recursal/Fanatic-Fandom huggingface dataset:
Dirgist

Bards follow many paths in these lands. Some fill the traditional role of the wandering troubadour, singing of their own harrowing adventures in the Land of Mists. Others are tortured artists, madly attempting to realize the perfect song that echoes in their minds. A haunted few pursue a darker path still, one that draws them inexorably towards places of the dead. Such bards are obsessed with death, and often feel most at home (if not entirely at ease) in crumbling graveyards and dusty vaults. These dirgists are not necessarily evil. Indeed, they have been profoundly touched by death, and feel the pain of mortal loss more deeply that others. Their songs speak of the sorrow of youth cut short, old age wasted, and the numbing finality of the fate that all men share. Such is the dirgist's closeness to the grave, that it is rumored that the dead whisper their secrets to him while he sleeps.

Since the ability to weave song into magical power is necessary for the dirgist's path, all dirgists are bards. Although multiclassed dirgists are unusual, it is not unheard of for bard/clerics, bard/rogues, and bard/wizards to pursue this prestige class. Some tales even speak of barbarian/bards who lament their fallen ancestors with gruesome war ballads.

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

- **Base Attack Bonus:** +3 / 4 Levels.
- **Hit Die:** d6.
- **Primary Saving Throw:** Will.
- **Proficiencies:** A dirgist does not gain any additional weapon or armor proficiencies.
- **Skill Points:** 6 + Int Modifier.

**Class Skills:** Antagonize, Appraise, Concentration, Discipline, Heal, Hide, Influence, Listen, Lore, Move Silently, Parry, Perform, Spellcraft, Use Magic Device.
**Unavailable Skills:** Animal Empathy.

**Feats:** Bard Song, Dirge of Woe, Endurance.
**Skills:** Antagonize 6 ranks, Lore 4 ranks, Perform 8 ranks.
**Spellcasting:** Ability to cast 3rd-level bard spells.

**ABILITIES:**

**Level**
1: Lament for the Fallen - Enemies who fail their saving throw suffer -2 attack and skill checks.
Whispers of the Dead - +1 skill bonus to Lore for each Dirgist level.
3: Graveyard Sonata - As long as no action is performed, the dirgist can walk among the undead without being seen.
5: Crescendo of Blood - The dirgist and his allies gain +1 attack bonus and damage for each living enemy they kill (maximum +6).
7: Requiem - Enemies who fail their saving throw suffer 1d6 sonic damage each round for each unconscious or dead ally of the dirgist.

**BONUS SPELLS AND BARDIC MUSIC:**

The character gains new spells and bard song uses per day as if he had also gained a level in his highest caster class (bard, hexblade, sorcerer or wizard) and his caster level in that class increases accordingly. Dirgist levels count for the purpose of the different bard songs.

**Note:** Due to engine limitations Dirgists will not receive new spells known on new Dirgist levels.
Create Advanced Trap Kit

Craft Level: Black Powder Avenger 2

Range: Personal

Area of Effect / Target: Self

Duration: Special

Additional Counter Spells:

Save: None

Spell Resistance: No

The black powder avenger prepares a pair of advanced trap kits which can then be loaded with varnishes and set.

When the black powder avenger creates a black craft, the spell slot remains unusable until the black craft has expired after its lifespan, which corresponds to the time left until the black powder avenger can once again rest normally.
Energy Buffer

**Energy Buffer**

Spell Level: Sorcerer / Wizard 5; Earth domain cleric 5; Fire domain cleric 5; Protection domain cleric 5

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 gains damage resistance 40/- against all
elemental forms of damage. The spell ends after absorbing 60 points of damage
from any single elemental type.
Barbarian

Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of "sixth sense," a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.

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

- **Alignment Restrictions:** Any nonlawful.
- **Base Attack Bonus:** +1 / Level.
- **Hit Die:** d12.
- **Primary Saving Throw:** Fortitude.
- **Proficiencies:** All simple and martial weapons, light armor, medium armor, and shields.
- **Skill Points (Int Modifier \* 4 at 1st level):** 4 + Int Modifier.
- **Ex-Barbarians:** Barbarians can no longer use Barbarian Rage and are unable to progress in levels if their alignment ever becomes lawful.

**Class Skills:** Antagonize, Discipline, Heal, Listen, Lore, Parry.
**Unavailable Skills:** Animal Empathy, Use Magic Device.

**Level**
1: Barbarian Fast Movement - +10% bonus to movement speed.
Barbarian Rage (1x/day) - Gain +4 Str, +4 Con, +2 Will, -2 AC.
Illiteracy - Barbarians who are not multiclassed do not know how to read or write.
2: Uncanny Dodge I - Retain Dexterity bonus to AC, even when flat-footed.
3: Uncanny Dodge II - +1 bonus on Reflex saves vs. traps. Grants immunity to sneak attacks from a flanking attacker unless the attacker has at least four more combined class levels of rogue, assassin, barbarian, and shadowdancer than the defender.
4: Barbarian Rage (2x/day).
6: Uncanny Dodge III - +2 bonus on Reflex saves vs. traps.
7: Damage Reduction I - Ignore 1 physical damage per hit.
8: Barbarian Rage (3x/day).
9: Uncanny Dodge IV - +3 bonus on Reflex saves vs. traps.
10: Damage Reduction II - Ignore 2 physical damage per hit.
11: Greater Rage - Gain +6 Str, +6 Con, +3 Will, -2 AC.
12: Greater Rage (4x/day).
Uncanny Dodge V - +4 bonus on Reflex saves vs. traps.
13: Damage Reduction III - Ignore 3 physical damage per hit.
14: Indomitable Will - Gain an additional +4 to Will saves vs. mind effects during rage.
15: Uncanny Dodge VI - +5 bonus on Reflex saves vs traps.
16: Damage Reduction IV - Ignore 4 physical damage per hit.
Greater Rage (5x/day).
17: Tireless Rage - No longer become fatigued when rage ends.
19: Damage Reduction V - Ignore 5 physical damage per hit.
20: Mighty Rage (6x/day) - Gain +8 Str, +8 Con, +4 Will, -2 AC.
Bigby's Clenched Fist

