells

\*Immunity to negative energy damage
Slashing Darkness

Spell Level: Cleric 3; Favored Soul 3; Voodan 3

Innate Level: 3

School: Evocation

Descriptor: Negative Energy

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: Yes

The caster projects a ray of pure darkness at a single target, striking on a successful touch attack.

The ray deals divine damage based on the target's racial type:

Construct: 1d6 per 2 caster levels; maximum 5d6

Other: 1d8 per 2 caster levels; maximum 5d8

Undead creatures are not damaged by the ray, instead healing 1d6 points of damage per caster level (maximum 10d6).