recursal/Fanatic-Fandom huggingface dataset:
Glyph of Warding

**Spell Resistance** | No (object) and Yes; see text

This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.

You set the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind. Glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of your religion. They cannot be set according to class, Hit Dice, or level. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet has three drawers, each can be separately warded.

When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. A glyph can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible.

Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, Polymorph, and Nondetection (and similar magical effects) can fool a glyph, though nonmagical disguises and the like can’t. Read Magic allows you to identify a glyph of warding with a DC 13 Spellcraft check. Identifying the glyph does not discharge it and allows you to know the basic nature of the glyph (version, type of damage caused, what spell is stored).

*Note:* Magic traps such as glyph of warding are hard to detect and disable. A rogue (only) can use the Search skill to find the glyph and Disable Device to thwart it. The DC in each case is 25 + spell level, or 28 for glyph of warding.

Depending on the version selected, a glyph either blasts the intruder or activates a spell.

### Blast Glyph

A blast glyph deals 1d8 points of damage per two caster levels (maximum 5d8) to the intruder and to all within 5 feet of him or her. This damage is acid, cold, fire, electricity, or sonic (caster’s choice, made at time of casting). Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect.

### Spell Glyph

You can store any harmful spell of 3rd level or lower that you know. All level-dependent features of the spell are based on your caster level at the time of casting the glyph. If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect the area or effect is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Saving throws and spell resistance operate as normal, except that the DC is based on the level of the spell stored in the glyph.

### Material Component

You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 200 gp.
Greater Restoration

**Casting Time** | 10 Minutes

This spell functions like Lesser Restoration, except that it dispels all negative levels afflicting the healed creature. This effect also reverses level drains by a force or creature, restoring the creature to the highest level it had previously attained. The drained levels are restored only if the time since the creature lost the level is no more than one week per caster level.

Greater restoration also dispels all magical effects penalizing the creature’s abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects. Greater restoration does not restore levels or Constitution points lost due to death.

XP Cost: 500 XP.
Entangle

**Spell Resistance** | No

Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.

*Note:* The effects of the spell may be altered somewhat, based on the nature of the entangling plants.
Barry's House

Barry's House is a humble estate located in the west of Alione

## Occupants

* Barry Stitch - Owner, Hunter
* Marlene Stitch - Barry's Wife, Palace Cook
* Gertie Stitch - Older daughter
* Yolda Stitch - Younger daughter

## Items of Note

### Clothing

* Green, with gold trim cotehardie
* Red silk vest

### Jewelry

* Golden otter broach
* Gold and opal ring.

### Books

* Pie Recipes
* Thief King
* The Barrens

### Food

* Apple Pie
* Blueberry Pie
* Spiced Apple Pie
* Roast Chicken
Animate Dead

**Spell Resistance** | No

This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)

Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level
with a single casting of animate dead. (The desecrate spell doubles this limit; see page 218.)

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.

Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones, so creating a
skeleton from a purple worm, for example, is not possible. If a skeleton is made from a corpse, the flesh falls off the bones. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive. The Monster Manual has game statistics for skeletons.

Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy, so a dead gelatinous cube, for example, cannot be animated as a zombie. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive. The Monster Manual has game statistics for zombies.

Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.
Blast of Flame

**Spell Resistance** | No

As you cast the spell, your hand becomes sheathed in barely perceptible yellow flames. With a roar, the flames burst from your hand in the shape of a cone, leaving your hand trailing wisps of smoke.

Flames fill the area, dealing 1d6 points of fire damage per caster level (maximum
10d6) to any creature in the area that fails its saving throw.

Material Component: A bit of wick soaked in oil.
Blood Sworne

Blood Sworne Level 7 Barbarian

 Base Attack
## Combat

### Unnatural Aura (Su)

Animals, whether wild or domesticated, can sense the unnatural presence of a Blood Sworne at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

### Create Thrall (Su)

Any humanoid who is infected with the Bane who then dies will be linked forever to the Blood Sworne that infected it. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Thrall are under the command of the Blood Sworne that created them and remain enslaved until its death. Unless they are able to meet their creator they simply become ravenous for flesh, however any they should infect would simply die and be unable to be turned into further thrall.
Explosive Cascade

**Spell Resistance** | Yes

You hold the metal tube out from your body

and cast the spell. A bright ball of flame
manifests and skips across the battlefield,
immolating targets in its path.