**Bigby’s Clenched Fist**

Spell Level: Wizard / Sorcerer 8

Innate Level: 8

School: Evocation

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: 2d4 + 4

Additional Counter Spells:

Save: Reflex Negates

Spell Resistance: Yes

A giant hand appears and begins hitting the target. The
target becomes stunned for the duration of the spell. The hand deals 1d8 + 11
points of bludgeoning damage to the target each round for as long as the spell
persists. Only one Bigby's spell can be active on a target at a time.
Abyssal Might

**Abyssal Might**

Spell Level: Blackguard 3

Innate Level: 3

School: Conjuration

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Hour + 1 Hour / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The caster summons evil energy from the Abyss and imbues
himself with its might. The caster gains a +2 enhancement bonus to Strength,
Constitution and Dexterity. The caster's existing spell resistance improves by
+2.
Big Sky

**Big Sky**

Spell Level: Druid 6; Voodan 6

Innate Level: 6

School: Enchantment

Descriptor: Mind-Affecting

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Large

Duration: 1 Hour + Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

Natural spirits in the sky descend to fill you and your
allies with courage. You and your allies gain a +1 bonus on attack rolls and a
+4 bonus on saving throws versus fear. At level 16 the attack bonus increase
becomes +2.
Black Powder Avenger

While heroes from medieval realms purge evil with flame and sword, modern adventurers carry a deadlier weapon in their arsenal: black powder. Pragmatic warriors might consider a pistol or musket a desperate choice for a favored weapon, for not only is it more difficult to load than a crossbow, but the presence of fire (or incendiary spells) is extremely dangerous to any soldier burdened with explosives. In the renaissance realms, a pistol or musket is often best discharged before a melee begins. Only a madman alone would enter the fray carrying multiple pistols and freely take dire risks with homemade bombs. For the POTM server, the requirement to come from a "Renaissance" cultural background is waved.

* **Base Attack Bonus:** +1 / Level.
* **Hit Die:** d10.
* **Primary Saving Throw:** Fortitude
* **Proficiencies:** All simple and martial weapons. All armor. All shields.
* **Skill Points:** 2 + Int Modifier.

**Class Skills:** Antagonize, Concentration, Discipline, Heal, Lore, Parry, Search, Set Trap

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

**Bonus Feat Progression:**

**Note:** The Avenger receives bonus feats at 1, 2, 4, 6, 8 and 10 to develop their proficiency with firearms. Additionally, they may take the Fighter feats Weapon Specialization, Greater Weapon Focus and and Greater Weapon Specialization and BPA level 4, 6, and 8 respectively.

**REQUIREMENTS:**

**Base Attack Bonus:** +5

**Feats:** Weapon Proficiency: Exotic

**Alchemy:** Level 5 (Crafting)

**ABILITIES:**

1: **Signature Weapon** - At 1st level, the Black Powder Avenger chooses either the pistol or musket as the instrument of his vengeance. The character sacrifices one point of Wisdom; from the moment the sacrifice is made, the character gains a bonus to attack and damage of +1 when firing his signature weapon. This bonus increases by +1 at levels 4, 7, and 10 (maximum +4). Most Black Powder Avengers give their signature weapon a name and treat it as if their lives depended on it.

1: **Black Crafts** - Starting at 1st level, the Black Powder Avenger is able to prepare a number of supplies to aid him in his quest as a wizard would prepare his spells. The Black Powder Avenger knows all his available crafts for his given level.

4: **Signature Weapon II** - Attack and damage bonus improves to + 2.

7: **Quick Reload** - Load gunpowder and bullets automatically.

* **Signature Critical** - The Black Powder Avenger gains an additional +1 to the threat range of their signature weapon.
* **Signature Weapon III** - Attack and damage bonus improves to + 3.

9: **Evasion** - A successful Reflex save for half damage results in no damage.

10: **Detonation (3x/day)** - "Overtamp" signature weapon to gain +4 attack bonus and maximize ranged damage. Weapon must be repaired after.

* **Signature Weapon IV** - Attack and damage bonus improves to + 4.

**Base Crafts per Day:**
Create Flash Powder

Craft Level: Black Powder Avenger 3

Range: Personal

Area of Effect / Target: Self

Duration: Special

Additional Counter Spells:

Save: None

Spell Resistance: No

The black powder avenger prepares a finely sorted amount of gunpowder mixed with some silver fluid - all of it contained in a small leather pouch. Explodes upon heavy impact. Flash Powder functions like the spell Blindness/Deafness and is subject to spell resistance and saving throw.

When the black powder avenger creates a black craft, the spell slot remains unusable until the black craft has expired after its lifespan, which corresponds to the time left until the black powder avenger can once again rest normally.
Darkness Domain

## Domain Special Abilities

**Blind-Fight:** The cleric has the ability to fight well even if blinded or against invisible creatures. The cleric gets to re-roll its miss chance percentile one time to see if it actually hits. Furthermore, invisible creatures get no bonus to hit the cleric in melee.

