recursal/Fanatic-Fandom huggingface dataset:
Summon Steed

You conjure a Large, quasi-real, horselike creature. The steed can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.

The mount disappears upon being damaged. A phantom steed has a speed of 20 feet per caster level, to a maximum of 240 feet. It can bear its rider’s weight plus up to 10 pounds per caster level.

These mounts gain certain powers according to caster level. A mount’s abilities include those of mounts of lower caster levels.

3*th Level:* The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.

5*th Level:* The mount can use *water walk* at will (as the spell, no action required to activate this ability).

7*th Level:* The mount can use *air walk* at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.

9*th Level:* The mount can fly at its speed (average maneuverability).
Holy Fire

**Name:** Name of the Ability

**Type:** Defense/Attack/Projectile/Movement/Unique/Ultimate

**Spell**: Y/N?

**Prep(Spell only):** Casting/Incantation/Charm/Curse/Enchantment/Ritual/Spirit/Body/Mind/Alteration/Ruin/Relic/Concentration

**Mana/Energy:** M/E

**Mana/Energy Usage:** 0-100

**Area:** Ft and Effected Area

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable
Intervene

**Name:** Intervene

**Type:** Defense

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Adjacent

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** When an ally were to receive an attack, you take the damage for them.
Flash Fighting

**Name:** Flash Fighting

**Type:** Movement

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Adjacent

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** You are so fast that you can make two Ability attacks per full action.
Mirror Image

Mirror Image
Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and disappear when struck.

*Mirror image* creates 1d4 images plus one image per three caster levels (maximum eight images total). These figments separate from you and remain in a cluster, each within 5 feet of at least one other figment or you. You can move into and through a *mirror image*. When you and the *mirror image* separate, observers can’t use vision or hearing to tell which one is you and which is the image. The figments may also move through each other. The figments mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on.

Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack against an image destroys it.

While moving, you can merge with and split off from figments so that enemies who have learned which image is real are again confounded.

An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.)
Patch of Land

## Farming

   A patch of land is 1 acre of land. You can plant 1 seed per acre. Most seeds multiply in proportion so 1 seed is quite a lot of produce normally. You roll 1d20 to determine how much produce your seed has grown. You may take negative modifiers if the seed was not taken care of properly. To take care of your seeds properly you must visit your patch of land once a day. The chart below represents a graph to show the statistics of each seeds growth.

10g per Acre

Nurturing is done by visiting your plant each day. Represented by ✓

* **Days:**
* **Nurture:**
* **Fertilizer:**
* **Days:**
* **Nurture:**
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* **Nurture:**
 2
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## Cattle

* Feed
 2
* Feed
 3
* Feed
 4
* Feed
* Age
Minor Image

This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create smell, texture, or temperature. *Minor image* includes some minor sounds but not understandable speech. You can move the image within the limits of the size of the effect.

Requires A bit of Fleece
Aimed Shot

**Name:** Aimed Shot

**Type:** Projectile

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** 30 ft, Target

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Your next ranged attack bypasses armor's weak points. Your agility + Your damage.
Hideous Laughter

This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.

A creature with an Intelligence score of 2 or lower is not affected.
Monster Magnet

**Name:** Monster Magnet

**Type:** Defense

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** 30 ft, Radius

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Having such a presence draws enemies to attack you for glory, enemies within 30 ft are taunted.
Evasion

**Name:** Evasion

**Type:** Movement

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Self

**Duration: 3 rounds**

**Cooldown:** 6 rounds

**Save:** Dodgeable/Missable/Blockable

**Limitation: can not dodge attacks that can not be dodged normally**

**Description:** Your reflexes are superior in every way, the next 3 attacks made against you will automatically dodged if able.
Rage

**Name:** Rage

**Type:** Defense

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Self

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Fly into a rage, increasing Strength and Max Health but reduce your Endurance, but become fatigued once the rage wears off.
Detect Alignment

**Name:** Name of the Ability

**Type:** Defense/Attack/Projectile/Movement/Unique/Ultimate

**Spell**: Y/N?

**Prep(Spell only):** Casting/Incantation/Charm/Curse/Enchantment/Ritual/Spirit/Body/Mind/Alteration/Ruin/Relic/Concentration