You create a path of flame when you
cast this spell. Anything along this
path takes 1d6 points of fire damage
per caster level (maximum 10d6) to all
creatures and objects it touches. The
flame lights up the area as if it were a
torch, and small sparks and decaying
flames remain in the area for 1 round,
shedding light as candles but dealing
no damage. A creature or object can be affected only once by each casting
of this spell.

If the damage from the flame destroys
an interposing barrier, the flame can
move beyond the barrier if it has area
remaining.

Material Component: Bat guano,
sulfur, and copper packed into a metal
tube with one closed end.
Letter from Margod

Serrah Fellwood,

In accordance to our previous correspondence I have sent attached 23 GP. Upon the deliverance of this fare you are to have me believe the gem shall be protected until such a time as it can be delivered either to myself directly or to a highly ranking member of my guard. The names of such guards are listed below. Your cooperation in this effort is much appreciated, and after the gem has been received you will be given a handsome reward.

Knight-Commander Margod Ironside.

* Edvard Forkbeard
* Matilda Rocksheild
* Thogar Darkal
* Karar Reipal
* Runda Farsten
* Nita Garduum
Daze

**Target/Area** | One humanoid creature of 4 HD
 **Spell Resistance** | Yes

This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.

Material Component: A pinch of wool or similar substance.
Davenmouth

Metropalis, Magical, LE

Highest level fighter

## Population Breakdown 44,967, 8993 children

### Aristocracy

* Viceroy: 1
* Dukes: 9
* Marquees: 8
* Viscount: 22
* Knight: 21
* Squire: 21
* Lady in Waiting: 48
* Vassals: 77
* Family: 195
* Moneyer: 1
* Thane: 1
* Captain of The Guard: 1
* Sheriff: 1
* Chamberlain: 1
* Chancellor: 1
* Master of the Horse: 1
* Majordomo: 9
* Steward: 25
* Baronet: 35

### Military

* Guards: 449
* Milita: 2034

### Experts

* Weaponsmith: 12
* Armorsmith: 23
* Painter: 24
* Writer: 50
* Apocathery: 42
* Alchemy: 89
* Potion: 21
* Cook: 21
* Locksmith: 18
* Instruments: 14
* Tools: 60
* Tailor: 27
* Mounts: 53
* Other: 872

### Adventurers?

* Barbarians: 23: 7 lvl: 6. 11 lvl: 1. 5 lvl: 3
* Bards: 26: 11 lvl: 3. 9 lvl 5. 1 lvl 10. 5 lvl 1.
* Clerics: 19: 15 lvl 1. 2 lvl 4. 1 lvl 6. 1 lvl 9.
* Druids: 24: 8 lvl 5. 9 lvl 2. 3 lvl 8. 1 lvl 9. 3 lvl 1.
* Fighters: 21: 2 lvl 9. 1 lvl 8. 12 lvl 1. 3 lvl 3. 3 lvl 4.
* Monks: 22: 2 lvl 8. 12 lvl 1. 3 lvl 5. 4 lvl 6. 1 lvl 2.
* Paladins: 18: 2 lvl 10. 4 lvl 6. 1 lvl 7. 1 lvl 8. 6 lvl 1. 4 lvl 2.
* Rangers: 19: 9 lvl 1. 5 lvl 4. 3 lvl 6. 2 lvl 8.
* Rogue: 36: 10 lvl 1. 6 lvl 3. 3 lvl 8. 5 lvl 4. 2 lvl 2.
* Sorcerers: 20: 13 lvl 1. 2 lvl 7. 5 lvl 4.
* Wizards: 33: 15 lvl 1. 10 lvl 3. 3 lvl 6. 1 lvl 8. 4 lvl 2. 5 lvl 5. 5 lvl 4.

Commoners: 40,683 (1248 in milita)
Amrita Vein

## Background

Amrita Vein--named after Amrita, the hedge mage who discovered the plant in the Barrens--grows mainly in desert environments. Amrita had been chased by jailers into the Barrens, and as the jailers assumed she would die in the harsh, dry environment, she was abandoned there. Amrita, however, discovered a plant whose roots were buried deep beneath the sand and held enough water for her to survive in the desert.

Amrita brought some of the plant out of the desert with her and continued to study it, along with other desert plants. Her contributions regarding these plants earned her acknowledgment from the Marble Spire, and she was granted a fair degree of freedom for her work.

## Uses

Upgrades:

* Cold Resistance Tonic
* Electrical Resistance Tonic
* Fire Resistance Tonic
* Mana Potion
* Mighty Offense Tonic
* Regeneration Potion
* Spirit Resistance TonicSpirit Resistance Tonic
* Tears of the Dead
Deeper Darkness

**Duration** | One day/level (D)

This spell functions like darkness, except that the object radiates shadowy illumination in a 60-foot radius and the darkness lasts longer.

Daylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Deeper darkness counters and dispels any light spell of equal or lower level, including daylight and Light.
Hold Person

**Spell Resistance** | Yes

The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)

A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

Arcane Focus: A small, straight piece of iron.
Ameen of the Hesetshk

"I've never been on the bottom before"

"Get used to it"

Sat outside of the palace for 6 hours in the rain with out saying anything because was too awkward. is not generally an awkward person, is really very out going, but given the situation, and the complete lack of knowledge of this strange culture made him nervous and thought wow maybe the people here just have AWFUL HOSPITALITY

likes it dirty and rough.

Bi as heck

Discovered a love for Alchemy.
Forceful Hand

**Components** | V, S, F

This spell functions like Interposing Hand, except that the forceful hand pursues and pushes away the opponent that you designate. Treat this attack as a bull rush with a +14 bonus on the Strength check (+8 for Strength 27, +4 for being Large, and a +2 bonus for charging, which it always gets). The hand always moves with the opponent to push that target back the full distance allowed, and it has no speed limit. Directing the spell to a new target is a move action.

A very strong creature could not push the hand out of its way because the latter would instantly reposition itself between the creature and you, but an opponent could push the hand up against you by successfully bull rushing it.

Focus: A sturdy glove made of leather or heavy cloth.
Explosive Runes

**Spell Resistance** | Yes

You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing 6d6 points of force damage. Anyone next to the runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the runes is entitled to a Reflex save for half damage. The object on which the runes were written also takes full damage (no saving throw).

You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another creature can remove them with a successful Dispel Magic or Erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion.

*Note:* Magic traps such as explosive runes are hard to detect and disable. A rogue (only) can use the Search skill to find the runes and Disable Device to thwart them. The DC in each case is 25 + spell level, or 28 for explosive runes.
Greater Teleport

**Level** | Sor/Wiz 7, Travel 7

This spell functions like Teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.
Consecrate

**Spell Resistance** | No

This spell blesses an area with positive energy. Each Charisma check made to turn undead within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, giving it a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area.

If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus on turning checks, -2 penalties for undead in the area). You cannot consecrate an area with a similar fixture of a deity other than your own patron.

If the area does contain an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the consecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

Consecrate counters and dispels Desecrate.

Material Component: A vial of holy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.
Lesser Geas

**Spell Resistance** | Yes

A lesser geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must have 7 or fewer Hit Dice and be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.

The geased creature must follow the given instructions until the geas is completed, no matter how long it takes.

If the instructions involve some open-ended task that the recipient cannot complete through his own actions the spell remains in effect for a maximum of one day per caster level. A clever recipient can subvert some instructions:

If the subject is prevented from obeying the lesser geas for 24 hours, it takes a -2 penalty to each of its ability scores. Each day, another -2 penalty accumulates, up to a total of -8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas.

A lesser geas (and all ability score penalties) can be ended by Break Enchantment, Limited Wish, Remove Curse, Miracle, or Wish. Dispel Magic does not affect a Lesser Geas.
Continual Flame

**Spell Resistance** | No

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered and hidden but not smothered or quenched.

Light spells counter and dispel darkness spells of an equal or lower level.

Material Component: You sprinkle ruby dust (worth 50 gp) on the item that is to carry the flame.
Bear's Endurance

**Spell Resistance** | Yes

The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth.

Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject’s Constitution drops back to normal. They are not lost first as temporary hit points are.
Flame Dagger

**Spell Resistance** | Yes

You evoke the spell and a blazing beam of

red-hot fire springs forth from your hand,
ready to be used as a weapon.

You create a bladelike beam that you
can wield as if it were a dagger. Attacks
with a flame dagger are melee touch
attacks, and the blade deals 1d4 points
of fire damage +1 point per caster level
(to a maximum of +10). Because the
blade is immaterial, your Strength modifier does not apply to the damage.
A flame dagger can ignite combustible
materials such as parchment, straw, dry
sticks, cloth, and so on.

This spell does not function underwater.

Material Component: A candle.
Arcane Lock

**Spell Resistance** | No

An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own Arcane Lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful Dispel Magic or Knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. (A Knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.)

