recursal/Fanatic-Fandom huggingface dataset:
Command (Priest Spell)

* **Level:** 1
* **AoE:** 1 creature
* **Casting Time :** 1
* **Components:** V, M
* **Duration:** 1 round/level
* **Range:** 30 yds.
* **Save**: None
* **School:** Enchantment
* **Sphere**: Charm
* **Description:** This spell allows the priest to command another creature with a single word. The command must be uttered in a language understood by the creature. The subject will obey to the best of their ability only as long as the command is clear and unequivocal; thus, a command of “Suicide!” is ignored. A command to “Die!” causes the creature to fall in a faint or cataleptic state for one round, but thereafter revives and is alive and well. Typical commands as such are: back, halt, flee, run, stop, fall, go, leave, surrender, sleep, rest, and so on. No command affects a creature for more than one round, however undead are not affected at all. Creatures with Intelligence of 13 (high) or more, or those with 6 or more Hit Dice (or experience levels) are entitled to a saving throw vs. spell, adjusted for Wisdom. Creatures with 13 or higher intelligence AND 6 Hit Dice/levels get only one saving throw.

*From the adnd2e fandom wiki.*
Haela Brightaxe

## Haela Brightaxe - Lady of the Fray

Haela Brightaxe is the patron of dwarves who love the fray, who wander the surface lands (especially in the North), who face unknown dangers, and who battle monsters. Although dwarves of all alignments venerate the Lady of the Fray, those Stout Folk of chaotic or neutral good alignment who love battle or exhibit berserker tendencies tend to actively embrace the worship of the Luckmaiden.

**Status:** Demipower

**Alignment:** CG

**Specialty Priests:** Luckmaidens
Cure Blindness or Deafness

**Level**: 3

**Components**: V, S

**Range**: Touch

**AoE**: 1 creature

**Save**: Special

**Casting** **Time**: 1 rd.

**Duration**: Permanent

By touching the creature afflicted, the priest employing the spell can permanently cure some forms of blindness or deafness. This spell does not restore or repair visual or auditory organs damaged by injury or disease. Its reverse, cause blindness or deafness, requires a successful touch (successful attack roll) on the victim. If the victim rolls a successful saving throw, the effect is negated. If the saving throw is failed, a nondamaging magical blindness or deafness results. A deafened creature can react only to what it can see or feel, and suffers a -1 penalty to surprise rolls, a +1 penalty to its initiative rolls, and a 20% chance of spell failure for spells with verbal components. A blinded creature suffers a -4 penalty to its attack rolls, a +4 penalty to its Armor Class, and a +2 penalty to its initiative rolls.
The Super Human Society

The Superhuman Society is an organisation comprised of the world's greatest superheroes. Together, they operate as a team dedicated to fighting crime and injustice, and act as Earth's first line of defence from terrestrial, extra-terrestrial and interdimensional threats. The founding members are; Blue Spirit, Blackstar, Volterian, Solar, Star Woman, Crimson and Trident.

### **Formation**

Template:Teams
The Super Human Society was founded following WarLord's invasion of Earth in 2010. Before this attack, all of the members fought solo or in small one time team ups.

The idea was first pitched by Blue Spirit, a year before the invasion of WarLord. Because he believed that Earth had an approaching threat. And he was proven right when WarLord and his army of Demonites arrived on Earth through large portals that opened on Atlas City, and nearby areas. The armies rampaged through a large part of Atlas City. The heroes stood no chance alone, so they teamed up and defeated Warlord, until his next invasion.

Following the invasion, the previously mentioned heroes joined together into The Super Hero Seven. This name was quickly changed because they could expand beyond only 7 members. It was then changed to The Superhuman Society.

Since its formation, The Superhuman Society has grown in membership and has saved the world on countless occasions. The team grew lots in WarLord's Second Invasion of Earth that destroyed lots of the world meaning heroes from across the world had to help.
Aleksie Romankovic

Aleksie Romankovic was an amazing Soviet scientist who was recruited to work on the top secret Soviet Super Soldier Program II. However, during an experiment, the facility was attacked and an explosion occurred. This left Romankovic severely burnt and dying. So he crawled to a large suit of power armour that he was working on. He entered the suit where he has been since the 1950s, this action saved his life.

He currently goes by the alias "Crimson Robot".
Ranger

The ranger is a hunter and woodsman who lives by not only his sword, but also his wits. The abilities of rangers make him particularly good at tracking, woodcraft, and spying.
Characteristics

* Can wear any armor
* Many of his special abilities only usable when in studded leather or lighter armor
* Tend to be constantly on the move

Requirements

* Ability Requirements: Str 13, Dex 13, Con 14, Wis 14
* Prime Requisite: Strength, Dexterity, & Wisdom
* Allowed Races: Human, Elf, & Half-elf
* Alignments: G

Abilities

* Tracking Proficiency
* Improved hide and move silently in natural surroundings
* Favored Enemy

Except where noted here, the Ranger conforms to the class as presented in the core PHB, here.
Strongheart Halfling

Halflings are the smallest of the major races, and resemble little street urchins, wise beyond their years. Halflings live by an old saying: First there were dragons, then dwarves, then elves, then humans. Now it's our turn! This attitude that all will turn out to their benefit (served up to them on a silver platter, no less) is typical of the halfling mindset cocksure, confident, and with more than a streak of larceny.