**Mana/Energy:** M/E

**Mana/Energy Usage:** 0-100

**Area:** Ft and Effected Area

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable
Improved Shield Bash

**Name:** Improved Shield Bash

**Type:** Unique

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Adjacent

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Anytime you shield bash, the damage you deal is (Shield damage + armor value + your size)
Dirty Tricks

**Name:** Dirty Tricks

**Type:** Attack

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Target

**Duration:** One Round

**Cooldown:** Three Rounds

**Save:** Dodgeable, Missable, Blockable.

**Limitation:**

**Description:** Fling dirt, sand, mud, blood, poison, anything to interrupt the enemies vision, causing 1d4 and blinding them.
Momentum of Combat

**Name:** Momentum of Combat

**Type:** Movement

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Adjacent

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Using super fast momentum, the user is able to strike opponents with tremendous force. Each attack for (Number) Rounds, has an additional 5 damage, and you are granted +3 movement.
Great Blow

**Name:** Great Blow

**Type:** Attack

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** M/E

**Mana/Energy Usage:** 0-100

**Area:** Adjacent

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Make a single, might attack on an enemy, if successful, knock the enemy back.
AFK Training

## What is AFK training?

Afk Training is a way for you to train your talents while not being in a Campaign.

## How does it work?

On the discord, in a text channel called "Afk Training" You can roll 1d6 once every hour, as long as you're not in a RP session. You can gain XP in any Talent up to 30xp, as long as you meet the training requirements. You can only start AFK Training after reaching Character level 5. The GM will react to your training post once it's been documented on your bio. But you can not gain materials while afk training
Animal Taming

**Name:** Animal Taming

**Type:** Defensive

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Creature

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Can calm, or even sway an animal to assist the hero. +3 Charisma when handling animals.
Ferawick

A high elf city in the south district in Avalon with very few other races that frequent the area unless of course they are of nobility or prestige. This city acts mostly as an area for politics and government rulings to be discussed by a jury of high appointed officials from each district of Avalon. The city is full of marble structures rising to the sky, marble fountains gilded with gold, and the finest silk drapes waving in the wind with a garden stretching from the square to the entrance of the castle.
Tireless Rage

**Name:** Tireless Rage

**Type:** Defense

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Self

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Rage lasts longer and doesn't cause fatigue.
Defensive Roll

**Name:** Defensive Roll

**Type:** Defense

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** 15 ft, line

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Can roll out of danger as a defensive action.
Immovable Object

**Name:** Immovable Object

**Type:** Ultimate

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Adjacent

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** You always succeed in grapple checks.
Prayer of Healing

**Name:** Prayer of Healing

**Type:** Defense

**Spell**: Yes

**Prep(Spell only):** Prayer

**Mana/Energy:** Mana

**Mana/Energy Usage:** 0-100

**Area:** 20 ft, Target

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Pray to your god and heal yourself or ally, causes true damage to undead.
Stained in Blood

**Name:** Stained in Blood

**Type:** Unique

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Self

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Each enemy who has fallen in battle causes your basic attacks to deal bonus damage, refreshing after each battle to 0.
Advor The Silver

## **Religion**

**God you follow: Kalesi**

**Buffs from Following: +5 Heat Resistence and +5 Magic Resistence**

**Gods you worship:**

## **Profession**

Profession Bonus: The Spiritualist can be given hints from Limbo by being a medium for the dead. +5 to charisma and luck checks when talking to undead

Profession buff: +4 Charisma when attempting to calm a situation

Profession Money: 100gp /mo

## **Inventory**

1/10

1. 1d3 scythe. 20 for crit

## **Feats**

### **Race Feats**

2 racial bonus to Climb and Concentration checks, Immunity to stuns and sleeps

## Abilities

### **Class Abilities**

The Spiritualist gains an entity from the Limbo plane that follows the commands of his user. The Phantom takes the mind or physical embodiment of a being from the dead at the users command and does not need to be summoned. Instead is just brought along to the battle as a second person adjacent to the User.