Material Component: Gold dust worth 25 GP
Estrela

Small Town, Non, LN

Hghest level warrior

* Earl: 1
* Sherriff: 1
* Guards: 18
* Milita: 90
* Steward: 1
* Moneyer: 1
* Thane: 1
* Knight: 3
* Squire: 3
* Family: 6
* Armor: 1
* Weapon: 5
* Book: 6
* Apocathery: 2
* Potions: 3
* Alchemy: 5
* Cook: 6
* Bakery: 2
* Other: 54
* Common 1612 (70 Milita)
* Barbarians: 1: lvl: 4
* Bards: 6: lvl: 1, 5, 8, 3, 2, 1
* Clerics: 3: lvl: 4, 7, 2
* Druids: 1: lvl: 5
* Fighters: 2: lvl: 7, 2, 1
* Monks: 3: lvl: 6, 3, 2
* Paladins: 2: lvl: 10, 1
* Rangers: 3: lvl: 5, 6, 1
* Rogue: 5: lvl: 10, 3, 3, 2, 5
* Sorcerer's: 1: lvl: 6
* Wizards: 4 lvl: 1, 1, 2, 5
Argos

## Class & Race Skills

### Gadgetry (Ex)

The Gadgeteer is able to create Gadgets. As he gains levels, he learns more blueprints (according to the table). Some are "Daily" - the preparation involved means they are set up at the beginning of the day (requiring an hour in total) and then once used, are unavailable for the rest of the day. Others are simpler, and can be used essentially at will, as long as they are charged (covered in the item description). Making multiples of the same thing does not allow more uses, for reasons unknown.

### **Coax Device (Su)**

The Gadgeteer can always take 10 on Abuse Magic Device and Disable Device checks, even if threatened, rushed or on fire.
Disguise Self

**Duration** | 10 min./level (D)

You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. For example, a human caster could look human, humanoid, or like any other human-shaped bipedal creature. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.

The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. A battleaxe made to look like a dagger still functions as a battleaxe.

If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.

A creature that interacts with the glamer gets a Will save to recognize it as an illusion. For example, a creature that touched you and realized that the tactile sensation did not match the visual one would be entitled to such a save.
It's The END

Loss has nothing to do with anything. Her death was a sacrifice, so you could live longer. Death is the end, everyone who says otherwise is ignorant. There is no such thing as god. This is what I have to deal with, being a shadow to a real true being who can make you into a so called proxy or kill you with no mercy.
He's Dead

There are three days left, or the world is going to end. the mayor is confused on whatever to do. The king is about to cook some one innocent, for a simple miss under standing. Due to it falling, all the lava is frozen. Her babies were taken away from her. The fallen kingdom, filled with the ones who survived under it were finally accepting their fate, yet you will meet a horrible fate if you don’t complete it correctly.
Break Enchantment

**Spell Resistance** | No

This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25.

If the spell is one that cannot be dispelled by Dispel Magic, break enchantment works only if that spell is 5th level or lower.

If the effect comes from some permanent magic item break enchantment does not remove the curse from the item, but it does frees the victim from the item’s effects.
Contagion

**Spell Resistance** | Yes

The subject contracts a disease selected from the table, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use contagion’s normal save DC for the initial saving throw).

1. Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save(using the disease’s save DC) or be permanently blinded.
Crystal Ball

This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. A character can use the device to see over virtually any distance or into other planes of existence, as with the spell scrying (Will DC 16 negates).

Certain crystal balls have additional powers that can be used through the crystal ball on the target viewed.

 Crystal ball with Detect Thoughts (Will DC 13 negates)
 * The viewer is able to send and receive silent mental messages with the person appearing in the crystal ball. Once per day the character may attempt to implant a Suggestion (as the spell, Will DC 14 negates) as well.

Moderate divination; CL 10th; Craft Wondrous Item, Scrying (plus any additional spells put into item); Weight 7 lb.
Alistairs Used Wares

## Workers

* Alistair Smallbon - Owner
* Maidred Firth - Assistant

## Items

### General Gear

* Backpack - 5 GP
* Bedroll - 5 SP
* Blanket - 10 SP
* Candle - 2 CP
* Map/Scroll Case - 1 GP 15 SP
* Chalk - 2 CP
* Flint & Steel - 1 GP 2 CP
* Ink (1 oz.) Vial - 10 GP
* Hammer - 5 SP
* Lamp - 5 SP
* Lantern (Hooded) - 10 GP
* Latern (Bullseye) 15 GP
* Mirror - 10 GP
* Oil (1 Pint) - 1 SP
* Paper - 3 SP
* Iron Pot - 6 SP
* Belt Pouch - 1 GP
* Sealing Wax - 1 GP
* Sewing Needle - 5 SP
* Spade/Shovel - 2 GP
* Tent - 5 GP
* Vial - 1 GP
* Waterskin - 5 GP

### Tools & Kits

* Artisians Tools - 10 GP
* Climbers Kit - 90 GP
* Disguise Kit - 25 GP
* Lute - 3 GP
* Holly & Mistletoe - 5 CP
* Holy Symbol (Wooden) - 5 GP
* Holy Symbol (Silver) - 30 SP
Bestow Curse

**Spell Resistance** | Yes

You place a curse on the subject. Choose one of the following three effects.