Though halflings look like small human children, this belies the fact that their race has the same basic needs as any other. They live in many of the same areas as mankind, and may be considered a competitor. As opposed to being openly hostile, however, halflings have the smug, far-sighted attitude that these lumbering giants (humans) will eventually leave, destroy themselves, or give themselves up, and that which remains will be theirs.

From this, one should not make the mistake of believing halflings to be evil, for they would do nothing to harm another unless harm had been inflicted on them. Yet the tendency in them to take advantage is strong.

Halflings are delighted by the concept of money, a human invention which goes a long way toward redeeming the race in their eyes. They delight in gathering bunches of money, but unlike the dwarves and their ancient hordes, halflings do not see the point in keeping it. They would much rather fritter money away on gifts, parties, and pur�chases. For these little folk, money is a way of keeping score on how well you are doing against lumbering humans and other races.

### Characteristics

The Strongheart halflings are the clans that decided to remain in their homeland of Luiren. Most Stronghearts will form communities but maintain and nomadic lifestyle within these communities. It is not uncommon for a Strongheart halfling to travel between communities to satisfy some form of wanderlust.

### Infravision

A halfling has a 15% chance to possess infravision, which negates penalties from fighting in darkness.

### Physical Features

* They have a light covering of hairy down all over their bodies, most noticeably on the backs of their hands and tops of their bare feet.
* Their faces are usually bare, though there are more than a few fullbearded halflings as well.

### Class Options

* Cleric
* Fighter
* Thief
Gorm Gulthyn

## Gorm Gulthyn - Fire Eyes

Gorm Gulthyn is the guardian and protector of dwarvenkind throughout the Realms as well as the god of all Stout Folk who serve as guardians. Those dwarves who require protection or armed aid pay tribute in appeasement to the Lord of the Bronze Mask. Lawful neutral and lawful good dwarves in particular turn to Fire Eyes.

**Status:** Lesser

**Alignment:** LG

**Specialty Priests:** Barakors
Sylvan Elf

## Sylvan Elves

The elves once ruled large portions of the Realms- after the time of dragons and before the coming of humans. Elven numbers in the Realms have since dwindled, as the majority have retreated before the onslaught of mankind, seeking quieter forests. Elves are of human height but much more slen-der, with light, strong bones. Their delicately tapered fingers and hands are half-again as long as those of humans. Elven faces are thin and serene; their ears are pointed. Elven lifespans are counted in centuries, not in mere decades. There are five known elven sub-races in the Forgotten Realms, and four of them live in relative harmony.

### Characteristics

Sylvan Elves also known as green elves, forest elves or wood elves, are reclusive and distrusting of non-elves, in particular humankind. Sylvan elves are considered to be wild, temperamental and savage compared to others of their kind. These elves are rarely seen by others because they live in the heart of the Wealdath Forest. They possess incredible skill at keeping hidden.

### Woodland Stealth

A sylvan elf has a 100% chance to hide and move silently in wooded areas. Additionally, if the elf is wearing light armor, a penalty is imposed upon those the elf surprises.

### Infravision

An elf possesses infravision, which negates penalties from fighting in darkness.

### Physical Features of Sylvan Elves

* Their skin tends to be dark brown and their hair ranges from black to light brown, lightening to silvery-white with age.

### Class Options

* Fighter
* Thief
* Ranger
* Druid

Multi-Class Combinations:

* Fighter/Thief
Umberlee

## Umberlee - The Bitch Queen

Umberlee the Bitch Queen rules from her watery lair in a flooded level of the Abyss. She is worshipped by most out of fear as opposed to adoration. Ship crews toss her gems over the sides of their vessels to calm storm-tossed waters. She has a large number of shrines in coastal cities, and sailors often leave flowers, candles, small candies, or coins on her altars in hopes that Umberlee will spare them on the next voyage. The Umberlant faith has no set ethical outlook save that the sea is a savage place and those who travel it had best be willing to pay the price of challenging Umberlee's domain. The doctrine of Umberlee declares that all should know Umberlee and fear her, for the wind and wave can reach everywhere.

**Status:** Intermediate

**Alignment:** CE

**Specialty Priests:** Waveservants
Color Spray

* **Level**: 1
* **AoE**: 5 x 20 x 20 ft. wedge
* **Casting Time** : 1
* **Components**: V, S, M
* **Range**: 0
* **Save**: Special
* **School:** Alteration
* **Duration**: 3 rds.+ 1 rd./level
* **Description:** Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. From one to six creatures (1d6) within the area are affected in order of increasing distance from the wizard. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell. Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster's level, are struck unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than be wizard's level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the spellcaster are stunned (reeling and unable to think or act coherently) for one round. The material components of this spell are a pinch each of powder or sand that is colored red, yellow, and blue.
Sleep