## **Other Bonus**

Languages: Common and Draconic Undead, Immortal, Spirit, Ancestral, Infernal

Knowledges: Nature, Arcana, The planes

## **Phantom**

### Feats

**Drain:** Steal -10 HP from opponent on touch and receive it once per battle.
Knight

## Prerequisite

**Proficiency: All Weapons**

## Fighting Style

You were trained in the martial arts of your culture from a young age. Choose one of the following options. At 5th level, you are able to choose a second fighting style. You can't take a Fighting Style option more than once, even if you later get to choose again.

Lancer
There is no disadvantage when you use a lance to attack a target within 5 feet of you may use a lance one handed when not mounted.

Great Defense
While you are wearing armor, you gain +2 bonus to Endurance.

Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Expert Rider
You gain the Mounted Combatant feat.

Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll.

Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your defense action to impose disadvantage on the attack roll. You must be wielding a shield.

## Brave Heart

At 6th level, you gain advantage on saving throws against being frightened.

At 10th level, you are immune to being frightened.

At 14th level, each friendly creature within 10 feet of you is immune to being frightened while you are conscious.
Hurl

**Name:** Hurl

**Type:** Projectile

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** 30 ft, Target

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Toss your weapon at an enemy within 30ft with +5 to success, decreases by 1 damage every 5 ft.
Read Magic

Read Magic
By means of *read magic,*you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of *read magic.*You can read at the rate of one page (250 words) per minute.

*Read magic*can be made permanent with a *permanency* spell.
Come to Aid

**Name:** Come to Aid

**Type:** Movement

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** 30 ft, Target

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Moving towards an ally engaged in combat grants +3 to movement.
Talent Stats

Talent stats explain your characters ability to do certain task professionally. It is important to level things accordingly so that your character can unlock certain things. There are 5 types of Talent stats:

* Combat
* Gathering
* Artisen
* Support
* Personality

## Combat

Combat provides buffs in battle situations. All combat can be trained through physical and spiritual training, or spars/battles. Doing task such as weightlifting, running, praying, fighting, spell casting ect will provide exp in said area of combat. There are 6 talents in combat:

* **Attack:** Provides Damage boost, can be trained through Working-out, Sparing/boxing, battles, fighting.
* **Defense:** Provides extra endurance and blocks. Can be trained through Sparing/Boxing/Battling.
* **Range:** Provides bonus accuracy. Can be trained through projectile usage, and target practice.
* **Prayer:** Provides bonus from divine sources (hope). Practice from worship, and cleansing.
* **Magic:** Provides bonus to spells and rune usage. Meditation and Spellcasting provides xp.
* **Summoning:** Can summon familiars and creatures to do task.

## Gathering

* **Mining:** Provides access to finding certain materials
* **Fishing:** Provides access to finding certain fish
* **Woodcutting:** Provides knowledge on cutting down materials from trees.
* **Farming:** Provides knowledge in the act of harvest
* **Hunting:** Provides ability to capture/hunt different types of animals and provides small bonus to accuracy

## Artisan

* **Herblore:** Provides knowledge of medicine and alchemy, practice when mixing liquids and harvested plants from base level.
* **Alchemy**: Provides usage of science!
* **Crafting:** Gain skill in crafting items. Practice when making items related to skill set from base level.
* **Cooking:** Gain skill in cooking different foods. Practice when cooking foods harvested from plants and animals from base level.
* **Construction:** Proficiency in crafting shelter and comfort. Practice when crafting furniture and shelter from base level.

## Support

* **Thieving:** Allows you to steal from, homes, buisnesses, NPCs, and Players.
* **Scavenging:** Allows you to find items that may help you and your party.
* **Constitution:** Doing Healthy things provides Healthy bonus
* **First Aid****:** Heal yourself and other players with a bonus to your first aid roll.