* -6 decrease to an ability score (minimum 1).
* -4 penalty on attack rolls, saves, ability checks, and skill checks.
* Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.

You may also invent your own curse, but it should be no more powerful than those described above.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a Break Enchantment, Limited Wish, Miracle, Remove Curse, or Wish spell.

Bestow Curse counters Remove Curse.
Character Sheet

Character Name: Player:

Class: Level: Race: Alignment: Diety:

Size: Age: Gender: Height: Weight: Eyes: Hair: Skin:

HP: HD: Speed: Initiative: Dex Mod: Misc Mod:

AC: Armor Bonus: Shield Bonus: Dex Modifier: Size Modifier: Deflection Modifier: Misc Modifier: T: FF:

### Saving Throws

BAB: Spell Resistance: Grapple: BAB: Str: Size: Misc:

### Carry Capacity

Light: Medium: Heavy: Lift Over Head: Lift Off Ground: Push or Drag:

CP: SP: GP: PP:
Incorporeal Enchantment

**Spell Resistance** | No

Calling upon the dark power of the Plane

of Negative Energy, you bolster the power
of incorporeal undead.

The undead affected by this spell gain
a +1 deflection bonus to Armor Class,
+1d8 bonus hit points, a +1 enhancement
bonus on attack rolls, and a +2
bonus to turn resistance. Each of these
enhancements improves by the base
amount for every five caster levels
beyond 5th, so that a 20th-level caster
grants undead +4 to AC, +4d8 bonus
hit points, +4 on attack rolls, and +8 to
turn resistance.
Heartsfinshire

Large Town, Magical, LN

Highest warrior

## Peoples of the Town 3223 + 935 kids

* Earl: 1 - Sarah Stonebourne
* Captain of the Guard: 1
* Guards: 32
* Mitila: 161
* Marquee: 3
* Knight: 5
* Squire: 5
* Thane: 1
* Steward: 1
* Moneyer: 1
* Family: 10
* Advisor: 4
* Optometrist: 1
* Armor: 4
* Bowmaking: 3
* Books: 4
* Weapon: 3
* Instrument: 1
* Mount: 1
* Apocathery: 3
* Potion: 2
* Other: 73
* 289 (34 Milita) Common
* Barbarians: 4: lvl: 4, 1, 7, 2
* Bards: 3: lvl: 1, 5, 8
* Clerics: 4: lvl: 4, 7, 1, 1
* Druids: 2: lvl: 5, 8
* Fighters: 7: lvl: 7, 2, 10, 1, 1, 1, 3
* Monks: 3: lvl: 6, 3, 10
* Paladins: 3: lvl: 10, 1, 3
* Rangers: 3: lvl: 5, 5, 6
* Rogue: 8: lvl: 10, 3, 3, 2, 5, 3, 9, 5
* Sorcerers: 2: lvl: 6, 2
* Wizards: 2 lvl: 1, 4
Entropic Shield

**Duration** | 1 min./level (D)

A magic field appears around you, glowing with a chaotic blast of multicoloured hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll (including arrows, magic arrows, Melf's Acid Arrow, Ray of Enfeeblement, and so forth) has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance, such as a dragon's breath weapon, are not affected.
Chunks

## Chunks the Curvy

### **Languages**

Common, Gnome, Burrowing Animals, Celestial

## Race & Class Skills

### Turn or Rebuke Undead (Su):

Any cleric, regardless of alignment,
has the power to affect undead creatures (such as skeletons,
zombies, ghosts, and vampires) by channeling the power of his faith
through his holy (or unholy) symbol (see Turn or Rebuke Undead,
page 159).
A good cleric (or a neutral cleric who worships a good deity) can
turn or destroy undead creatures. An evil cleric (or a neutral cleric
who worships an evil deity) instead rebukes or commands such
creatures., forcing them to cower in awe of his power. If your
character is a neutral cleric of a neutral deity, you must choose
whether his turning ability functions as that of a good cleric or an
evil cleric. Once you make this choice, it cannot be reversed. This
decision also determines whether the cleric can cast spontaneous
cure or inflict spells (see above). Exceptions: All lawful neutral clerics of
Wee Jas (goddess of death and magic) rebuke or command undead.
All clerics of St. Cuthbert (god of retribution) and all nonevil clerics
of Obad-Hai (god of nature) turn of destroy undead.
A cleric may attempt to turn undead a number of times per day
equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in
Knowledge (religion) gets a +2 bonus on turning checks against
undead.