## Bonus Spells

* Level 2 Blindness/Deafness
* Level 5 Shadow Conjuration
* Level 8 Mass Blindness/Deafness
Arcane Archer

Master of the elven warbands, the Arcane Archer is a warrior skilled in using magic to supplement their combat prowess. Fighters, rangers, paladins, and barbarians become arcane archers to add a little magic to their combat abilities. Conversely, hexblades, wizards and sorcerers may take this prestige class to add combat capabilities to their repertoire.

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

- **Base Attack Bonus:** +1 / Level.
- **Hit Die:** d8.
- **Primary Saving Throws:** Fortitude, Reflex.
- **Proficiencies:** All simple and martial weapons, light and medium armor, and shields.
- **Skill Points:** 4 + Int Modifier.

**Class Skills:** Heal, Hide, Listen, Lore, Move Silently, Spot.
**Unavailable Skills:** Animal Empathy, Use Magic Device.

**Race:** Elf or half-elf.
**Base Attack Bonus:** +6
**Feats:** Weapon Focus Longbow or Weapon Focus Shortbow, Point Blank Shot.
**Spellcasting:** One level of assassin, bard, beguiler, hexblade, monster hunter, warmage, wizard or sorcerer.

**ABILITIES:**

**Level**
1: Enchant Arrow +1 - Gain +1 attack bonus when using a bow, and arrows fired act as +1 weapons.
2: Imbue Arrow - Shoot a fireball arrow three times a day.
3: Enchant Arrow +2.
4: Seeker Arrow (1x/day) - Fire an arrow that cannot miss.
5: Enchant Arrow +3.
6: Seeker Arrow (2x/day).
7: Enchant Arrow +4.
8: Hail of Arrows - Fire arrows at multiple targets within range.
9: Enchant Arrow +5.
10: Arrow of Death - Fire an arrow that can instantly kill an opponent.
Crumble

**Crumble**

Spell Level: Druid 3; Voodan 3

Innate Level: 3

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: Instantaneous

Additional Counter Spells:

Save: None

Spell Resistance: No

This spell inflicts 1d8 points of positive energy damage per
caster level to a selected inert object or construct (to a maximum of 10d8).
This spell does not affect living creatures.
Create Ammo - Oil-Coated Bullet

Craft Level: Black Powder Avenger 3

Range: Personal

Area of Effect / Target: Self

Duration: Special

Additional Counter Spells:

Save: None

Spell Resistance: No

The black powder avenger prepares 25 oil-coated bullets that are covered in a flammable liquid for pistols and muskets. These bullets are surprisingly rather light.

When the black powder avenger creates a black craft, the spell slot remains unusable until the black craft has expired after its lifespan, which corresponds to the time left until the black powder avenger can once again rest normally.
Blood Frenzy

**Blood Frenzy**

Spell Level: Bard 2; Druid 2; Hexblade 2; Voodan 2; Wizard / Sorcerer 3

Innate Level: 2

School: Transmutation

Descriptor:

Component: 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 enters a rage similar to that of a barbarian,
gaining a +2 bonus to Strength and Constitution and a +1 bonus to Will saves,
while suffering a -1 penalty to Armor Class.
Dexterity

**Dexterity** measures agility, reflexes, and balance. This ability is most important for rogues, but also for characters who typically wear light or medium armor (barbarians and rangers) or none at all (monks, wizards, and sorcerers), or for any character who wants to be a skilled archer.

**Saves:** The saving throw to which the dexterity modifier is added is reflex.

**Skills:** The skills to which the dexterity modifier is added are hide, move silently, open lock, parry, pick pocket, ride, set trap, and tumble.

**Classes:** The classes with features (directly) affected by dexterity are arcane archer, Harper scout, and shadowdancer.

**Specials:** The dexterity modifier is added to armor class and to certain attack rolls (normally those made with ranged weapons), both subject to provisions detailed below.

**Boosts:** The standard methods for boosting dexterity include *aura of vitality*, *cat's grace*, war domain powers, and the deep red ioun stone.

The importance of dexterity depends on the type of character being played, with a good number of characters being dexterity-based (striving for as high a dexterity as feasible, once the other abilities are at acceptable levels). Characters that are not dexterity-based tend to have a goal modified dexterity based on the maximum dexterity bonus of the type of armor they plan to wear. This goal is typically 12, given the +1 maximum dexterity bonus of full plate. Some players like to have their base dexterity score equal to their goal, while others go with a lower base dexterity, assuming they will be able to find sufficient ways to augment the ability.
(Exceptions to these generalizations do, of course, exist in a game as flexible as Neverwinter Nights.)

The addition of the dexterity modifier to armor class is subject to the maximum dexterity bonus of the character's worn armor, which can result in a lesser amount being added. Furthermore, no addition is made when the character is flat-footed, unless the character has uncanny dodge or defensive awareness.