## Personality

* **Dancing:** Dancing provides bonus in your movement, agilitiy, and bpb.
* **Entertainment:** With entertainment you can distract even the most colossal of foes.
* **Communication:** Each level of communication provides a bonus/feat that allows you communications that you may not been able to have at the start
* **Literature:** Reading and writing plays a huge part in being able to understand local and global languages, scripts, scrolls, and runes.
* **Creativity / Art:** Beauty provides a buff in art, art provides a buff in beauty
Critical Follow-Up

**Name:** Critical Follow-Up

**Type:** Unique

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Adjacent

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** When the user makes a critical attack, they are grated a free basic attack against that enemy afterwards.
Fast Healing

**Name:** Fast Healing

**Type:** Defense

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Energy

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Heals over time while not in combat.
Monk

## Prerequisite**:**

**Description: The monk is a spiritual warrior of the gods. He doesn't pray for the gods gifts like that of a Priest, but his prayers go into his martial art**

**Class Buff: Prayer level = to bonus attack damage**

**Magic/Energy: Energy**

**Class Type: Rouge**

**Limitations: Only can use bludgeoning weapons.**

**Ability types:** Unique  Attack Defense Ultimate Movement

**Profession Bonus:** +20 Prayer Exp Every time they pray. +10 Health every 10 levels in prayer.

**Proficiency: Unarmed Attacks**

## Flurry of Blows

When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. She will hit 2 times up until level 50 where she progressively gets better at increasing the amount of times she can attack, with improved accuracy.
Ellie's Log

## Entry 1

Thinking back to those days before Pittsburgh is hard, but Eleanor said it'd probably help me feel better. Not sure if I believe her, to be honest.

But since no one will ever see this, and I'll never have to read it again, I might as well.

My life before leaving Boston wasn't exactly the glorified dream that FEDRA wants you to believe. The people sucked. The soldiers sucked HARDER. If you weren't starving in the streets, you were starving in orphanages, and hoping something might change. That changed had been Riley. We were good. I guess we clicked
Dark Magician

## Prerequisite

**Description:** The Dark Magician receives it's magical power from the darkness and energy

**Class Buff: +5 Charisma +5 Endurance**

**Class Debuff: -5 Strength**

**Magic/Energy: Magic**

**Class Type: Caster**

**Limitations:** Must be of Chaotic/Evil alignment or worshiping a god of ether alignment

**Combat Style: Ritual/Curse**

**Ability types:** Attack/Defense/Unique/Ultimate/Movement/Projectile

**Profession Bonus: +10 Detect magic checks.**

## Special/Feat Information

### **BOOK OF BLACK MAGIC**

0— Daze, Detect Magic, Disrupt Undead, Inflict Minor Wounds, Read Magic, Touch of Fatigue.

1st— Cause Fear, Chill Touch,  Sleep. i*nscribe,* Obscuring Mist, Expeditious Speed. *Minor Image,* Mirror Image'''

2nd— Blindness/Deafness, Death Knell, Ghoul Touch, Hideous Laughter, Hold Person, Inflict Moderate Wounds, Scare, Touch of Idiocy, *Summon Swarm, Invisibility (Short), Obscure Object*

3rd— Bestow Curse, Contagion, , Glyph of Warding, Greater Magic Weapon, Inflict Serious Wounds, Poison, Ray of Exhaustion, Slow, Vampiric Touch. *Illusory Script, Summon Steed,* **Shadow Conjuration, *Dimensional Anchor***

4th— Black Tentacles,  Crushing Despair, Death Ward, Dispel Magic, Fear,  Inflict Critical Wounds, Phantasmal Killer, Spike Growth, *Change Size*. *Enervation.*

5th— Disrupting Weapon, Hold Monster, Insect Plague, Interposing Hand, Mass Inflict Light Wounds, Nightmare, Slay Living, Symbol of Sleep, *Passwall.*

6th—  Circle of Death, Eyebite, Forbiddance, Harm, Mass Inflict Moderate Wounds, Undeath to Death.  *Mislead*

7th— Blasphemy, Finger of Death, Mass Hold Person, Mass Inflict Serious Wounds, Prismatic Spray, Spell Turning, Word of Chaos.  *Spell Turning,* Symbol of Stunning, Symbol of Insanity

8th—  Binding, Clenched Fist, Horrid Wilting, Mass Inflict Critical Wounds, Symbol of Death, Trap the Soul, *Dimensional Lock,* Imprisonment'

9th— Crushing Hand, Mass Hold Monster, Wail of the Banshee,  *Gaseous Form, Power word: Kill,* Shades, *Astral Projection,* Foresight'''

### **Scavenging Shade:**

A Dark Magician can send her shadow to gather food and water for her from Limbo, reducing her needs. She need only eat one meal per week, and may drink a tenth what she normally must. This would be done in her sleep which in regards only requires about 3 hours to meditate to do as well.