## Weapon & Armor Proficiency

### Level 0

* Create Water
* Cure Minor Wounds
* Detect Magic
* Detect Poison
* Guidance
* Inflict Minor Wounds
* Light
* Mending
* Purify Food and Drink
* Read Magic
* Resistance
* Virtue

### Level 1

* Bane
* Bless
* Bless Water
* Cause Fear
* Command
* Comprehend Languages
* Cure Light Wounds
* Detect Alignment
* Detect Undead
* Divine Favor
* Doom
* Endure Elements
* Entropic Shield
* Hide from Undead
* Inflict Light Wounds
* Magic Stone
* Magic Weapon
* Obscuring Mist
* Protection from Alignment (exc Chaos & Good)
* Remove Fear
* Sanctuary
* Shield of Faith
* Summon Monster I

### Level 2

* Aid
* Align Weapon
* Augury
* Bear's Endurance
* Bull Strength
* Consecrate
* Cure Moderate Wounds
* Darkness
* Death Knell
* Delay Poison
* Eagle's Splendor
* Enthrall
* Find Traps
* Gentle Repose
* Hold Person
* Inflict Moderate Wounds
* Make Whole
* Owls Wisdom
* Remove Paralysis
* Resist Energy
* Restoration, Lesser
* Shatter
* Shield Other
* Silence
* Sound Burst
* Spiritual Weapon
* Status
* Summon Monster II
* Undetectable Alignment
* Zone of Truth

### Level 3

* Animate Dead
* Bestow Curse
* Blindness/Deafness
* Contagion
* Continual Flame
* Create Food and Water
* Cure Serious Wounds
* Daylight
* Deeper Darkness
* Dispel Magic
* Glyph of Warding
* Helping Hand
* Inflict Serious Wounds
* Invisibility Purge
* Locate Object
* Magic Circle against Alignment (exc Good and Chaos)
* Magic Vestment
* Meld into Stone
* Obscure Object
* Prayer
* Protection from Energy
* Remove Blindness/Deafness
* Remove Curse
* Remove Disease
* Searing Light
* Speak with Dead
* Stone Shape
* Summon Monster III
* Water Breathing
* Water Walk
* Wind Wall
Delay Poison

**Spell Resistance** | Yes (harmless)

The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Delay poison does not cure any damage that poison may have already done.
Aitheia

Alitheia Poutana is a Half-Elf born to an Elfvish Father and a Human Mother. Her heritage is visible in her mix of human and elf features, however her significant trait is her green eyes and Lowlight Vision which has assisted her many times in her Roguish lifestyle. Alitheia was raised by her elven mother in Kynswind, Alione and learnt the culture of the elves. The oppressive dwarven rule meant that Alitheia had to steal to survive. However after her teenage years she felt more out of touch with the elves and due to the discrimination from the ruling dwarves, she went adventuring.

## Class & Race Skills

### Sneak Attack (Ex)

If a rogue can catch an opponent when they are unable to defend themselves effectively from their attack, they can strike a vital spot for extra damage. Basically, the rogue’s attack deals extra damage any time their target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. (See Table 8–5: Attack Roll Modifiers and Table 8–6: Armor Class Modifiers, for combat situations in which the rogue flanks an opponent or the opponent loses their Dexterity bonus to AC.)

Ranged attacks can count as sneak attacks only if the target is within 30 feet. A rogue can’t strike with deadly accuracy from beyond that range.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. They cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty, because they must make optimal use of their weapon in order to execute a sneak attack. (See Nonlethal Damage.)

A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

### Trapfinding (Ex)

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with their party) without disarming it.

## Proficient Weapons & Armor

### Martial Weapons

* Hand Crossbow
* Rapier
* Sap
* Short Bow
* Short Sword
Detect Magic

**Spell Resistance** | No

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras

2nd Round: Number of different magical auras and the powerful of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect) Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level. If an aura falls into more than one category, Detect Magic indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If Detect Magic is cast and directed at such a location, the spell indicates an aura stregth of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

 Moderate
 Strong
 Outstanding

Outsiders and elementals are not magical themselves, but if they are summoned the conjuration spell registers.