Attacks made with a ranged weapon normally add the dexterity modifier to the attack roll, but zen archery allows the wisdom modifier to be used instead. Similarly, attacks made with a melee weapon normally do not use the dexterity modifier, but for certain melee weapons, weapon finesse allows the dexterity modifier to be used instead of the normally-used modifier (strength).
Augment Elemental

**Type of Feat:** General
**Prerequisite:** Spell Focus (Conjuration), Lore 2 ranks.
**Specifics:** The character's knowledge of planar magic allows him to imbue his summoned elementals with extraordinary combat prowess and durability. Each elemental he conjures with a summon spell gains a +2 enhancement bonus on attack and damage rolls, and temporary hit points equal to twice its Hit Dice.
**Use:** Automatic.
**Special:** This feat does not affect elementals summoned by the spell Elemental Swarm.
Bigby's Interposing Hand

**Bigby’s Interposing Hand**

Spell Level: Wizard / Sorcerer 5

Innate Level: 5

School: Evocation

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: 2d4 + 1 Rounds

Additional Counter Spells:

Save: Reflex Negates

Spell Resistance: Yes

A giant hand appears over the target, making it
difficult to attack. The target receives a -10 penalty to all attack rolls for
the duration of the spell. Only one Bigby's spell can be active on a target at
a time.
Earthquake

Spell Level: Cleric 8; Druid 8; Favored Soul 8; Voodan 8; Warmage 7

Innate Level: 8

School: Evocation

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Double Gargantuan

Duration: Instant

Additional Counter Spells:

Save: Reflex Half

Spell Resistance: No

The caster causes a massive earthquake, causing 1d4 points of bludgeoning damage per caster level (to a maximum of 20d4) to all enemy creatures, placeables and doors in the area of effect. Targets that fail the reflex save are knocked off their feet for one round. Earthquake can affect creatures, placeables and doors through walls.
Color Spray

**Color Spray**

Spell Level: Beguiler 1; Wizard / Sorcerer 1; Chaos Domain cleric 1

Innate Level: 1

School: Illusion

Descriptor: Mind-Affecting

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Cone

Duration: Instant

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

Color Spray sends forth a dazzling array of lights to
confound all creatures within the area of effect. Its effects vary according to
the Hit Dice of the affected creatures:

1-2 Hit Dice: Sleep for 3 + 1d4 rounds

3-4 Hit Dice: Blinded for 2 + 1d4 rounds

Over 4 Hit Dice: Stunned for 1 + 1d4 rounds
Blast of Sand

**Blast of Sand**

Spell Level: Druid 4; Voodan 4; Warmage 4 Wizard / Sorcerer 4

Innate Level: 4

School: Conjuration

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Cone

Duration: Instant

Additional Counter Spells:

Save: Reflex Half

Spell Resistance: No

Sand sprays from your outstretched palm with enough force to
strip flesh from bone and scour surfaces. The spell deals 1d8 points of
slashing damage per caster level, to a maximum of 10d8.
Create Greater Undead

Spell Level: Cleric 8; Favored Soul 8; Voodan 8; Undeath domain cleric 7

Innate Level: 8

School: Necromancy

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 brings a powerful undead creature into being. The
type of undead is based upon the caster's level:

Under level 14: Vampire

Level 15-16: Doom knight

Level 17-18: Lich

Level 19 and over: Greater mummy
Curse of Despair

Invocation Grade: Lesser

Equivalent Spell Level: 4

Descriptor: Curse

Component(s): Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: Permanent

Save: Will Negates

Spell Resistance: Yes

The warlock bestows a curse upon a touched creature, lowering all of the creature's ability scores by 2. Even if the save against this ability succeeds, the creature takes a -1 penalty on attack rolls for 1 turn.
Aura of Life Energy

**Type of Feat:** General
**Prerequisite:** Turn Undead, Lore 7 ranks.
**Specifics:** The character may spend one of his turn undead attempts to create a 20 foot radius burst of positive energy centered on him. All undead caught within the burst take 1d8 points of positive damage +1 point per two divine spellcaster levels.
**Use:** Selected.
Carpentry

Carpentry is the art of turning raw wood into basic products. This usually involves manufacturing standard wood materials used in other trades. To conduct this trade you need to place the raw wood at a sawhorse, and use a carpenter's saw.

Abilities: Strength, Dexterity

Yew wood and metal tips are needed to make arrows.
Destruction domain

## Domain Special Abilities

Able to damage constructs while using the turn ability. Constructs are not turned, but instead are damaged 1d3 per turn level, e.g. 1d3 to 40d3, to the limit of the hit dice turned. The damage type is magical.

## Bonus Spells

* Level 3 Stinking Cloud
* Level 6 Acid Fog

## Notes

* The cleric can damage constructs with their turning ability.
Cone of Cold

**Cone of Cold**

Spell Level: Wizard / Sorcerer 5; Warmage 5

Innate Level: 5

School: Evocation

Descriptor: Cold

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Cone

Duration: Instant

Additional Counter Spells:

Save: Reflex Half

Spell Resistance: Yes

A cone of frost and snow shoots forth from the caster's
hands, doing 1d6 points of cold damage per caster level to all those within the
area of effect, to a maximum of 15d6.
Beguiler Spells

**Level 0:**

* Amanuensis
* Daze
* Flare
* Light
* Minor Disguise
* Open/Close

**Level 1:**

* Alarm
* Balagarn's Iron Horn
* Charm Person
* Color Spray
* Disguise Self
* Expeditious Retreat
* Faerie Fire
* Mage Armor
* Sleep

**Level 2:**

* Blade Weave
* Blindness/Deafness
* Clarity
* Cloud of Bewilderment
* Continual Flame
* Delusions of Grandeur
* Invisibility
* Knock
* Lesser Dispel
* See Invisibility
* Silence
* Tasha's Hideous Laughter
* Torrent of Tears
* Touch of Idiocy

**Level 3:**

* Clairaudience/Clairvoyance
* Cone of Dimness
* Deep Slumber
* Dispel Magic
* Displacement
* Find Traps
* Glibness
* Haste
* Hold Person
* Invisibility Sphere
* Mass Mage Armor
* Slow

**Level 4:**

* Charm Monster
* Confusion
* Crushing Despair
* Freedom of Movement
* Greater Mage Armor
* Improved Invisibility
* Mass See Invisibility
* Trance Of The Verdant Domain