### **Shadow Blood :**

A Dark magician needs not sleep and is immune to poisons and diseases that don't specifically target shadow creatures. She also has a reduced need for breath, and can hold her breath for a minute per point of constitution.

### **Revealing Shadows:**

A darkmagician of 50th level or higher can see invisible creatures. Does not provide vision against hide checks or hiding through stealth points.

### **Ubiquity of Shadow:**

A Dark Magician is at home anywhere shadows exist. The GM will provide the direction of light.

### **Eternal Shade:**

A Dark Magician of 60th level forever remains, as she is then, a immense shadow of her former self. She stops aging and will no longer die when she reaches her maximum age.
Thorned Hide

**Name:** Name of the Ability

**Type:** Defense/Attack/Projectile/Movement/Unique/Ultimate

**Spell**: Y/N?

**Prep(Spell only):** Casting/Incantation/Charm/Curse/Enchantment/Ritual/Spirit/Body/Mind/Alteration/Ruin/Relic/Concentration

**Mana/Energy:** M/E

**Mana/Energy Usage:** 0-100

**Area:** Ft and Effected Area

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable
Lunging Strike

**Name:** Lunging Strike

**Type:** Movement

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** 10 ft, Target

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Leaping at an enemy to jab them with your weapon, causing bonus damage.
Duel

**Name:** Duel

**Type:** Unique

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** 20 ft, Target

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Challenge a target to a duel until death, no one can attack the two locked in battle, and they cannot attack anyone else until either is dead. You gain +2 to all rolls vs challenged enemy.
Smoke Bomb

**Name:** Smoke Bomb

**Type:** Projectile

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** 20 ft, Circle

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Toss a smoke bomb nearby to shroud the area in smoke, entering stealth and distorting enemies' vision inside the area (-6 to perception, until they leave the affected area.)
Dimensional Anchor

A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a *dimensional anchor* includes Psychic abilities. The spell also prevents the use of a *teleportation* by the victim for the duration of the spell.

A *dimensional anchor* does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, *dimensional anchor* does not prevent summoned creatures from disappearing at the end of a summoning spell.
Forbiddance

*Forbiddance* seals an area against all planar travel into or within it. This includes all teleportation spells (such as *dimension door* and *teleport*), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.

In addition, it damages entering creatures whose alignments are different from yours. The effect on those attempting to enter the warded area is based on their alignment relative to yours (see below). A creature inside the area when the spell is cast takes no damage unless it exits the area and attempts to reenter, at which time it is affected as normal.

*Alignments identical:* No effect. The creature may enter the area freely (although not by planar travel).

*Alignments different with respect to either law/chaos or good/evil:* The creature takes 6d6 points of damage. A successful Will save halves the damage, and spell resistance applies.

*Alignments different with respect to both law/chaos and good/evil:* The creature takes 12d6 points of damage. A successful Will save halves the damage, and spell resistance applies.

At your option, the abjuration can include a password, in which case creatures of alignments different from yours can avoid the damage by speaking the password as they enter the area. You must select this option (and the password) at the time of casting.

*Dispel magic* does not dispel a *forbiddance* effect unless the dispeller’s level is at least as high as your caster level.

You can’t have multiple overlapping *forbiddance* effects. In such a case, the more recent effect stops at the boundary of the older effect.
Dominating Presence

**Name:** Dominating Presence

**Type:** Unique

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Weapon Range, Target

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Every time you move toward your enemy, you have a chance to attack as long as you are within range without using your basic action, if you are successful, there's a chance that you will hit again.
Lucky Die

**Name:** Lucky Die

**Type:** Unique

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Adjacent, Target

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Roll a 1d4, based on the roll you will do one of the following:

1. Spade - This attack will deal true damage.
2. Heart - You charm your target.
3. Club - This attack will cause normal damage and knock your target down.
4. Diamond - Gain 1d20 silver
Scary Music