* **Level:** 1
* **AoE:** Creature touched
* **Casting Time :** 1
* **Components:** V, S , M
* **Duration:** 30 yds.
* **Range:** 30 yds.
* **Save**: None
* **School:** Enchantment/Charm
* **Description:** When a wizard casts a *sleep* spell, he causes a comatose slumber to come upon one or more creatures (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the *sleep* spell must be within 30 feet of each other. The number of creatures that can be affected is a function of Hit Dice or levels. The spell affects 2d4 Hit Dice of monsters. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more are unaffected. The center of the area of effect is determined by the spellcaster. The creatures with the least Hit Dice are affected first, and partial effects are ignored. When a wizard casts a *sleep* spell, he causes a comatose slumber to come upon one or more creatures (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the *sleep* spell must be within 30 feet of each other. The number of creatures that can be affected is a function of Hit Dice or levels. The spell affects 2d4 Hit Dice of monsters. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more are unaffected. The center of the area of effect is determined by the spellcaster. The creatures with the least Hit Dice are affected first, and partial effects are ignored. The material component for this spell is a pinch of fine sand, rose petals, or a live cricket.
Talona

## Talona - Lady of Poison

Talona, one of the Dark Gods, is often depicted as a withered old crone with a scarred, tattooed face in religious texts. Where she walks, misfortune and death follow. Talon's ethos stresses that life and death are in balance, but that death is the more powerful and should be paid proper homage and respect. Life and death are balance only because birthing and generation are so plentiful. Talona's faithful are taught that if they respect death and the many ways the powers can deal it, that knowledge will allow them to live longer. If people think themselves invincible thanks to wealth or a swift swordarm or strong spells, the great equalizer of disease, Talon's breath, will teach them respect and humility.

**Status:** Lesser

**Alignment:** CE

**Specialty Priests:** Malagents
Arvoreen

## Arvoreen - The Defender

Arvoreen the Defender, fiery guardian of the home, is the nearest thing to a halfling war god. He is a god of stern defense and aggressive watchfulness, who is always preparing for incursions into halfling lands and making ready to repulse hostile creatures at the first sign of trouble. Her faithful believe in keeping community's burrows secure, and always be prepared for threats and attacks.

**Status:** Intermediate

**Alignment:** LG

**Specialty Priests:** Trueswords
Baravar Cloakshadow

## Baravar Cloakshadow - The Sly One

Gaerdal Ironhand is the stalwart defender of the Forgotten Folk, the most martial deity of the gnome pantheon. His serious nature garners him sober respect, instead of the gentle affection that is lavished on the other deities. The Shield of the Golden Hills guards against threats from above and below and teaches gnomes to hold their own in combat with larger and more powerful creatures by using their size and natural abilities to their advantage.

**Status:** Lesser

**Alignment:** NG

**Specialty Priests:** Hoodwinkers
Half-Orc

Half-orcs result from orc unions with virtually any humanoid or demihuman race except elves. These mixed breeds tend to favor their orcish parent, though a small number can pass for ugly humans. PC half orcs are assumed to be crossbreeds within the upper 10% of the mongrel orc-humans that can pass for human. These have the ability to surpass their orcish heritage, rising beyond the limits a normal orc can reach. However, they have difficulty finding a place in either society, as neither culture trusts them.

### Characteristics

Half-orcs have an easier time of it as adventurers, for they are usually free of tribal ties. Both heritages reject them, so they must carve their own destiny out of what life throws their way. They often flaunt their superior ability in the presence of full orcs, and tend to associate with humans who do not care about appearances. Half-orcs tend to be serious and brooding. They seek acceptance and friendship, even though most will have little to do with them. While most of the half-breeds walk the path of neutrality, a few do become lawful good.

### Infravision

A half-orc possesses infravision, which negates penalties from fighting in darkness.

### Physical Features

* PC Half-orcs tend to be very large physically and possess rough and generally undesirable characteristics
* PC Half-orcs can still pass as humans in most situations but their orcish heritage is evident upon inspection

### Class Options

* Cleric
* Fighter
* Thief

### Multi-class combinations

**Note: The half-orc must abide by the rules for multi-class characters.**

* Fighter/thief
* Fighter/cleric
* Cleric/thief
Bladesong

## Proficiency: Bladesong

**Description:** The character has learned the ancient and esoteric art of bladesong, enabling them to increase their attack or defensive capabilities in combat.

**Type:** Weapon Proficiency

**Group**: Warrior, Priest, Rogue

**Effect:** Bladesong provides a +2 to all attack rolls in a round in offensive mode and provides +2 to AC in defensive mode.

**Note:** Only Elves may learn Bladesong. The elf may not use a large weapon and must be proficient in the melee weapon they wish to use with bladesong.
Earthblood

## Earthblood

Earthbloods receive the following traits:

* Maximum AC from armor: 5 (chainmail)
* Required Proficiency: Battleaxe
* Required Proficiency: Stonemasonry
* Bonus Proficiency: Mining
* Bonus Proficiency: Gemcutting
* Selects any weapon proficiency: True
* INT 12
* WIS 12
* Gnome only
* Single class only
* -4 effective priest level for turning
Rolling Attributes

All attribute scores are generated randomly using 4d6 drop lowest. These stats are rolled in order, and are not re-orderable by the PCs. However there are several considerations for rolling in order to ensure Players are viable.

1. Classes minimum ability scores are automatically granted if rolled below. Classes and Multiclasses are chosen before rolling, so a PC can make any character and qualify
2. Race minimums are also raised to if rolled below, so a PC can chose any race at character creation
3. Specialty Priest and Specialist Wizard minimums are also automatically granted if rolled below.