**Level 5:**

* Dominate Person
* Feeblemind
* Hold Monster
* Lesser Mind Blank
* Mind Fog
* Wall of Dispel Magic

**Level 6:**

* Coma
* Greater Dispelling
* Mass Haste
* Power Word: Daze
* True Seeing

**Level 7:**

* Ethereal Jaunt
* Improved Invisibility Sphere
* Mass Blindness/Deafness
* Mass Hold Person
* Power Word: Blind
* Solipsism

**Level 8:**

* Mass Charm
* Mind Blank
* Power Word: Stun
* Premonition
* Wall of Greater Dispelling

**Level 9:**

* Dominate Monster
* Mass Hold Monster
* Power Word: Kill
* Time Stop
Create Cartridge Case

Craft Level: Black Powder Avenger 3

Range: Personal

Area of Effect / Target: Self

Duration: Special

Additional Counter Spells:

Save: None

Spell Resistance: No

The black powder avenger prepares 100 proportioned gunpowder charges sealed in wax paper. The wax paper can be easily torn for efficient loading and protects the powder for exposure to moisture.

When the black powder avenger creates a black craft, the spell slot remains unusable until the black craft has expired after its lifespan, which corresponds to the time left until the black powder avenger can once again rest normally.
Brimstone Blast

Invocation Grade: Lesser

Equivalent Spell Level: 3

Descriptor:

Component: Somatic

Range: Long

Area of Effect / Target: Single

Duration: Instant

Save: Reflex Partial

Spell Resistance: Yes

The warlock changes his eldritch blast into a brimstone blast. A brimstone blast deals fire damage instead of magical damage.

In addition to the damage from the blast, a creature struck by a brimstone blast must succeed on a Reflex save or catch on fire, taking 2d6 points of fire damage per round until a successful Reflex save is made or the duration expires. The fire damage persists for 1 round per five caster levels.

A creature burning in this way never takes more than 2d6 points of fire damage in a round, even if it has been hit by more than one brimstone blast.
Dark One’s Own Luck

Invocation Grade: Least

Equivalent Spell Level: 2

Descriptor:

Component(s): Somatic

Range: Personal

Area of Effect / Target: Self

Duration: 24 Hours

Save: None

Spell Resistance: No

The warlock is favored by dark beings. He gains a bonus equal to his Charisma bonus (if any) on Fortitude saves, Reflex saves, or Will saves. He cannot apply this ability to two different save types at the same time. This bonus can never exceed the warlock's class level.
Curse of Ignorance

**Type of Feat:** Hex

**Prerequisite:** Hexblade's curse ability.

**Specifics:** The hexblade may spend one of his hexblade's curse uses to reduce his victim's ability to use their skills. For a duration of 2 rounds per level, the victim receives a -5 penalty on all skill checks of the chosen skills. The penalty increases to -10 as a greater curse, and to -15 as a dire curse. A successful Will save (DC 10 + 1/2 hexblade's class level + Charisma modifier) negates the effect.

**Use:** Selected. This feat may be selected multiple times, but applies to a new skill each time.
Endurance

**Type of Feat:** General
**Prerequisite:** None.
**Required for:** Diehard, Natural Healer.
**Specifics:**The character is capable of amazing feats of stamina. His exhaustion threshold increases by 4 and the difficulty checks of saving throws against drowning, taking damage from cold weather and dehydration decrease by 4.
**Use:** Automatic
Dismissal

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

Innate Level: 4

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

This spell will destroy a single summon, outsider, or elemental that fails a special Will save (DC = spell's save DC - creature's HD + your caster level). Even on a failed saving throw, there is a 50% chance that the outsider will not be destroyed.
Dinosaur Encyclopedia

**Welcome to world of wonders about our world but not of today or the future but of the past the long forgotten history of our past which wonders never cease to amaze to happen in this world and here is where you find my own theories on these creatures what they would have looked like and much more.**

**Using evidence that is at its most accurate point I have Drawn most of the creatures you may see in this Wikia to what they may truly have looked like in real life and will constantly keep placing in more and more creatures for your better interests of the prehistoric world.**
Battletide

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

Innate Level: 5

School: Transmutation

Descriptor: Negative Energy

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 gain a +2 bonus to attack rolls, damage, and saving
throws. All enemies in the area must succeed on a Will saving throw or suffer a
-2 penalty to attack rolls, damage, and saving throws.
Divine Resistance

**Type of Feat:** General
**Prerequisite:** Turn Undead, Divine Cleansing.
**Specifics:** The character can channel energy to temporarily reduce damage he and his allies take from some sources. He may spend one of his turn undead attempts to grant all allies (including himself) within 20 feet resistance to cold 5, electricity 5, and fire 5 for a number of rounds equal to his Charisma bonus.
**Use:** Selected.
Blindness/Deafness

**Blindness/Deafness**

Spell Level: Bard 2; Beguiler 2; Cleric 3; Favored Soul 3; Hexblade 2; Voodan 3; Wizard / Sorcerer 2; Darkness Domain cleric 2

Innate Level: 2

School: Necromancy

Descriptor: Blindness

Component: Verbal

Range: Medium

Area of Effect / Target: Single

Duration: Permanent

Additional Counter Spells: Remove Blindness/Deafness

Save: Fortitude Negates

Spell Resistance: Yes

The target creature is struck blind and deaf.
Evershifting Form

**Type of Feat:** Class
**Prerequisite:** Master of Many Forms level 10.
**Specifics:** At 10th level, the master of many forms has reached the pinnacle of his shapechanging abilities. He can use his wild shape ability to assume different forms permanently unlimited times per day. His type changes to shapechanger for determining what effects and items can affect him, and he gains darkvision, which remains in effect regardless of his form.
**Use:** Automatic.
Disciplined Mind