Detect Magic

 Magic item (caster level)

Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Magic can be made permanent with a permanency spell.
Farshield

Hamlet, Conventional, LE

2nd Highest lvl fighter

Population Break Down

* Earl: 1
* Sherriff: 1
* Gaurds: 3
* Milita: 15
* Advisor: 1
* Weapon Smith Exp: 2
* Armor Smith Exp: 1
* Alchemist Exp: 2
* Other Exp: 4
* Bard: 2: lvl: 5
* Clrc: 1: lvl: 1
* Drd: 1: lvl: 2
* Fighter: 3: lvl: 10, 3, 6
* Monk: 2: lvl: 9, 3
* Ranger: 1: lvl: 4
* Rogue: 6: lvl: 10, 7, 1, 3, 1, 1
* Sorcerer: 2: lvl: 6, 8
* Wizard: 1: lvl: 2
* Commoners: 260 (4 Milita)

305+94 Children
Bull Strength

**Spell Resistance** | Yes (harmless)

The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.

Arcane Material Component: A few hairs, or a pinch of dung, from a bull.
Grim Hollow

Large Town, Magical, LE

Second Highest Fighter

Town type: large town

Population: 2767 + 276 children

GP Limit: 2197

Wealth: 608129

Authority Class: warrior

Authority Level: 11

Authority Title: captain of the guard

Full Time Guards: 27

Conscriptable: 138

Thieves Guild:

Barbarian: lvl 4: 1

Bard: lvl 4: 1

Cleric: lvl 2: 4, lvl 4: 2, lvl 9: 1

Druid: lvl 4: 1

Fighter: lvl 2: 128, lvl 3: 64, lvl 4: 32, lvl 5: 16, lvl 7: 8 lvl 9: 4, lvl 11: 2, lvl 14: 1

Monk: lvl 2: 8, lvl 4: 4, lvl 6: 2, lvl 9: 1

Paladin: lvl 2: 64, lvl 3: 32, lvl 4: 16, lvl 5: 8, lvl 6: 4, lvl 8: 2, lvl 10: 1

Ranger: lvl 4: 1

Rogue: lvl 4: 1

Sorcerer: lvl 3: 4, lvl 7: 2, lvl 14: 1

Warrior: lvl 1: 110, lvl 2: 64, lvl 3: 32, lvl 4: 16, lvl 5: 8, lvl 7: 4, lvl 9: 2, lvl 11: 1

Wizard: lvl 2: 2, lvl 4: 1

### NPC Classes

Adept: lvl 1: 11, lvl 2: 2 lvl 3: 1

Aristocrat: lvl 1: 11, lvl 3: 1

Commoner: lvl 1: 2005, lvl 2: 2, lvl 6: 1

Expert: lvl 1: 66, lvl 2: 8, lvl 4: 4. lvl 6: 2, lvl 10: 1

## Points of Interest

### Inns & Taverns

* The Emerald Blade - Inn
* The Shepherd's Hall - Tavern
* The Ruby Flail - Tavern
* The Friendly Fiend - Tavern
* The Lonesome Beard - Tavern
* Pale Griphin Taproom - Tavern
* Doomed Prophet Meadhall - Tavern

### Other

Barons Castle (think of better name)

church that has sacred prostitutes
Ghost Sound

**Spell Resistance** | No

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.

The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.

Ghost sound can enhance the effectiveness of a Silent Image spell.

Ghost sound can be made permanent with a Permanency spell.

Material Component: A bit of wool or a small lump of wax.
Eleanor Fellwood

## Character Qualities

Austrian Accent (Think Cassandra)

Speaks straightforward

Laughs Silently

## Background

Eleanor hails from Arrow Fell, she is the middle child of three, however she has estranged herself from her family. She found mundanity in her militaristic family and for entertainment attempted a few break and enter robberies, Eleanor however was never a dexterous girl. Though she was very intimidating and managed to bully her victims into silence, eventually her elder brother discovered what she had been doing and turned her in. After escaping prison she never looked back to her family, or to Arrow Fell.

For a time she found mercenary work in Paret Marvella, eventually gaining a following of her own, and with the help of a Khajiit merchant Zhin'ah she created her bandits guild: Black Talons

She since then has spread across Paret Marvella, has connections in Hawkers Bay, and has bases throughout Ravens Hold and Kynswind.
Arrow

The Arrow is the second weapon on the Weapons Bar. It is equipped by pressing key 2. It is visually just a bow, but when you use the mouse click arrows will fire out. This weapon is virtually similar to the orbs, although it does less damage. The projectiles fired will bounce off of obstacles, although players, mobs, and shields will not reflect them. This weapon can be found off of mobs that use bows, as well as found in arenas.

 Damage
 Rate of Fire
 Range
Gust of Wind

**Spell Resistance** | Yes

This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.

A Tiny or smaller creature on the ground is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6×10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.

Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10 feet.

Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6×5 feet.

Large or larger creatures may move normally within a gust of wind effect.

A gust of wind can’t move a creature beyond the limit of its range.

Any creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the area of a gust of wind.

The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.

In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

Gust of wind can be made permanent with a Permanency spell.
Blood Lotus

**Effects** | Poison, Hallucinogen, Soporific

Common flower, carried by most apothecaries in Neo Lunia, grows naturally in heavily watered areas such as swamps and rice fields.

Hallucinogenic, apparently soporific. And then it’s used in a bunch of grenades and a couple poisons, so that doesn’t imply anything great about its safety.

Often used in healing potions as a numbing agent. Has a "Green Pipe" effect.

## Uses

* Hawkers Flame - Grenade
* Confusion Grenade - Grenade
* Jar of Bees - Grenade
* Pitch Grenade - Grenade
* Tears of the Dead - Tonic
Create Food and Water

**Spell Resistance** | No

The food that this spell creates is simple fare of your choice—highly nourishing, if rather bland. Food so created decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours by casting a Purify Food and Drink spell on it. The water created by this spell is just like clean rain water, and it doesn’t go bad as the food does.
Mage

## Summary

The Mage is the final character class of Treasure Arena. It's alternate skin is the Velvet Purple Mage. The Mage's special is invisibility for a 10 seconds, however people can still see your attacks and the clouds created while moving. While using the mage's ability, you can still build up your special in order to quickly chain stealth, but you may not use your melee shield while in stealth.=^W^=

## Trivia

* The Mage's armored version is called the "Velvet Purple Mage".
* The Mage is the only character with a weapon other than a sword, though the staff does the same amount of damage.
* While the Mage has invisibility special on, other players can see ripples where he has been last. Sprinting while in stealth will make your position extremely visible.
* hvgv hgdcrvdfgcfgcjgfvgb
Dungeon

## Summary

   The Dungeon is a dark, gloomy place. It is lit only by torches, giving it a dark feeling. There are four Player spawning points in the dungeon: the top right corner, top left corner, the bottom right corner, and the bottom left corner. The Dungeon is made up of a series of Connected Rooms, and corridors. The middle hall in the bottom right and top left is where treasure chest appears. There are skulls lying on the ground in some of the corridors. This arena is ideal for close combat because the space is extremely compressed.

## Mobs

Undead Knight, Skeleton, and bats can be found in this arena.

Music

time machine
Orb

The orb is a rapid fire wand. It spawns somewhere in every arena. It does 8-10 damage. This weapon is virtually similar to the arrow, although it does more damage. The projectiles fired will bounce off of obstacles, although players, mobs, and shields will not reflect them.

 Damage
 Rate of Fire
 Range
Melee

## Summary

The melee weapon is the weapon you start with at the beginning of a round. The Melee weapon is either a sword (Warrior or Rogue) or a staff (Mage). It does 13-17 damage, and right clicking allows you to turn on your shield. Melee only attacks in four directions, and is AOE. There are multiple Mobs that can use a melee weapon.

 Damage
 Rate of Fire
 Range
Courtyard

The courtyard is an arena and is similar to the Glade map. In the courtyard there are three center brick areas in a grassy courtyard in the center of the map and has a building ring surrounding the outside. the map consists of obstacles such as trees, bushes, barrels, and boxes. this map is a nighttime/evening map and is lit by torches. In the center of the map which is a building is where the treasure chest spawns. You spawn in the four corners of the map. This map is good for close combat (melee) weapons primarily and ranged weapons secondarily.
Rogue

## Summary

The Rogue is the second class of Treasure Arena. It's alternate skin is the Ninja Rogue. The Rogue's special is a trap which does 42 damage. The trap can be shielded and wears off after a 15 seconds.

## Trivia

* The Rogue's special ability is to place a mine where he is standing.
* The Armored Rogue is called the "Ninja Rogue".
* The Rogue's mine is visible to other players, and is multiple black dots on the ground.
How to Play

Controls: Move with WASD or arrow keys.

Aim with mouse. Change weapon with keys 1-6.

special:E

Remember that Treasure Arena is a Multiplayer game, and the player with the most coins in the end wins. If nobody joins your lobby, start a game with CPUs. Leave a slot open so during your game someone else may join.