**Name:** Name of the Ability

**Type:** Defense/Attack/Projectile/Movement/Unique/Ultimate

**Spell**: Y/N?

**Prep(Spell only):** Casting/Incantation/Charm/Curse/Enchantment/Ritual/Spirit/Body/Mind/Alteration/Ruin/Relic/Concentration

**Mana/Energy:** M/E

**Mana/Energy Usage:** 0-100

**Area:** Ft and Effected Area

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable
Change Size

Cooldown
# Enlarge Person

This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 modifier bonus to Strength, Endurance and Speed, and take a –1 penalty on Damage rolls and success rolls..

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— the spell cannot be used to crush a creature by increasing its size.

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any *enlarged*item that leaves an *enlarged*creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of *enlarged*items are not increased by this spell.

Multiple magical effects that increase size do not stack.

*Enlarge person*counters and dispels *reduce person*.

*Enlarge person*can be made permanent with a *permanency*spell.

*Material Component:*A pinch of powdered iron.

# Reduce Person

This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. The target gains a +2 modifier bonus to Agility, Stealth, and Accuracy; a –2 penalty to Strength, Endurance. Additional a reduced person receives a +1 bonus on all damage rolls and success rolls.

A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent’s square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn’t change the target’s speed.

All equipment worn or carried by a creature is similarly reduced by the spell.

Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any *reduced* item that leaves the *reduced* creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

Multiple magical effects that reduce size do not stack.

*Reduce person* counters and dispels *enlarge person*.

*Reduce person*can be made permanent with a *permanency* spell.

*Material Component:*A pinch of powdered iron.
Prayer

***You can only use*** ***the same prayer once per battle.***

Everyone has 100 prayer points to use each battle that can not be regained during battle. Praying to your god gives you buffs in game depending on the god you follow/worship. You may be able to get away with certain things if your god can help you. Studying a book about a god, or visiting an alter, or even gaining followers to your worship will grant you xp.
Obscuring Mist

Obscuring Mist
Once created from an arcanic symbol on the ground, misty vapor arises around the symbol. It is stationary . The vapor obscures all sight, beyond 5 feet. If the roll is successful for the ability, the range increases 20ft, allies inside the vapor can see, victims act as if blinded.

This spell does not function underwater.
Resistance

*Resistance can be added from Weapons, Armor, and sometimes abilities.*

**Bludgeoning** -10 bludgeoning

**Piercing** -5 piercing damage

**Slicing** -3 Slicing damage

**Cold** can not be frozen.

**Heat** can not be burned.

**Wind** can not be knocked back

**Electric** Immune to being shocked.

**Water** -5 from water damage

**Magic** -20 from magic damage
Opportunist

**Name:** Opportunist

**Type:** Unique

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Adjacent

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Once per round, you are granted an attack against a target that was attacked within range.
Crushing Bones

**Name:** Crushing Bones

**Type:** Attack

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** 20 ft, Target

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** This ability allows the user to create a shield around an enemy. He/She is then enabled to shrink the shield around them, crushing their body in the limited space they are confined to, dealing damage.
Survival Stats

## About

Survival stats help show how your character is feeling in game. These stats change every day you play the game but do not change if you're not playing. Your stats can effect your in game conditions

### Hunger

Maintain Your Diet to Stay Healthy. Being hungry reduces Energy/Mana and causes exhaustion (condition). On a full stomach you may show signs of tiredness or even vomit.

### Thirst

Stay Hydrated to Stay Healthy. Not Being Hydrated Can Cause Dehydration. Dehydration results in your warmth increasing.

### Hygiene

Stay Clean to Prevent Sickness/Disease. I

### Stamina

Used to Perform movement ie (Running, Attacking, Performing Tasks etc.) Lack of Stamina Limits these. Your level in stamina applies a bonus to your speed/movement, every 10 levels of stamina you have a +2 speed bonus.

### Sleep

Lack of Sleep Reduces Movement and Stamina. Reduces Cap of Energy/Mana to -10(x) every missing point of sleep.