The minimum of All Classes, Specialty Priest, Specialist Wizard, and Race attributes are granted after rolling. You can be any legal combination, your roll will not restrict you. For example, a paladin will never have less than 17 charisma.

If you have questions about your attributes, ask a DM!
Garl Glittergold

## Garl Glittergold - The Joker

Garl Glittergold is the Watchful Protector of the Forgotten Folk and the leader of the gnome pantheon. He is said to have discovered the first gnomes while exploring a new cavern and then told them a joke before leading them into the world. All gnomes who embrace the communal life of the Forgotten Folk venerate the Joker, even if they also worship another deity.

**Status:** Greater

**Alignment:** NG

**Specialty Priests:** Glitterbrights
Ragnok

Ragnok was born in Prehistoric Times (around 50,000 BC) into the tribe known as The Wanderers, a group of prehistoric Humans who evolved quicker than Humans of their time.

## History

### Prehistoric Times

In the early days of humanity, Ragnok and The Wanderers came across a crashed meteor that glowed green. This meteor granted five of the members present, immortality and super strength. Ragnok, being the smartest of the tribe, knew that these powers would cause problems within leadership for the tribe, so he killed the other immortals so no one could overthrow him from leadership.

Following this event, Ragnok unified the other tribes in the area and began to create one of the world’s first civilizations.  He is the leader of this tribe until 20,000 BC when he leaves the region and ventures out further.

### 3100 BC

Ragnok unifies upper and lower Egypt, founding it’s first dynasty

### 2900 BC

Ragnok is overthrown from the throne of Egypt due to his excessive practice of human sacrifice.

## Powers and Abilities

### Powers

* **Unique Physiology**
* **Immortality**
* **Regeneration**
* **Toxic Immunity**
* **Superhuman Strength**
* **Superhuman Durability**
* **Energy Resistance**
* **Superhuman Speed**
* **Superhuman Stamina**
* **Enhanced Intellect**
* **Enhanced Senses**

### Abilities

* **Deception**
* **Firearms**
* **Genius Level Intellect**
* **Hunting**
* **Historiography**
* **Intimidation**
* **Leadership:** Ragnok has led multiple Empires and armies throughout his lifetime.
* **Martial Arts:** He claims to have learnt every martial art form on the planet, for some he is there only living user due to their age.
* **Military Protocol:** Over his 50,000+ year life he has led thousands of armies into battle and won.
* **Multilingualism**
* **Occultism:** Over his life he has mastered some forms of magic.
* **Survival**
* **Swordsmanship**
* **Tactical Analysis**
* **Theology:** Due to him living through times where people have worshipped every god and pantheon, he has extensive knowlegde on the subject.
* **Weaponry**
Khalreshaar

## Khalreshaar - Our Lady of the Forest

Khalreshaar is the name by which Mielikki is known on Evermeet, the Green Isle. In this aspect, Mielikki is said to serve Rillifane Rallathil, not Silvanus, delivering messages and doing errands for the Leaflord when speed is of the essence.

**Status:** Intermediate

**Alignment:** NG

**Specialty Priests:** Druids
Detect Magic

## Detect Magic (Priest Spell)

* **Level**: 1
* **AoE**: 10 ft. x 30 yds.
* **Casting Time**: 1 rd.
* **Components**: V, S, M
* **Duration**: 1 turn
* **Range**: 0
* **Save**: None
* **Description:** When the detect magic spell is cast, the priest detects magical radiations in a path 10 feet wide and up to 30 yards long, in the direction he is facing. The intensity of the magic can be detected (dim, faint, moderate, strong, or overwhelming). The caster has a 10% chance per level to determine the sphere of the magic, but unlike the wizard version of the spell, the type of magic (alteration, conjuration, etc.) cannot be divined. The caster can turn, scanning a 60 arc per round. The spell is blocked by solid stone at least 1 foot thick, solid metal at least 1 inch thick, or solid wood at least 1 yard thick. The spell requires the use of the priest's holy symbol.
Forest Gnome

Gnomes are a short, friendly race common in most of the Realms. Smaller and less stocky than dwarves, they are thought to be distant relatives. Gnomes seem unbothered by the world, and only rarely become involved with it. They have no written history, preferring to keep records only in the memories of the eldest clan members and the songs of legend. Gnomes value their families first, then whatever other relatives they encounter, then other gnomes, and finally the world, in that order.

### Characteristics

Forest gnomes are exceptionally shy in comparison to the well-known Rock Gnomes. Often times, Forest Gnomes can live side by side with civilizations without ever being discovered or uncovered. Forest gnomes have a great love for nature and are extremely private, preferring to be left alone whenever possible.

### Woodland Stealth

A forest gnome has a 100% chance to hide in shadows and move silently in wooded areas.

### Infravision

A forest gnome possesses infravision, which negates penalties from fighting in darkness.

### Physical Features

* Their natural skin coloring, from light ash and maple tones to the warm darkness of varnished and buffed oak, increases the tendency to think of gnomes as a woods folk.
* Regardless of age, gnome faces are creased with smile and frown lines, as if carved from wood.
Small Shield

## Proficiency: Small Shield

**Description:** The character has trained in small shield proficiency and gains a benefit when using small shields.

**Type:** Weapon Proficiency

**Group**: All

**Effect:** +2 additional Armor Class against the first two attacks in a round.

**Note:** A small shield normally provides +1 Armor Class only.
Change Self

* **Level**: 1
* **Casting Time** : 1
* **Components**: V, S
* **Range**: 0
* **School:** Illusion
* **AoE**: The caster
* **Save**: None
* **Duration**: 2d6 rds.+ 2 rds./level
* **Description**: This spell enables the wizard to alter the appearance of his form - including clothing and equipment - to appear one foot shorter or taller; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature. The caster cannot duplicate a specific individual. The spell does not provide the abilities or mannerisms of the chosen form.
Gold Elf

## Gold Elves

The elves once ruled large portions of the Realms- after the time of dragons and before the coming of humans. Elven numbers in the Realms have since dwindled, as the majority have retreated before the onslaught of mankind, seeking quieter forests. Elves are of human height but much more slender, with light, strong bones. Their delicately tapered fingers and hands are half-again as long as those of humans. Elven faces are thin and serene; their ears are pointed. Elven lifespans are counted in centuries, not in mere decades. There are five known elven sub-races in the Forgotten Realms, and four of them live in relative harmony.

### Characteristics

Gold Elves also called sun elves or high elves, tend to be recognized as the most civilized of the elven sub-races and the most aloof from mankind. Gold Elves are less common across Faerun than Silver Elves, because most live on Evermeet, where non-elves are not allowed. These are seen as the most civilized and haughty elves, preferring to remain separate from non-elven races. Seeing a Gold Elf is typically rarer than a Dark Elf in the Lands of Intrigue.

### Woodland Stealth

A gold elf has a 100% chance to hide and move silently in wooded areas. Additionally, if the elf is wearing light armor, a penalty is imposed upon those the elf surprises.

### Infravision

An elf possesses infravision, which negates penalties from fighting in darkness.

### Physical Features

* They have bronze skin, golden-blond, copper or black hair
* They have green or gold eyes

### Class Options

* Cleric
* Fighter
* Wizard
* Thief
* Ranger

Multi-Class Combinations:

* Figther/Mage
* Fighter/Thief
* Fighter/Mage/Thief
* Mage/Thief
Dread Realms

**Description:** Characters may inadvertently or purposefully enter Dread Realms. The effects of being in a Dread Realm can persist for a long time or even be permanent.

### Dread Realm Effects

* Horror
	+ Aversion
	+ Revulsion
	+ Obsession
	+ Senseless Rage
	+ Mental Shock
	+ Fearstruck
* Fear
	+ Fumble Item
	+ Fearstruck
* Dark Powers Curses
* Other Dread Realm Effects
Body Shield

## Proficiency: Body Shield

**Description:** The character has trained in body shield proficiency and gains a benefit when using body shields.

**Type:** Weapon Proficiency

**Group**: All

**Effect:** +3 additional Armor Class against the first four attacks in a round, and +4 additional armor class vs. missile attacks.

**Note:** A body shield normally provides +1 Armor Class, and +2 vs. missile attacks.
Identify

* Level: 1
* AoE: 1 item/level
* Casting Time : Special
* Components: V, S, M
* Duration: 1 rd./level
* Range: 0
* Save: None
* School: Divination
* Description: When an *identify* spell is cast, magical items subsequently touched by the wizard can be identified. The eight hours immediately preceding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again. When the spell is cast, each item must be handled in turn by the wizard. Any consequences of this handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw. The chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the DM. Any roll of 96-00 indicates a false reading (91-95 reveals nothing). Only one function of a multifunction item is discovered per handling (i.e., a 5th-level wizard could attempt to determine the nature of five different items, five different functions of a single item, or any combination of the two). If any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell. The item never reveals its exact attack or damage bonuses, although the fact that it has few or many bonuses can be determined. If it has charges, only a general indication of the number of charges remaining is learned: powerful (81% - 100% of the total possible charges), strong (61% - 80%), moderate (41% - 60%), weak (6% - 40%), or faint (five charges or less). The faint result takes precedence, so a fully charged *ring of three wishes* always appears to be only faintly charged. After casting the spell and determining what can be learned from it, the wizard loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for an unconscious character). The material components of this spell are a pearl (of at least 100 gp value) and an owl feather steeped in wine; the infusion must be drunk prior to spellcasting. If a *luckstone* is powdered and added to the infusion, the divination becomes much more potent: Exact bonuses or charges can be determined, and the functions of a multifunctional item can be learned from a single reading. At the DM's option, certain properties of an artifact or relic might also be learned.
Light (Wizard Spell)

* **Level:** 1
* **AoE:** 1 turn/level
* **Casting Time :** 1
* **Components:** V, M
* **Duration:** 1 turn/level
* **Range:** 60 yds.
* **Save**: Special
* **School:** Alteration
* **Description:** This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell's center. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight and unobstructed path for the spell when it is cast. Light can spring from air, rock, metal, wood, or almost any similar substance. The effect is immobile unless it is specifically centered on a moveable object or mobile creature. If this spell is cast upon a creature, the applicable magic resistance and saving throw rolls must be made. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. Light taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it (but only for the duration of the *light* spell, if the darkness effect is continual). Light centered on the visual organs of a creature blinds it, reducing its attack rolls and saving throws by 4 and worsening its Armor Class by 4. The caster can end the spell at any time by uttering a single word. The material component is a firefly or a piece of phosphorescent moss.
Shield Dwarf

## Shield Dwarves

Dwarves are strong and brave. They enjoy beer, ale, mead, and even stronger drink. Their chief love, however, is precious metal. Particularly gold. They prize gems, of course, especially diamonds and opaque gems (though they hate pearls). Dwarves like the earth and dislike the sea. Not overly fond of elves, they have a fierce hatred of orcs and goblins. Their short builds make them ill-suited for riding horses or other large mounts (although ponies present no difficulty), so they tend to be a trifle dubious and wary of these creatures. They are ill-disposed toward magic and have little talent for it, but revel in fighting, warcraft, and scientific arts such as engineering.

### Characteristics

Dwarves are strong and brave. They enjoy beer, ale, mead, and even stronger drink. Their chief love, however, is precious metal. Particularly gold. They prize gems, of course, especially diamonds and opaque gems (though they hate pearls). Dwarves like the earth and dislike the sea. Not overly fond of elves, they have a fierce hatred of orcs and goblins. Their short builds make them ill-suited for riding horses or other large mounts (although ponies present no difficulty), so they tend to be a trifle dubious and wary of these creatures. They are ill-disposed toward magic and have little talent for it, but revel in fighting, warcraft, and scientific arts such as engineering.

For ages the dwarves have engaged in wars bordering on the genocidal, fighting against those races - particularly orcs and goblins- who sought the same caverns and mines the dwarves considered their homes. Unlike the goblin races, however, the dwarves are slow to recover their populations, and in time their numbers have diminished greatly.

As a result, dwarves tend to melancholy and defeatism. However, many find relief in their crafts or adventuring. Most dwarves remain secretive about their homelands. Their small kingdoms are known only in a general fashion. Commonly, dwarves identify their home as some long-abandoned or enemy-occupied hold. They prefer life in the comforting gloom and solidness that is found underground. They have several special abilities and are noted for being particularly resistant to magic and poisons.

Dwarves remain deeply tied to a sense of family and nobility. As their race declines, so too do the nobles, who are treated with respect, despite any long-running feuds between dwarven kings.

### Infravision

A dwarf possesses infravision, which negates penalties from fighting in darkness.

### Physical Features

* Dwarves are a short, stocky people who look as if they have sprung from the earth itself.
* They are easily identified by their size and shape.
* They average 4 to 4.5 ft tall.
* Their skin tones range in shade and hue from a rich earth-red to a granite-stone grey.
* Both dwarven males and females have beards, though the females usually shave.

### Class Options

* Cleric
* Fighter
* Thief

### Multi-Class Combinations

* Fighter/Cleric
* Fighter/Thief
Knights of Noromath: Advanced Dungeons & Dragons Wiki

## **Welcome to the Knights of Noromath: Advanced Dungeons & Dragons Wiki!**

Wikia for Knights of Noromath, a Neverwinter Nights Forgotten Realms roleplaying server.

For information about the gameworld, please visit our page on the NWNWiki here.

Unless otherwise stated, this wiki is to be considered out-of-character. No spoilers! Game on!

## Categories:

### Class & Ability Information

* Classes
* Races
* Class Standing
* Deities
* Rolling Attributes
* Proficiencies
* Spells

### KON-Specific Mechanics

* Demihuman Priests
* Ambush & Surprise
* Friendly Missile Fire
* Combat Modifiers
* Critical Hit Effects
* Critical Failure
* Movement Modifiers
* Resting
* Encumbrance
* Notoriety
* Dead Magic
* Wild Magic
* Artifacts
* Level Up Trainers
* Help Menu
* Horses
* Jousting
* Dread Realms

### In-Character Information

* Starting Information as of 1358
* Locations in the Lands of Intrigue
* Deities of Tethyr
* Currency

### **Misc. Links**

* KON Discord Link
* Patreon Donation Link
Medium Shield

## Proficiency: Medium Shield

**Description:** The character has trained in medium shield proficiency and gains a benefit when using medium shields.

**Type:** Weapon Proficiency

**Group**: All

**Effect:** +3 additional Armor Class against the first three attacks in a round.

**Note:** A medium shield normally provides +1 Armor Class only.
Chauntea

## Chauntea - The Great Mother

The Groves of Faerun were places where the gods of Nature had been worshipped for thousands and thousands of years without interruption. Chauntea, Silvanus, Mielikki and Eldath were the principle powers receiving this dedication, and so they were the only deities sponsoring druidic powers following the Time of Troubles.

**Status:** Greater

**Alignment:** NG

**Specialty Priests:** Druids
Fearstruck

**Description:** When a character fails a Fear check, they are considered "Fearstruck." A Fearstruck character is surprised for one round at the onset of the effect. Fearstruck effects persist for 1d4 rounds .

### Fearstruck Effects:

* -2 penalty to attack rolls
* -2 penalty to damage rolls
* -2 penalty to Armor Class

### **Notes:**

* Some spells may be able to remove the effects of Fearstruck.
Myrkul

## Myrkul - Lord of Bones

The clergy of Myrkul were charged to make folk fear and respect death and the power of almighty Myrkul so that no one stood against the church or tried to thwart its activities. Myrkul's priests were expected to spread the word that touching a priest of Myrkul brings death. They were expected to tell all folk that those in the service of Myrkul had perfect patience and could be trusted utterly and then conduct themselves accordingly. Myrkulyte clergy were to teach the stories of past and future "doombringers" mortals who roamed the land avenging dead friends, masters, and blood kin to whom they had sworn oaths, and slaying those who scoffed or who held other gods supreme over the Lord of Bones.

**Status:** Dead

**Alignment:** NE

**Specialty Priests:** Gray Ones
Sofia Martineo

Sofia Martineo is the daughter of the infamous crime boss Vincent Martineo and a member of The Serpent Clan. quickly after she was conceived, Vincent left for America again and left the baby to be raised in the mountains of China. During her childhood, Sofia was trained into becoming a killing machine, like all of the other members of the clan. Many believed she would become the next leader of the Serpent Clan due to her skill, strength and knowledge. However, the then leader of the clan, a powerful warrior known as King Cobra, saw her as a threat to his leadership. So, he attempted to kill her. King Cobra brought Sofia to a high point on the mountains to speak with her. At the end of this meeting, he stabbed her and threw her off the mountain.

Miraculously, she survived and landed in a body of water at the foot of the mountain. In the following months, she trained herself even more and then travelled to America once again. Here, she trained with highly skilled fighters and tacticians, such as Cecil Rhodes, Cecil Hunter, The Bladesmith and The Beast. Once her training had finished, she returned to the Chinese mountains. In the plan of her revenge, she helped the Serpent Clan ninja, Kobra, to return from the dead who had also been betrayed by King Cobra. The two then teamed up and killed King Cobra. Following the killing of King Cobra, Sofia took up leadership and offered part leadership to Kobra but he declined. She has been the leader of The Serpent Clan ever since and is still a feared assassin across the world.

## Powers and Abilities

### Abilities

* **Martial Arts**
* **Combat**
* **Swordsmanship**
* **Marksmanship**
* **Leadership**
* **Charisma/Seduction**
* **Acrobatics**
* **Archery**
* **Multilingualism**
Glyphscribe

## Glyphscribe

* Maximum AC from armor: 6
* Shield prohibited
* Bonus Proficiency: Reading/Writing
* INT 15
* WIS 15
* Limited Weapons: True
* Bonus Weapon: Club
* Bonus Weapon: Heavy Mace
* Bonus Weapon: Light Flail
* Bonus Weapon: Sling
* Bonus Weapon: Morningstar
* Bonus Weapon: Light Mace
* Bonus Weapon: Light Hammer
* Human only
* Single class only
STHG17 Wiki

**Welcome to the STHG17 Wiki!**
The world of STHG17, a YouTube series with characters from the Sonic franchise.

We're a collaborative community website about STHG17 that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

"Every Kids Movie be like:" ThumbnailSonicMystical PieThe Creator

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Bloodreaver

## Bloodreaver

* Required Proficiency: Endurance
* Bonus Proficiency: Blind Fight
* Bonus Proficiency: Riding
* Selects any weapon proficiency: True
* Receives 3/2 attacks per round at level 7
* Receives 2 attacks per round at level 13
* STR 13
* CON 11
* WIS 9
* Receives warrior constitution bonus
* Human only
* Single class only
Episode 1: Every Kids Movie be Like:

Thumbnail

**Every Kids Movie be Like:** is the first episode of Season 1 and the 1st overall to be uploaded of the STHG17 series. It aired on July 22, 2023.

## Plot

Sonic and his friend's Tails, Shadow, Amy, and The Creator go on a adventure to find the Mystical Pie.

## Characters

Sonic, Tails, Shadow, Amy, The Creator, Knuckles, and Big.

## Deaths

Amy (comes back in a later episode) "Got yeeted by Big screaming"

The Creator (comes back in a later episode) "Got set on fire for no reason"

Sonic (comes back in a later episode) "Got killed by Knuckles offscreen after he said the N-Word."

## Episode Link

https://www.youtube.com/watch?v=HGTJhH3gQGU
Leira

## Leira - Lady of the Mists

Leira, the Lady of the Mists, is known as the goddess of deception and illusion and the patroness of illusionists and liars. Few people other than illusionists saw profit in misunderstanding and deception, so she had few lay worshipers, though many casual worshipers paid her homage to ward her off or placate her before important decisions and judgements were made. Leirans believe that the Lady can be anything, anywhere, that is not what it seems. Leirans must never tell the truth when less can do and never use a half-truth when a lie would serve better. They should speak truth whenever possible only to fellow worshipers of Leira.

**Status:** Lesser

**Alignment:** CN

**Specialty Priests:** Mistcallers
Mystical Pie

The **Mystical Pie** is a item that debuted in the first episode of the STHG17.

## What does it do?

"The Mystical Pie is a pie that tastes so good, it's just to good to be true"

The Mystical Pie tastes so good according to Sonic, even though, there is no evidence of this, and to our understanding, could just be a normal pie.

After Sonic acquires the Mystical Pie, it seems that it was never even eaten, because the last we saw of the pie is right before Sonic died at the end of the episode. So we can only have some guesses.

## What happened to the pie?

There are many things that could have happened to the pie, so we will go over all of them. We will do this from most likely to least likely.

### Number 1: Nothing

Knuckles most likely got the pie after he killed Sonic, and then brought it back to Station Square.

### Number 2: Shadow ate the pie.

Since Shadow is black, he is least likely to be targeted by Knuckles. Therefore, he could have stolen and ate the pie.

## Then again...

We are talking about an episode that was meant to parody kids films.

## Future for the pie?

The creator of STHG17 has confirmed that the pie will return in a later episode, so we can conclude that

* The Pie has not been eaten
* It is safe
* It is still out there, somewhere.
Amaunator

## Amaunator - The Keeper of the Eternal Sun

Amaunator was revered as the patron of law and the keeper of time. His justice was fair but harsh. He was revered by many rulers, soldiers, and powerful mages. A very careful god, Amaunator made certain that everything was written down, contracted, signed, sealed, and notarized - much like the Celestial Bureaucracy of Kara-Tur in the modern Realms. An extremely lawful god, he followed the letter of law, not necessarily the spirit of it - unless the spirit was a great deal more to his liking. He expected the same from his servitors.

**Status:** Dead

**Alignment:** LN

**Specialty Priests:** Sunlords/Sunladies
The Creator

The Creator in it's Hedgehog form.

**The Creator,** also known by fans as "Red Sonic", is a character in the STHG17 series. It follows Sonic on adventures.

## Appearance

The Creator can take the form of anything, most of the time it takes the form of Sonic but color swapped, so the skin is red and the shoes are blue. It's real form is unknown, but it's believed it is a black beast that has glowing red eyes. No one knows the origins of it, but it seems to be freindly.

## Personality

It is most of the time serious, it does have his times of goofiness though. It will help his friends, no matter who they are. Also it gets angry easily, which isn't very good if your the person it got angry at because it can basically erase you from existance.

## Deaths

Every Kids Movie be like: "Got set on fire for no reason."
Scrapped Episodes

## Scrapped Episode Number 1: Titan Sub bites the Dust

Production time: June 20-22, 2023

Plot: Sonic, Tails, Knuckles, Shadow, and Eggman would be the ones on the Titan submersible instead of OceanGate.

State of production when scrapped: Editing Phase

Why was it scrapped?: "It was kinda screwed over after the whole implosion thing, especially after it was revealed that it imploded only like two hours after it went under, meaning basically the entire episode was just false information that we had gathered."

-Creator of STHG17

## Scrapped Episode Number 2: Talent Show

Production Time: May 18, 2023- July 21, 2023

Plot: Sonic, Tails, and Knuckles hold a talent show.

State of Production: Very early filming.

Why was it scrapped?: Too much work and too many other ideas.

## Scrapped Episode 3: Sonic Titanic

Production Time: June 16, 2023- July 22, 2023

Plot: The entire Sonic gang was on the Titanic while it sank.

State of Production: Filming

Why was it scrapped: "I had other ideas"

-Creator of STHG17

The idea for this episode is still on the table though.
Withered Foxy

**Withered Foxy** is a character in the STHG17 series. He met Sonic through his job at Freddy Fazbear's Pizzeria.

## Appearance

Withered Foxy is a fox animatronic with red skin. He is wearing brown pants an an eye patch. He also has a big hook on his right hand. He is very withered away to time, most likely hidden in some backstage room.

## Origin

We are guessing this based on the lore from the games, this does not mean this is his actual origin.

### Beginning

He started out as a performer at Freddy's Pizzeria, back when times were simpler. With Freddy, Bonnie, Chica, Spring Bonnie, Fredbear, and of course, Foxy.

### Tragedy

After a few years, there was an event that occurred, 5 kids went missing, and one kid was stuffed inside of Foxy himself. After that, none of the animatronics were the same. And then there was the bite of 83, where Fredbear bit into a kid's skull, changing the public's eye of the company forever.

### Aftermath

He, and his friends, were all thrown into the backroom, never to be seen again. Until Foxy powered on the night Sonic arrived.
Episode 2: Freddy's recycled pizzeria

Image from episode

**Freddy's recycled pizzeria** is the second episode of Season 1 and the 2nd overall to be uploaded of the STHG17 series. It aired on July 22, 2023.

## Plot

Sonic gets a job at Freddy Fazbear's Pizzeria

## Characters

Sonic

Freddy

Bonnie

Chica

Foxy

Puppet

Springtrap

Shadow Freddy, Ghost Freddy?

Phantom Chica (?)

Withered Foxy

Shadow

## Deaths

Bonnie "Got killed by RPG fired by Sonic"

Chica "Got set on fire by Sonic"

Foxy "Got crowbarred to death by Sonic"

Freddy "Got killed by Shadow because he did not have Uno"

Puppet "Burnt"

Springtrap "Burnt"

Shadow (came back in a later episode) "Gave up his life to kill Freddy"

## Episode Link

https://www.youtube.com/watch?v=Sv45IRl1v7A