**Type of Feat:** General
**Prerequisite:** None.
**Specifics:** The character is admired for his single-minded determination and clarity of purpose. He is difficult to distract by spell, or blow. The character gains a +1 bonus to all Will saving throws and +2 on all Concentration checks.
**Use:** Automatic.
Damning Darkness

Spell Level: Blackguard 3; Cleric 4; Favored Soul 4; Voodan 4; Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Darkness, Evil
Component(s): Verbal
Range: Long
Area of Effect / Target: Huge
Duration: 5 Rounds
Additional Counter Spells: Continual Flame, Searing Light
Save: None
Spell Resistance: No

All creatures within the area of effect are shrouded in a haze of darkness which can only be pierced using Ultravision or True Seeing. Additionally, creatures of good alignment take 4d6 points of negative energy damage per round while in the area of effect, and creatures that are neither good nor evil take 2d6 points of negative energy damage per round.
Dominate Person

**Dominate Person**

Spell Level: Bard 4; Beguiler 5; Hexblade 4; Voodan 6; Wizard / Sorcerer 5

Innate Level: 4

School: Enchantment

Descriptor: Mind-Affecting

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: 1 Turn / Level

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

The target humanoid temporarily becomes a faithful and loyal
servant of the caster.

Domination Rules:

While under the effect of this spell, the target creature can only be ordered to take simple actions such as walking, attacking, signing documents, waving to others, or other similar actions. The caster cannot order the target to commit suicide or take actions that would endanger their life or lead to self-harm, such as self-destructing actions.

The caster can also force the creature to speak, if able to, but he must tell them exactly which words to use. The command must be explicit and cannot be used to issue orders such as counting to ten, speaking the truth, nor answering questions. The target cannot speak on their own, it can only repeat the words the caster has ordered them to say.

The caster can also order the target creature to forget the events that have transpired while dominated by ordering it clearly; however the caster cannot alter the target's memories or recollection of events. Either the creature will remember what happened or they won't.

Finally, the caster cannot read the target's mind nor access their memories.
Cacophonic Burst

**Cacophonic Burst**

Spell Level:

Innate Level: 5

School: Evocation

Descriptor: Sonic

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Huge

Duration: Instant

Additional Counter Spells:

Save: Reflex Half

Spell Resistance: Yes

You cause a burst of ear-shattering noise to erupt at the
chosen location. The burst deals 1d6 points of sonic damage per caster level
(maximum 15d6) to all creatures within the area.
Create Powder Keg

Craft Level: Black Powder Avenger 2

Range: Personal

Area of Effect / Target: Self

Duration: Special

Additional Counter Spells:

Save: None

Spell Resistance: No

The black powder avenger prepares a fully loaded powder keg. A fuse or source of fire or electrical damage will be required to detonate it.

When the black powder avenger creates a black craft, the spell slot remains unusable until the black craft has expired after its lifespan, which corresponds to the time left until the black powder avenger can once again rest normally.
Create Bandage

Craft Level: Black Powder Avenger 1

Range: Personal

Area of Effect / Target: Self

Duration: Special

Additional Counter Spells:

Save: None

Spell Resistance: No

The black powder avenger prepares several portions of gauze to dress wounds and help stem bleeding.

When the black powder avenger creates a black craft, the spell slot remains unusable until the black craft has expired after its lifespan, which corresponds to the time left until the black powder avenger can once again rest normally.
Classes

This is the full list of base and prestige classes available on Ravenloft - Prisoner of the MIsts. The server has specific rules on class progression and multiclassing:

* Classes must be no more than 10 levels apart when multiclassing.
* Monks can only multiclass with specific classes.
* Paladins who multiclass can no longer progress as paladins and lose all paladin abilities, except when multiclassing with specific classes.
* All prestige classes are available, except Harper Scout and Purple Dragon Knight.
* Prestige classes must have a minimum of 5 levels in them by the character's maximum level.

More information can be found using the in-game journal or the forums.

Ravenloft-specific Prestige classes are denoted by (\*).

## Base Classes

* Barbarian
* Bard
* Beguiler
* Cleric
* Druid
* Favored Soul
* Fighter
* Hexblade
* Monk
* Paladin
* Ranger
* Rogue
* Shaman
* Sorcerer
* Voodan
* Warlock
* Warmage
* Wizard

## Prestige Classes

Unrestricted prestige classes:

* Arcane Archer
* Crypt Raider
* Dirgist \*
* Divine Champion
* Dwarven Defender
* Grimetrekker \*
* Monster Hunter \*
* Weapon Master

Prestige classes requiring an application:

* Assassin
* Blackguard
* Black Powder Avenger \*
* Dragon Disciple
* Hallowed Witch \*
* Master of Many Forms (Shifter)
* Pale Master
* People's Champion \*
* Shadowdancer
Divine Cleansing

**Type of Feat:** General
**Prerequisite:** Turn Undead.
**Required For:** Divine Resistance, Sacred Radiance.
**Specifics:** The character may spend one of his turn undead attempts to grant all allies (including himself) within 20 feet a +2 bonus on Fortitude saving throws for a number of rounds equal to his Charisma bonus.
**Use:** Selected.
Create Ammo - Lead Bullet

Craft Level: Black Powder Avenger 1

Range: Personal

Area of Effect / Target: Self

Duration: Special

Additional Counter Spells:

Save: None

Spell Resistance: No

The black powder avenger prepares 50 lead bullets for pistols or muskets. These bullets are surprisingly rather light.

When the black powder avenger creates a black craft, the spell slot remains unusable until the black craft has expired after its lifespan, which corresponds to the time left until the black powder avenger can once again rest normally.
Ethereal Jaunt

Spell Level: Beguiler 7; Cleric 7; Favored Soul 7; Voodan 7; Wizard / Sorcerer 7

Innate Level: 7

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Turn + 1 Round / Level

Save: None.

Spell Resistance: No

The caster becomes ethereal. An ethereal creature is invisible and insubstantial. As an insubstantial creature, the caster can move through other living creatures (but not walls or objects) and cannot be affected by physical or magical damage or effects. However, force effects (Magic Missile, Isaac's Greater Magic Storm and Isaac's Lesser Magic Storm) and abjurations affect an ethereal creature normally since their effects extend onto the Near Ethereal. An ethereal creature cannot attack other creatures, acquire items or gold, or cast spells. Casting spells, using potions, causing damage from AOE spells, or performing hostile actions will make the etherealness vanish.
Axiomatic Strike

**Type of Feat:** General
**Prerequisite:** Stunning Fist, Monk level 10.
**Specifics:** The character can turn his fist into an instrument of law. He may spend one of his Stunning Fist attempts to add 2d6 bludgeoning damage to his unarmed attacks versus chaotic enemies for one turn and a number of rounds equal to his Wisdom bonus (minimum of 1 round).
**Use:** Selected.
Eldritch Chain

Invocation Grade: Lesser

Equivalent Spell Level: 4

Descriptor:

Component: Somatic

Range: Long

Area of Effect / Target: Single

Duration: Instant

Save: None

Spell Resistance: Yes

The warlock improves his eldritch blast by turning into an arc of energy that "jumps" from the first target creature to others. An eldritch chain jumps to one or more secondary targets within 30 feet of the first target, allowing the warlock to make additional ranged touch attacks and deal damage to the secondary targets if he hits.

The chain jumps to one secondary target per five caster levels, so the warlock can strike two additional targets at 10th level, three additional targets at level 15, and four additional targets at level 20. Each new target must be within 30 feet of the previous one. If the warlock misses any target in the chain, the eldritch chain attack ends there.

Damage is halved for each subsequent enemy affected by this invocation beyond the first target.
Create Fulminated Silver

Craft Level: Black Powder Avenger 4

Range: Personal

Area of Effect / Target: Self

Duration: Special

Additional Counter Spells:

Save: Reflex

Spell Resistance: No

The black powder avenger prepares an explosive comprised of unstable fulminated silver and powdered magnesium. Upon impact, it emits a deafening explosion and blinding flash. Creatures in the area of effect suffer 1d4 sonic damage for every 2 black powder avenger levels, plus the black powder avenger's Intelligence bonus, and must succeed at a reflex save or be blinded for 1d4 rounds + 1 second per black powder avenger level. The damage dice increases to d6 if the bomb is fully loaded with black powder.

When the black powder avenger creates a black craft, the spell slot remains unusable until the black craft has expired after its lifespan, which corresponds to the time left until the black powder avenger can once again rest normally.
Disrupt Undead

**Disrupt Undead**

Spell Level: Wizard / Sorcerer 0; Warmage 0; Monster Hunter 1

Innate Level: 0

School: Necromancy

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single Undead

Duration: Instant

Additional Counter Spells:

Save: No

Spell Resistance: Yes

You direct a ray of positive energy. You must succeed at a
ranged touch attack with the ray to strike a target. The ray deals 1d8 points
of positive energy damage to a single undead. Living creatures and objects are
not affected by the ray.
Energy Drain (Feat)

**Type of Feat:** General
**Prerequisite:** Turn Undead, Cha 13+.
**Specifics:** The character may spend one of his turn undead attempts to do a touch attack to drain the energy out of a foe. If the touch attack is successful, the victim must make a Fortitude save against a DC of 10 + the character's divine spellcaster level. If the save is failed, the victim is drained a number of levels equal to the character's Charisma bonus. The effect of this energy drain lasts until the afflicted character gains a full day's rest.
**Use:** Selected.
Aura of Unluck

**Type of Feat:** Class

**Prerequisite:** Hexblade level 12.

**Specifics:** Once per day, the hexblade can create a baleful aura of misfortune. Any melee or ranged attack made against him while this aura is active has a 50% miss chance (similar to the effect of concealment). Activating the aura is a free action, and it lasts a number of turns equal to 3 + the hexblade's Charisma bonus (if any).

This ability may be used once per day at level 12, twice per day at level 16, and three times per day at level 20.

**Use:** Selected.
Caustic Mire

Invocation Grade: Greater

Equivalent Spell Level: 4

Descriptor:

Component(s): Verbal, Somatic

Range: Medium

Area of Effect / Target: Medium

Duration: 1 Round / Level

Save: None

Spell Resistance: Yes

A foul sludge seeps out of the ground coating the area before the warlock. It covers the ground in an acidic slime, roughly the consistency of thick mud. Creatures inside of the sludge have their movement speed reduced by 75%. Every round a creature spends in the sludge, it suffers 1d6 acid damage.
The fumes rising out of caustic mire are flammable. Any effect that deals fire damage within an area of caustic mire deals an extra 10% of damage. If the warlock uses this invocation a second time while a previous caustic mire is still present, the previous effect ends.
Daze

**Daze**

Spell Level: Bard 0; Beguiler 0; Voodan 0; Wizard / Sorcerer 0

Innate Level: 0

School: Enchantment

Descriptor: Mind-Affecting

Component: Verbal, Somatic

Range: Long

Area of Effect / Target: Single

Duration: 2 Rounds

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

If the target humanoid creature has 5 Hit
Dice or less, it is dazed for 2 rounds.
Bloodletting

Caster Level(s): Assassin 1; Hexblade 1

Innate Level: 1

School: Necromancy

Descriptor(s):

Component(s): Somatic

Range: Touch

Area of Effect / Target: Creature or Weapon

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The caster imbues a melee weapon with the power to wound grievously. That weapon gains the wounding property. When it deals damage to an enemy, they must pass a Fortitude saving throw, or the wound continues to bleed, dealing an extra 1 point of damage each round until the target is healed or killed or the inflictor is killed.
Barbarian Rage

**Type of Feat:** Class
**Prerequisite:** Barbarian.
**Required For:** Channeled Rage, Extended Rage, Extra Rage, Stone Rage, Lightning Rage, Mystic Rage, Destructive Rage, Blazing Berserker, Frozen Berserker, Fury of Stone, Shared Fury.
**Specifics:** The barbarian may rage, gaining a +4 bonus to Strength and Constitution and +2 to all Will saving throws, in exchange for a -2 penalty to Armor Class. Rage lasts for a number of rounds equal to the barbarian's new Constitution modifier + 5. When the effects of rage expire, the barbarian experiences fatigue, receiving a -1 penalty to attack, damage, AC, reflex saves, skills, and a -15% penalty to movement speed for 1 turn. At level 17 the barbarian gains the feat Tireless Rage, at which point this penalty no longer applies.
**Special:** In Ravenloft, barbarians enjoy an additional +4 bonus to Fear checks while enraged.
**Use:** Selected.
Bewitching Blast

Invocation Grade: Greater

Equivalent Spell Level: 4

Descriptor:

Component(s): Somatic

Range: Long

Area of Effect / Target: Single

Duration: Instant

Save: Will Partial

Spell Resistance: Yes

The warlock changes his eldritch blast into a bewitching blast. In addition to the normal damage from the blast, any creature struck by a bewitching blast must succeed on a Will save or be confused for 1 round. This is a mind-influencing effect.
Diminish Undead

Spell Level: Cleric 3; Favored Soul 3; Monster Hunter 3; Voodan 3; Wizard / Sorcerer 3

Innate Level: 3

School: Necromancy

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: 1 Hour / Level

Additional Counter Spells: Augment Undead

Save: Will Negates

Spell Resistance: Yes

Target undead suffers a -2 penalty to saving throws and a -4
penalty to turn resistance.
Boreal Wind

**Boreal Wind**

Spell Level: Bard 4; Druid 4; Voodan 4; Wizard / Sorcerer 5; Warmage 5

Innate Level: 4

School: Evocation

Descriptor: Cold

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Line

Duration: Instant

Additional Counter Spells:

Save: Fortitude Special

Spell Resistance: No

You create a blast of arctic air that originates from your
fingertips and moves in the direction you are facing. Any object caught in the
path takes 1d4 points of cold damage per caster level (maximum 15d4) and is
knocked prone for two rounds. A successful Fortitude saving throw negates the
knockdown and reduces the damage by half. The wind is powerful enough to
disperse any cloudlike spells it comes in contact with, and will extinguish
non-magical fires (such as campfires).
Create Petard

Craft Level: Black Powder Avenger 4

Range: Personal

Area of Effect / Target: Self

Duration: Special

Additional Counter Spells:

Save: None

Spell Resistance: No

The black powder avenger prepares an explosive that detonates on impact, sending shrapnel flying throughout the affected area, causing d10 slashing damage for every 2 black powder avenger levels, + the black powder avenger's Intelligence bonus. The damage dice increases to d12 if the bomb is fully loaded with black powder.

When the black powder avenger creates a black craft, the spell slot remains unusable until the black craft has expired after its lifespan, which corresponds to the time left until the black powder avenger can once again rest normally.
Alchemy

Alchemy involves creating useful substances and mixtures based on extractions from various magical creatures. To conduct this trade, you must first extract the essence of the creature part by using the Alchemist's Alembic at an Alchemist's Distillery crafting station. You will need to have alchemical containers to preserve these essences.

These extractions can then be used in various ways by adding one or more other elements, turning them into useful items. Resin, for example, allows you to turn the essence into an applicable substance that can be added to any melee weapon or ammunition.

Abilities: Constitution, Intelligence

All Varnishes require 1 essence and 1 resin

Miscellaneous
 Saltpetre Crystals x2 + Sulphur x1
Charm Person

**Charm Person**

Spell Level: Bard 1; Beguiler 1; Hexblade 1; Voodan 1; Wizard / Sorcerer 1

Innate Level: 1

School: Enchantment

Descriptor: Mind-Affecting

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: 1 Turn / Level

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

In the eyes of the target humanoid, the personal reputation
of the caster is improved by 50%.
Delven's Maneuver

**Type of Feat:** General
**Prerequisite:** Dex 12+, Weapon Focus (musket) or Weapon Focus (pistol).
**Required for:** Gearling's Superposed Loading Technique
**Specifics:** Renowned pistoleer Renee Delven was the first to popularize this intricate maneuver, which allows for the loading of a bullet a mere second before firing. When using a firearm for which the character has the weapon focus feat, he no longer needs to load a bullet manually. As long as there is at least one in the bullets slot, it will be loaded automatically when the character shoots. The character still needs to load gunpowder manually.
**Use:** Automatic.