### Warmth

Low Temperature Causes Hypothermia and Makes You Hungry. High Temperature Causes Hyperthermia and Makes You Thirsty.
Aim for the Throat

**Name:** Aim for the Throat

**Type:** Attack

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Adjacent

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Every 3rd successful attack against the same enemy will cause true damage.
Hail of Arrows

**Name:** Name of the Ability

**Type:** Defense/Attack/Projectile/Movement/Unique/Ultimate

**Spell**: Y/N?

**Prep(Spell only):** Casting/Incantation/Charm/Curse/Enchantment/Ritual/Spirit/Body/Mind/Alteration/Ruin/Relic/Concentration

**Mana/Energy:** M/E

**Mana/Energy Usage:** 0-100

**Area:** Ft and Effected Area

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable
First Aid

Coming to the rescue of an ally or self. User rolls a 1d10 and apply the bonus given to user based off the user's first aid level. This determines the overall value of health given to uesr or your ally. Requires the user to be away from combat (within 2 rounds of last being attacked) .(Full action) First aid, can be applied to knocked out players to heal them when healing can not.

 First Aid Bonus
One Way Wall

**Name:** One Way Wall

**Type:** Defense

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** 10 ft, Wall

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** The user is able to create a one way shield wall between his team and the opponents. The Shield allowing all teammates to attack the enemies, but absorbing all incoming attacks.
Ranger

## Prerequisite

**Name: Ranger**

**Description: A proficient long ranged fighter.**

**Required Race(If Any): None but Wood Elfs get a +5 Accuracy buff +Class buff.**

**Class Buff: +4 Accuracy**

**Class Debuff: -2 Endurance**

**Magic/Energy:**

**Class Type: Warrior**

**Limitations: -10 damage when using two hand weapons. -5 damage when using swords.**

**Combat Style: One hand long ranged weapons.**

**Ability types: Attack/Projectile/Movement/Unique**

**Profession Bonus:** You know the amount of Ammo every weapon has based off your knowledge of ranged weapons.

**Proficiency:** Ranged Weapons

## Special/Feat Information

**Combat Style:** A ranger must select one of two combat styles to pursue: archery or quick-style combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If the ranger selects *Archery*, he is treated as having the Improved Precision, Weapon Proficiency, and Weapon focus feats for free.

If the ranger selects *Quick Style* combat, he is treated as having the  Weapon Switching, Chase the enemy, and Deft Hands feat for free.

The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.\

**Companion**

The Ranger can choose to have a companion from the 5e Companion book listed in animal forms

**Favored Enemy :**A ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 15th level and every five levels thereafter (15th, 20th, 25th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

**Freedom of Movement:** On activation; Applies no movement or slowing conditions. The ranger also takes no condition effect from stuns/knock-backs/airborn abilities. This can last 4 rounds, and has a cooldown of 3 rounds.

**Healing Touch:** The ranger can completely cleanse himself from poison and disease as a full action.

**Nature's Blessing:** At 90th level, the ranger can use a active action to add a +20 bonus to his Health, Endurance and Knowledge score. This ability may be used once per battle, and its effect lasts for 20 rounds.
Linked Healing

**Name:** Name of the Ability

**Type:** Defense/Attack/Projectile/Movement/Unique/Ultimate

**Spell**: Y/N?

**Prep(Spell only):** Casting/Incantation/Charm/Curse/Enchantment/Ritual/Spirit/Body/Mind/Alteration/Ruin/Relic/Concentration

**Mana/Energy:** M/E

**Mana/Energy Usage:** 0-100

**Area:** Ft and Effected Area

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable
Countersong

**Name:** Name of the Ability

**Type:** Defense/Attack/Projectile/Movement/Unique/Ultimate

**Spell**: Y/N?

**Prep(Spell only):** Casting/Incantation/Charm/Curse/Enchantment/Ritual/Spirit/Body/Mind/Alteration/Ruin/Relic/Concentration

**Mana/Energy:** M/E

**Mana/Energy Usage:** 0-100

**Area:** Ft and Effected Area

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable
Nightmare

You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.

The *nightmare* prevents restful sleep and causes 1d10 points of damage. The *nightmare* leaves the subject fatigued.

The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature.

 Secondhand
 Firsthand
 Familiar

\**You must have some sort of connection to a creature you have no knowledge of.*

*Dispel evil* cast on the subject while you are casting the spell dispels the *nightmare* and causes you to be stunned for 2 rounds.
Locations

### **Estelthyr:**

Home of Wood Elf and woodland creatures such as Beastfolk and Fairies. Woodland area outside Avalon.

### **Osh'terash:**

Orc, Warforged, Dragonborn and Goblin city in the west district of Avalon.

### **S'trige:**

City in North District, Halflings, Dwarves, Tieflings.

### **Hollowcrest:**

Plainsland that holds Gnomes, Hobbits, Fairies, some Beastfolk, and some Blood Elves.

###
Supreme Healing

**Name:** Name of the Ability

**Type:** Defense/Attack/Projectile/Movement/Unique/Ultimate

**Spell**: Y/N?

**Prep(Spell only):** Casting/Incantation/Charm/Curse/Enchantment/Ritual/Spirit/Body/Mind/Alteration/Ruin/Relic/Concentration

**Mana/Energy:** M/E

**Mana/Energy Usage:** 0-100

**Area:** Ft and Effected Area

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable
Crippling Command

**Name:** Crippling Command

**Type:** Attack

**Action**: Active

**Spell**: No

**Mana/Energy:** 0

**Mana/Energy Usage: 0**

**Area:** Creature, Line 10ft

**Duration:** 2 round Crip

**Cooldown:** 4 Rounds

**Save:** Blockable

**Limitation:** Animal Handling (F), need at least one controlled ally such as: Animal, Familiar, Summon, etc.

**Description:** Command your animals to attack a designated spot on an enemies body, a 1d4 chance of crippling that body part.
Black Tentacles

Black Tentacles
This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the land, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.

Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength mod score of 2. Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage.

Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.

Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t grappling with the tentacles may move through the area without provoking attack.
Encore

**Name:** Name of the Ability

**Type:** Defense/Attack/Projectile/Movement/Unique/Ultimate

**Spell**: Y/N?

**Prep(Spell only):** Casting/Incantation/Charm/Curse/Enchantment/Ritual/Spirit/Body/Mind/Alteration/Ruin/Relic/Concentration

**Mana/Energy:** M/E

**Mana/Energy Usage:** 0-100

**Area:** Ft and Effected Area

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable
Heads or Tails

**Name:** Heads or Tails

**Type:** Defense

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Adjacent

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Toss a coin into the air, while the enemy is distracted, you can strike them without rolling for success.
Rapid Strikes

**Name:** Rapid Strikes

**Type:** Attack

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Adjacent

**Duration:** One Round

**Cooldown:** Four Rounds

**Save:**  Dodgeable

**Limitation:** Requires weapon

**Description:** Strike your enemy multiple times. all enemies within range take your attack damage.
Final Blow

**Name:** Final Blow

**Type:** Attack

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Adjacent

**Duration:** One Round

**Cooldown:** Three Rounds

**Save:** Dodgeable, Missable, Blockable.

**Limitation:**

**Description:** Attempt to deal lethal damage to enemy, deal normal damage + 1/2 of enemy's missing health.
Song of Healing

**Name:** Name of the Ability

**Type:** Defense/Attack/Projectile/Movement/Unique/Ultimate

**Spell**: Y/N?

**Prep(Spell only):** Casting/Incantation/Charm/Curse/Enchantment/Ritual/Spirit/Body/Mind/Alteration/Ruin/Relic/Concentration

**Mana/Energy:** M/E

**Mana/Energy Usage:** 0-100

**Area:** Ft and Effected Area

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable
Cleansing Tea

**Name:** Name of the Ability

**Type:** Defense/Attack/Projectile/Movement/Unique/Ultimate

**Spell**: Y/N?

**Prep(Spell only):** Casting/Incantation/Charm/Curse/Enchantment/Ritual/Spirit/Body/Mind/Alteration/Ruin/Relic/Concentration

**Mana/Energy:** M/E

**Mana/Energy Usage:** 0-100

**Area:** Ft and Effected Area

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable