recursal/Fanatic-Fandom huggingface dataset:
Nanite-Hardened Mannequin

**CR 4** N Medium construct (robot)

**Init** +1; **Senses** darkvision 60 ft., low-light vision; Perception +10

DEFENSE

**AC** 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)

**hp** 80 (6d10+20)

**Fort** +2, **Ref** +3, **Will** +2

**Immune** construct traits; **Resist** fire 5

**Weaknesses** vulnerable to critical hits, vulnerability to electricity

**Hardness** 5

OFFENSE

**Speed** 30 ft.

**Melee** 2 slams +8 (1d6+2)

2 slams power attack +6 (1d6+6)

Laser Rifle +6/+6 (2d6 /x3)

STATISTICS

**Str** 15, **Dex** 12, **Con** —, **Int** 10, **Wis** 11, **Cha** 1

**Base Atk** +6; **CMB** +8; **CMD** 19

**Feats** Bodyguard, Combat Reflexes (x2), Swift aid\*

**Skills** Disguise +0 (+8 to appear humanoid), Knowledge (local) +8, Perception +10, Sense Motive +10; **Racial Modifiers** +8 Disguise to appear humanoid

**Languages** Common

**SQ** false flesh

SPECIAL ABILITIES

**Proficiencies:** Mannequins are automatically proficient with simple weapons.

#### **False Flesh (Ex):** The synthetic flesh and hair of a mannequin robot give it a +8 bonus on Disguise checks to appear human (but not to impersonate a specific human). Closely inspecting a mannequin or touching its cold, synthetic skin automatically reveals its non-human nature.

**Swift Aid/Bodyguard (Feat)**: You may use aid another as a move action. You may also use aid another as a swift action, but the bonus is reduced to +1. You can use an attack of opportunity to grant an ally +2 on AC against an attack.
Murder

**School** Transmutation (polymorph); **Level** Druid 4, Shaman 4, Witch 4

CASTING

**Casting Time** 1 standard action

**Components** V

EFFECT

**Range** personal

**Targets** you

**Duration** 1 minute/level (D)

DESCRIPTION

This spell functions as Mirror image, Beastspeak, and Beast Shape II (tiny raven only).

Note: This grants 1d4 images plus one per 3 caster levels, a +4 size bonus to dexterity, a +1 base natural armor, a -2 penalty to strength, a +2 size bonus to attacks and AC, a +8 size bonus to stealth, low-light vision, 40ft (average) fly speed. You have no hands and you gain a primary natural bite attack that deals 1d3 damage. Your land speed becomes 10ft and your natural reach becomes 0. You lose access to your weapons, armor, and items while polymorphed, but any magical passive bonuses persist. You can still cast spells and use spell-like and supernatural abilities that do not rely on your physical form, automatically using material components and foci. Normal raven sounds function as verbal components and wing movements function as somatic components.
Whispers of the grave

**School** necromancy [curse]; **Level** Cleric/oracle 1, Magus 1, Sorcerer/wizard 1, Witch 1

**Casting Time** 1 standard action

**Components** V, S

EFFECT

**Range** touch

**Target** living creature touched

**Duration** 1 minute/level

**Saving Throw** Will negates (harmless); **Spell Resistance** Yes

DESCRIPTION

Reduce the damage the target takes from non-curse sources by 5. Each time you do, the target takes 1 damage at the beginning of their turn for a number of rounds equal to the damage prevented. The damage taken each turn stacks and is tracked separately. This spell can only prevent 5 damage plus 5 damage per caster level (max 30).

The damage does not end when this spell ends. This effect is considered a curse and can only be removed with a remove curse or higher level magic.
First world conduit

# First world healing

**School** conjuration (healing); **Level** Druid 3, Ranger 3, Shaman 3, Witch 3

**Casting Time** 1 standard action

**Components** V, S, M (blood from a fey)

EFFECT

**Range** touch

**Target** living creature touched

**Duration** 1 min/level or until discharged

**Saving Throw** Will negates (harmless); **Spell Resistance** Yes

DESCRIPTION

You infuse the target with a connection to positive energy of the first world. You heal the target for 3d10 damage.

Whenever the target receives healing from a spell, spell-like ability, or supernatural ability, increase the amount by 6 per dice. If the healing source has no dice instead increase the healing by 6 per spell level. If it has no spell level either, increase the healing by 3 per caster level or hit die of the source. This effect ends after it has healed 20 hit points plus 2 per caster level (Max 40). The target may extend this benefit to adjacent allies for 1 round as a free action, drawing from the same pool.

In addition, any damage reduction the target possesses is overcome by cold iron weapons.
What happened in the 11th century(1000-1099)

Thursday February 6th, 1001-"head of the republic" was the name given to Gregory I, Count of Tusculum after leading the revolt against Emperor Otto III and having the Crescentii expelled.

Monday March 17th, 1001-Butuan's buddhist ruler in the Phillipines, Sari Bata Shaja, makes the first tributary mission to China.

Thursday July 31st, 1001-the Ulric Manifred II of turn possessions was confirmed by Emperor Otto III, which then resulted to have priviledges granted to him.

Friday January 23rd, 1002-Otto III as Emperor dies at 22 years of age from smallpox at Castle of Paterno after a 19 year reign.

Sunday February 15th, 1002-Arduin has been restored to his domains and crowned as Italy's King during the assembly at Pavia of Lombard nobles and secondi milites(the minor nobles).

Sunday June 7th, 1002-Archbishop Willigis at Maniz crowns Henry II as Germany's king.

Saturday August 8th, 1002-after a 24 year reign, Al-mansur dies and is succeeded by his son Abd al-Malik al-Muzaffar as ruler of the Umayyad Caliphate of Córdoba(modern spain).

Thursday October 15th, 1002-the duke of Burgundy named Henry I dies and is succeeded by his stepson named Otto-William.

Friday November 13th, 1002-St.Brice's day massacre had occured.

Tuesday February 9th, 1003-Duke Boleslaw I of Poland had the armed support to restore Boleslaus III to authority.

Wednesday May 12th, 1003-after a 4-year pontificate, Pope Sylvester dies and is succeeded by John XVII as the 140th pope of the catholic church.

Saturday November 6th, 1003-after a pontificate that was about 7 months in length, John XVII dies and is buried in the Lateran Basilica at Rome.

Sunday April 16th, 1088(easter sunday)-the Tmogvi earthquake occurs, destroying Georgia. yeah In 1088 easter would be on april 16th in 1088 due to how 20 years later in 1108 easter was on april 5th, since april 5th usually follows april 16th 20 years after, plus 27 years before and after 1088 easter was at that time.

Wednesday March 21st, 1089-a group of French monks under Robert of Molesme in southern France established the first cistercian monastery named Cîteaux Abbey.

Sunday June 24th, 1089-Aragonese city of Monzón gets reconquered by Gaston IV of Béarn as viscount from Emir Al-Mustain II of the Taifa of Zaragoza.

Saturday August 11th, 1089-a massive earthquake gets recorded in England.

Saturday August 18th, 1089-at Cologne, daughter of Grand Prince Vsevolod I named Eupraxia gets married by Emperor Henry IV.
Rosh Hashanah 400 to 499

400-Thursday September 13th

401-tuesday October 1st

402-saturday September 20th

403-Thursday September 10th

404-thursday September 29th

405-Monday September 18th

406-Thursday September 6th

407-Thursday September 26th

408-Monday September 14th

409-Monday October 4th

410-Thursday September 22nd

411-Monday September 11th

412-Monday September 30th

413-saturday September 20th

414-Tuesday September 8th

415-Monday September 27th

416-saturday September 16th

417-Thursday September 6th

418-Tuesday September 24th

419-saturday September 13th

420-Saturday October 2nd

421-Tuesday September 20th

422-saturday September 9th

423-Saturday September 29th

424-Thursday September 18th

425-Monday September 7th

426-saturday September 25th

427-Thursday September 15th

428-Thursday October 4th

429-Monday September 23rd

430-Thursday September 11th

431-Thursday October 1st

432-Monday September 19th

433-saturday September 9th

434-Thursday September 27th

435-Monday September 16th

436-saturday September 5th

437-Thursday September 23rd

438-Monday September 12th

439-Monday October 2nd

440-saturday September 21st

441-Tuesday September 9th

442-Monday September 28th

443-saturday September 18th

444-Thursday September 7th

445-Tuesday September 25th

446-saturday September 14th

447-Saturday October 4th

448-Thursday September 23rd

449-Monday September 12th

450-Saturday September 30th

451-thursday September 20th

452-Monday September 8th

453-saturday September 26th

454-Thursday September 16th

455-Monday September 5th

456-Monday September 24th

457-Thursday September 12th

458-Thursday October 2nd

459-Monday September 21st

460-saturday September 10th

461-Thursday September 28th

462-Monday September 17th

463-saturday September 7th

464-Thursday September 24th

465-Tuesday September 14th

466-Monday October 3rd

467-saturday September 23rd

468-Tuesday September 10th

469-Monday September 29th

470-saturday September 19th

471-Thursday September 9th

472-Tuesday September 26th

473-saturday September 15th

474-Thursday September 5th

475-Thursday September 25th

476-Monday September 13th

477-Saturday October 1st

478-Thursday September 21st

479-Monday September 10th

480-saturday September 27th

481-Thursday September 17th

482-Monday September 6th

483-Monday September 26th

484-Thursday September 13th

485-Thursday October 3rd

486-Monday September 22nd

487-saturday September 12th

488-Thursday September 29th

489-Monday September 18th

490-saturday September 8th

491-saturday September 28th

492-Tuesday September 15th

493-saturday September 4th

494-saturday September 24th

495-Thursday September 14th

496-Tuesday October 1st

497-saturday September 20th

498-Thursday September 10th

499-Tuesday September 28th
Healing warmth

**School** conjuration (healing) [fire]; **Level** Alchemist 1, Druid 1, Ranger 1, Shaman 1, Summoner 1, Witch 1

**Casting Time** 1 standard action

**Components** V, S, M (ash from a phoenix)

EFFECT

**Range** touch

**Target** living creature touched

**Duration** 4 rounds plus 1 round at levels 3 and 5. (max 6 rounds)

**Saving Throw** Will negates (harmless); **Spell Resistance** Yes

DESCRIPTION

The restorative powers of fire burn in the target. The target heals for 1 hit point. after one round they heal 2 points. On subsequent turns they heal 3 hit points.

Note: 1+2+3+3+[3+3]
Fleshmorph

**School** Transmutation [chaos]; **Level** alchemist 3, cleric/oracle 3, inquisitor 3, shaman 3, witch 3

CASTING

**Casting Time** 1 standard action

**Components** V, S

EFFECT

**Range** touch

**Target** creature touched

**Duration** instantaneous, or 1 minute/level

**Saving Throw** Will half (harmless); see text; **Spell Resistance** yes (harmless); see text

DESCRIPTION

When you cast this spell, roll a d8

On a roll of 1, there is no effect.

On a roll of 2 through 7, the target gains the benefit of the listed spell for 1 minute/level as well as healing 3d20-12. increase the amount healed by 1d20-4 every 3 levels after level 4 to a maximum of 5d20-20 at level 10. If the amount healed is less than 0, then the target takes that amount of damage, which cannot be reduced.

On a roll of 8, the amount hit points healed are maximized. The target is affected by the spell heroism for 1 minute per level.
Flaring conversion

**School** evocation [light]; **Level** Magus 2, Sorcerer/wizard 2, Summoner 2

**Casting Time** 1 standard action

**Components** V, S

EFFECT

**Range** touch

**Target** living creature touched

**Duration** 1 min/level or until discharged

**Saving Throw** Fort negates (harmless); **Spell Resistance** Yes

DESCRIPTION

Flaring conversion turns heavy physical blows light. The first 10 points of lethal physical damage are converted to non-lethal damage each time the target takes damage. When this happens, the affected character shines as bright as a torch for 1 round. The attacker is dazzled for one round (no save). This spell can only convert up to 10 points plus 5 points per caster level (max 60).
Players/Knowledges and Skills

**Ana**

* Arcana (9)
* Dungeoneering (9)
* Planes (9)
* Linguistics (Celestial, Common, Hallit, Sylvan)

**Jolliel**

* Religion (5)
* Linguistics (Androffan 5)

**Quetzli**

* Arcana (10)
* Dungeoneering (6)
* Geography (12)
* History (9)
* Nature (10)
* Planes (11)
* Linguistics (Common, Abyssal, Infernal, Orc, Draconic, Goblin)

**Weston**

* No Knowledge (You know nothing)

**Zazid**

* Arcana (10)
* Dungeoneering (8)
* Engineering (10)
* Geography (8)
* History (8)
* Local (8)
* Nature (8)
* Nobility (8)
* Planes (8)
Fortune's Favor

**School** Enchantment (compulsion); **Level** Bard 2, Cleric/Oracle 2, Sorcerer/wizard 3, Witch 2;

CASTING

**Casting Time** 1 swift action

**Components** V, S, M (double headed coin)

EFFECT

**Range** 30ft

**Targets** All targets within a 30ft burst of you

**Duration** 1 round/level

**Saving Throw** None; **Spell Resistance** yes

DESCRIPTION

Luck shines especially bright on affected characters. Any character under an effect that allows them to roll twice and take the better result receives a +2 luck bonus on that roll. Any character under an effect that forces them to roll twice and take the worse result receives a -2 penalty on those rolls. These bonus and penalty increase by 1 at 6th level and every 6th level after that (to a maximum of +5 and -5 at level 18)

Based on the spell prayer
Advanced Mannequin

**CR 3** N Medium construct (robot)

**Init** +3; **Senses** darkvision 60 ft., low-light vision; Perception +8

DEFENSE

**AC** 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)

**hp** 42 (2d10+20)

**Fort** +2, **Ref** +3, **Will** +2

**Immune** construct traits; **Resist** fire 5

**Weaknesses** vulnerable to critical hits, vulnerability to electricity

OFFENSE

**Speed** 30 ft.

**Melee** Slam +6 (1d4+4)

**Weapon Options**: Melee Boltspear +5 (1d8+1d8+9 /x3) [PA]; Ranged Boltspear +4 (1d8+2 /x3) [DA]; Laser Rifle +5 (2d6+2d6 x3)[Vital strike]; Laser Torch +5 touch (1d10), +1 dagger +7 (1d4+5 19-20/x2)

STATISTICS

**Str** 19, **Dex** 16, **Con** —, **Int** 14, **Wis** 15, **Cha** 5

**Base Atk** +2; **CMB** +6; **CMD** 19

**Feats** Alertness

**Skills** Disguise –2 (+4 to appear humanoid), Knowledge (local) +6, Perception +8, Sense Motive +8; **Racial Modifiers** +8 Disguise to appear humanoid

**Languages** Common

**SQ** false flesh

SPECIAL ABILITIES

**Proficiencies:** Mannequins are automatically proficient with simple weapons.
Spell Crystals

A spell crystal is a consumable magic item that allows spellcasters to spontaneously add metamagic to their spells at no further cost. Spell crystals are used as extra material components during the casting of a spell. One spell crystal per spell level is consumed when used.

Piercing spell crystal: Adds Piercing Spell to the spell. Piercing spell treats the target's Spell Resistance as 5 points lower. ~80gp

Elemental spell crystal: Adds Elemental Spell to the spell. Any of the four elements can be chosen at the time of casting. Elemental spell changes all instances of acid, cold, electricity, or fire to one of the other three damage types, or splits the damage between the original damage type and one of the other three. ~80gp
Charged object blast

**Element(s)** aether, air; **Type** composite blast (Sp); **Level** —; **Burn** 2

**Prerequisite(s)** telekinetic blast, electric blast

**Blast Type**: physical; **Damage** half bludgeoning, half electricity

You charge objects with electricity before launching it. The objects discharge upon collision.

Compatible with the following infusions: Bowling, Foe throw, Launching, Magnetic, Many throw, Pushing, Synaptic, Telekinetic boomerang, Thundering

Addendum: Blade rush, Blade whirlwind, Chaining (2 burn, only electric damage chains), Cyclone (Requires disbursable material like sand), Focused, Impale, Kinetic blade, Kinetic whip, Spray (Requires disbursable material like sand), Whip hurricane
Regrowth

**School** transmutation; **Level** Alchemist 1, Druid 1, Ranger 1, Shaman 1, Witch 1

CASTING

**Casting Time** 1 standard action

**Components** V, S, M (an apical meristem from a rose)

EFFECT

**Range** touch

**Targets** creature touched

**Duration** 1 minute

**Saving Throw** Fortitude negates (harmless); **Spell Resistance** yes (harmless)

DESCRIPTION

You awaken the healing potential in the target. As a move action, the affected creature can heal 1d4+1 hit points. This action can be used twice plus one additional time at caster levels 3 and 5.
Persisting barrier

**School** abjuration [force]; **Level** Cleric/Oracle 1, Magus 1, Paladin 1, Sorcerer/wizard 1

CASTING

**Casting Time** 1 standard action

**Components** V, S

EFFECT

**Range** touch

**Targets** creature touched

**Duration** 1 minute/level

**Saving Throw** None; **Spell Resistance** yes (harmless)

DESCRIPTION

You create a reoccurring field to protect the target. The creature gains 3 temporary hit points. At the beginning of each of your turns, if the temporary hit points from this spell are less than 3, increase the amount remaining up to 3. This cannot grant more than 3 hit points plus 3 hit points per caster level, to a maximum of 18 at level 5
Movement (Warlords III)

## Movement Types

There are three basic **Movement Types** in the game. These dictate where an Army can path to and how many movement points it uses while doing so. Note that while Heroes have Land movement by default, if they are in a stack that has only fliers, the Hero will gain flying as well.

 Naval | This Army can *only* traverse water tiles, which it does at the cost of 1 Movement Point per tile. This Movement Type is applicable only to the dedicated *Boat* Army of your Side, which is only (and automatically) obtained when *Embarking* a Land Army.

## Movement Ability

An Army may have one or more **Movement Bonuses**. Each bonus reduces the cost of traversing that Terrain Type to 2 Movement Points.

## Terrain Types

^ Note that Forests exist *on top of* another Terrain type, *increasing* the Movement Cost by +1

## Terrain Bonuses

An Army may have up to one **Terrain Bonus** that grants it additional Strength when engaging in combat on a tile of the specified Terrain Type. Note that combat is assumed to take place on the defending tile.

## Boats, Embarkation, and Disembarkation

Land Armies may **Embark or Disembark** onto their Side's Boat at a Port or bridge. Doing so will scale their available movement points according to the Boat. An Embarked Army's combat statistics are also capped to those of their Boat whilst Embarked.

## Movement Rollover

If an Army ends its turn with some unspent Movement Points, up to two of those Movement Points are rolled over to the next turn and added to its standard Movement Point allowance, e.g. Peasants that have been idling at a City will have 20 Movement Points to spend when you do decide to move them, even though their Movement Point statistic is 18.

Warlords III
Resources • Cities • Sites • **Movement** • Statistics • Armies • Abilities • Combat • Heroes • Spells • Items • Quests • Ruins • Sides • Campaigns • Scenarios
Advanced Weapon Expert Sentinel

*A robot made for reconnaissance and ranged support, it consists of only a head, two legs, and a weapon.*

**CR 4** N Medium construct (robot)

**Init** +7; **Senses** darkvision 60 ft., low-light vision; Perception +8

DEFENSE

**AC** 19, touch 17, flat-footed 12 (+7 Dex, +2 natural)

**hp** 53 (3d10+20+3)

**Fort** +3, **Ref** +10, **Will** +3

**Defensive Abilities** hardness 5; **Immune** construct traits

**Weaknesses** vulnerable to critical hits, vulnerable to electricity

OFFENSE

**Speed** 30 ft.

**Melee** slam +11 (1d4+8 19-20/x2) [using power attack]

**Ranged** Grenade launcher +13 touch (2d6+6 plus trip and splash) or Laser Rifle +13 touch (2d6+2 19-20/x3) or Semi-Auto Laser Rifle +11/+11 (2d6+2 19-20/x3)

STATISTICS

**Str** 14, **Dex** 24, **Con** —, **Int** 20, **Wis** 14, **Cha** 5

**Base Atk** +3; **CMB** +10; **CMD** 22

**Feats:** Combat Reflexes (x7), Improved Critical (Laser Rifle or Grenade Launcher), Lightning Reflexes, Point Blank Master (N/A) Weapon focus (Laser Rifle or Grenade Launcher)

**Skills** Acrobatics +13, Perception +8

**Languages** Common

**SQ** Minimal Build, Loadout, Grenades, Laser Rifle.

**Minimal Build:** A sentinel has no arms or torso. It cannot wield weapons or use items.

**Loadout (Ex):** Sentinels can armed with concussion grenades, plasma grenades, or a laser rifle when activated. By default they use concussion grenades.

**Grenades (Ex):** Sentinels can launch one grenade per day per caster level (minimum 8). Grenades resolve as touch attacks with a range increment of 30ft, maximum range 150ft. Creatures within 5ft of the target takes minimum damage unless they succeed at a reflex save (DC 16) for half. If a target is missed, they are affected by splash as well. Concussion grenades deal 2d6+6 bludgeoning damage and trip directly hit targets unless they succeed at a reflex save (DC 16). Plasma grenades deal 2d6 plasma damage.

**Laser rifle (Ex):** This functions as a laser rifle. It deals 2d6+2 damage on a hit, 19-20/x3 critical, and can use full-auto. A sentinel can use the laser rifle one round per caster level per day (minimum 8). Using full-auto consumes two of these uses. Note: You may want to use semi-auto and deadly aim for +10/+10 (2d6+4) against touch.
Leap year starting on a Monday

This is the calendar for any leap year starting on a Monday, January 1st. But it will end on a Tuesday, December 31st.

List of years that follow this calendar:

1st century-20, 48, 76.

2nd century-104, 132, 160, 188.

3rd century-216, 244, 272.

4th century-300, 328, 356, 384.

5th century-412, 440, 468, 496.

6th century-524, 552, 580.

7th century-608, 636, 664, 692.

8th century-720, 748, 776.

9th century-804, 832, 860, 888.

10th century-916, 944, 972.

11th century-1000, 1028, 1056, 1084.

12th century-1112, 1140, 1168, 1196.

13th century-1224, 1252, 1280.

14th century-1320, 1348, 1376.

15th century-1416, 1444, 1472.

16th century-1512, 1540, 1568, 1596.

17th century-1624, 1652, 1680.

18th century-1720, 1748, 1776.

19th century-1816, 1844, 1872.

20th century-1912, 1940, 1968, 1996.
Guiding light

**School** Divination; **Level** Druid 1, Cleric/Oracle 1, Ranger 1, Witch 1;

CASTING

**Casting Time** 1 standard action

**Components** V, S, M (Starlight in a mirror box)

EFFECT

**Range** close (25 ft. + 5 ft./2 levels)

**Target** one creature/level, no two of which can be more than 30 ft. apart

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

**Saving Throw** None (Harmless); **Spell Resistance** yes

DESCRIPTION

A Guiding Light spell provides special fortune and vision to those affected. Targets are not affected by miss chance from concealment. Total concealment only grants a 25% miss chance against targets affected by Guiding light.
Infernal healing, lesser

**Infernal healing, lesser**

**School** conjuration (healing) [evil]; **Level** cleric/oracle 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1

CASTING

**Casting Time** 1 round

**Components** V, S, M (1 drop of devil blood or 1 dose of unholy water)

EFFECT

**Range** touch

**Target** creature touched

**Duration** 9 rounds plus 1 round per level (max 14)

**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless)

DESCRIPTION

You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment.
Shuku Iron Gods Wiki

Mark's Iron Gods info repository

**Welcome to the Shuku Iron Gods Wiki!**
This is a site to organize information on Mark's campaign

## System

* Rules Changes
	+ Book End Bonuses
	+ Elephant in the Room
	+ New Classes
	+ New Spells
	+ New Templates

## Campaign

* Players
	+ Spells
	+ Knowledges and Skills
* Allocated Loot
* Quests and Clues
* Journal
	+ Loot Drops
* NPCs
* Locations
* Technological Items
	+ Technological Weapons
* Robots
* Magical items
	+ Spellbooks

## Important articles

Rules\_changesElephantInTheRoomNPCsTechnological\_ItemsPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

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

* Admin dashboard
Fleshwarp

**School** Transmutation [chaos]; **Level** alchemist 1, cleric/oracle 1, druid 1, inquisitor 1, shaman 1, witch 1

CASTING

**Casting Time** 1 standard action

**Components** V, S

EFFECT

**Range** touch

**Target** creature touched

**Duration** instantaneous

**Saving Throw** Will half (harmless); see text; **Spell Resistance** yes (harmless); see text

DESCRIPTION

When laying your hand upon a creature, you warp their injuries. The target is healed for 1d12-1 damage. At CL 3, they are instead healed for 1d12+1d6-2. At CL 5 and higher they are healed for 1d12+1d8+1d6-3
Ice swarm

**School** conjuration (summoning)[ice]; **Level** druid 4, sorcerer/ wizard 4, summoner 4, witch 4

CASTING

**Casting Time** 1 round

**Components** V, S, M (a drop of blood in the shape of a snowflake)

EFFECT

**Range** close (25 ft. + 5 ft./2 levels)

**Effect** one swarm of animate ice crystals

**Duration** 1 round/level

**Saving Throw** none, see text; **Spell Resistance** no

DESCRIPTION

You summon a swarm consisting of tens of thousands of animate, flying ice crystals in a 10-foot-by-10-foot cube. These ice crystals attack all creatures within the swarm’s area. You can summon the swarm so that it shares an area with other creatures, and you can move the swarm up to 40 feet each round as a move action. If you choose not to move the swarm, it automatically moves up to 40 feet to envelop the most nearest living creature (including you) if it has not already done so.

Creatures caught inside the swarm’s area of effect take 2d6 points of cold damage and 2d6 points of bleed damage. Creatures also are nauseated as the Distraction monster ability (DC 14 negates) The ice crystals deal damage to all creatures sharing their area when they first appear, and at the end of their movement each round.

Ice crystals swarm (CR 4)

N Fine Outsider (cold, elemental, swarm)

Init +2, Senses Darkvision 60ft

AC 16, 16 touch, 14 flat-footed

HP 6d10+6 (65)

Fort Ref Will

Defensive abilities: Elemental traits, Swarm traits (immunity to weapon attacks), Vulnerability to fire;

Speed Fly 40ft (perfect)

Melee Swarm (2d6 cold plus 2d6 bleed)

Space 10ft Reach 0ft

Special attacks (Distraction DC 14)

Stats -/15/13/-/11/5

Base attack +6; CMB +4; CMD 14

Feats N/A

Skills N/A

Ice swarms feed on the heat of living creatures and the blood they lose. This amount of warmth doesn't hurt the ice, but higher levels of heat can quickly melt them.
Spontaneous Spell Progression

Sorcerers and oracles use the spells known per level one level higher than printed.

Spontaneous casting progression is penalized for no particular reason. This does not affect arcanists because they would be too strong compared to either wizards or sorcerers. Other spontaneous casters may be considered on a case-by-case basis.
Awaken Automaton

## Awaken Automaton I

**School** transmutation; **Level** bard 1, cleric/oracle 1, medium 1, psychic 1, sorcerer/wizard 1

CASTING

**Casting Time** 1 round

**Components** V, S, F/DF (a battery)

EFFECT

**Range** close (25 ft. + 5 ft./2 levels)

**Target** An inanimate robot with CR 1 or lower

**Duration** 1 round/level (D)

**Saving Throw** none; **Spell Resistance** no

The targeted robot is activated at its hp. It obeys your commands as a summoned creature would, even at its own peril. When this spell ends the target becomes inanimate again.

## Awaken Automaton II

**School** Transmutation; **Level** bard 2, cleric/oracle 2, medium 2, psychic 2, sorcerer/wizard 2

This spell functions as Awaken Automaton I, except the target must have a CR of 2 or less. If targeting a robot with lower CR, you may add temporary robot templates until the total CR is 2.

Includes Mannequin Robot and Sentinel Robot

Also, see Templates

## Awaken Automaton III

**School** Transmutation; **Level** bard 3, cleric/oracle 3, medium 3, psychic 3, sorcerer/wizard 3

This spell functions as Awaken Automaton I, except the target must have a CR of 3 or less. If targeting a robot with lower CR, you may add temporary robot templates until the total CR is 3.

Includes either Mannequin Robot or Sentinel Robot with one template (Advanced Mannequin, Security Mannequin, Weapon Expert Mannequin; Advanced Sentinel, Security Sentinel, Weapons Expert Sentinel)

## Awaken Automaton IV

**School** Transmutation; **Level** bard 4, cleric/oracle 4, medium 4, psychic 4, sorcerer/wizard 4

This spell functions as Awaken Automaton I, except the target must have a CR of 4 or less. If targeting a robot with lower CR, you may add temporary robot templates until the total CR is 4.

Includes Gearsman Robot, Restoration Robot or either Mannequin Robot or Sentinel Robot with two templates (Security Bodyguard Mannequin; Advanced Weapon Expert Sentinel)

## Awaken Automaton V

**School** Transmutation; **Level** bard 5, cleric/oracle 5, medium 5, psychic 5, sorcerer/wizard 5

This spell functions as Awaken Automaton I, except the target must have a CR of 5 or less. If targeting a robot with lower CR, you may add temporary robot templates until the total CR is 5.

Includes Gearsman Robot or Restoration Robot with one template (Advanced Gearsman Robot) or either Mannequin Robot or Sentinel Robot with three templates (Advanced Conduit Weapon Expert Mannequin)
Wounds of the martyr

**School** conjuration (healing)[Good, law]; **Level** Cleric/oracle 1, Inquisitor 1, Paladin 1

**Casting Time** 1 standard action

**Components** V, S

EFFECT

**Target** you

**Duration** 1 minute/level

**Saving Throw** None; **Spell Resistance** No

DESCRIPTION

Each of your injuries invigorates nearby allies. Whenever you take at least 1 damage from an attack, up to one willing creature per 1 damage taken within short range heals 1 hit point. This spell can only heal up 5 hit points plus 5 hit points per caster level. This can only trigger once per attack. When casting this spell, you may choose to increase both the minimum amount of damage required to trigger this spell and the amount required per target by up to half your caster level. If you do so, you increase the amount healed by the same amount.

Note: At CL 10 the effect can be up to 6hp healed if at least 6 damage taken, on up to 1 target per 6 damage taken.
Ananda's Arctic Album

Fine vellum sheets fill this well-worn book. Beautiful illustrations depict the effects of each spell, many with a distinctly arctic theme. Though the pages and their wintry illustrations are of high quality, the protective leather case that encloses both books smells and feels greasy, as if the hide has been crudely waterproofed with animal fat.

4th—ice storm, shout, stoneskin, symbol of revelation, wall of ice

3rd—arcane sight, dispel magic, elemental aura, fire trap, heroism, lightning bolt, sleet storm, susurrus of life, wind wall

2nd—false life, flurry of snowballs, glitterdust, gust of wind, hideous laughter, moderate infernal healing, resist energy, rope trick

1st—detect secret doors, endure elements, feather fall, gentle breeze, mage armor, magic missile, obscuring mist, shield, shocking grasp, snowball

Ritual

Refrigerator (Su): You gain the effects of Endure Elements against hot conditions as long as you have a spell with the cold descriptor prepared. You can end this effect as an immediate action to gain fire resistance for 1 round. The amount of fire resistance gained is equal to 5 times the highest level cold spell you have available to cast.
Ring of Many Shields

Ring of Many Shields:

Price 5,000gp; Slot finger; weight 0.1lbs; Aura: Moderate abjuration

-Allows the wearer to prepare Mass Shield Other as a 3rd level divine spell. Mass Shield Other works as shield other, but allows up to 1 secondary target/CL.

-Allows the wearer to invert shield other or mass shield other. Inverted shield other prevents half of the damage done to the caster and deals the prevented damage to the target. Inverted mass shield other distributes damage evenly among the caster and targets. The primary takes all remainder damage. Both inverted forms can only be cast on willing targets.

-counts as a platinum ring spell focus.

Requirements: Feats: Forge Ring; Spells: Shield Other; Cost: 2500gp
Advanced Conduit Weapon Expert Mannequin

Note: stats based on level 10 cleric caster

**CR 5** N Medium construct (robot)

**Init** +1; **Senses** darkvision 60 ft., low-light vision; Perception +8

DEFENSE

**AC** 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)

**hp** 44 (2d10+24)

**Fort** +7, **Ref** +7, **Will** +9

**Immune** construct traits; **Resist** fire 5

**Weaknesses** vulnerable to critical hits, vulnerability to electricity

OFFENSE

**Speed** 30 ft.

**Melee** Slam +13 (1d4+8);

+1 dagger +14/+9 (1d4+7 17-20/x2)

**Weapon Options [Pick one weapon]**: Melee Boltspear +13/+8 (1d8+8 19-20/x3 +1d8) [PA -2/+6];

Laser Torch +13/+8 touch (1d10+2 19-20/x2);

Ranged Boltspear +12 (1d8+2 19-20/x3);

Laser Rifle +12 (2d6+2 19-20/x3 +2d6)[Vital strike];

Laser Rifle +12/+7 (2d6+2 19-20/x3) or +10/+10/+5;

Laser Rifle +10/+5 (2d6+8 19-20/x3) [DA] or +8/+8/+3;

STATISTICS

**Str** 19, **Dex** 16, **Con** —, **Int** 14, **Wis** 15, **Cha** 5

**Base Atk** +7; **CMB** +14; **CMD** 27 (+4 vs disarm and sunder)

**Feats** Alertness, Combat reflexes (x2?), Improved Critical (All), Point Blank Master (All)

**Skills** Disguise –4 (+4 to appear humanoid), Knowledge (local) +4, Perception +6, Sense Motive +6; or your skills with +4 str/int/wis or +3 dex;

**Racial Modifiers** +8 Disguise to appear humanoid

**Languages** Common

**SQ** false flesh

SPECIAL ABILITIES

**Proficiencies:** Mannequins are automatically proficient with simple weapons.
Shadow vigor

**School** illusion (shadow); **Level** Bard 1, Magus 1, Sorcerer/wizard 1, Witch 1

CASTING

**Casting Time** 1 standard action

**Components** V, S, M (1 drop of liquid shadow from the plane of shadow)

EFFECT

**Range** touch

**Target** creature touched

**Duration** 1 minute/level

**Saving Throw** Will negates (harmless), see text; **Spell Resistance** yes (harmless)

DESCRIPTION

You bolster the target with shadowy energy. Target gains 10 temporary hit points plus 1 hp per spell level (maximum 15). The first time the target takes damage from another character, that character must make a will save. If they succeed then their attacks do not deal damage to this temporary hit points.

Based on spells sanctuary and false life
Special Materials

### Angel blood

Angel blood armor is made with heavenly silver and tempered with golden angel’s blood. Most angels would assume the blood came unwillingly, but less knowledgeable viewers see it as honoring the angels. Angel blood has a hardness of 15 and 30hp/inch.

Angel blood armor acts as mithral\* and adds its enhancement bonus (minimum +1) as a sacred bonus on saving throws against petrification. \*Mithral armors are treated as one category lighter for purposes of weight and movement speed rules. Arcane spell failure is reduce by 10%, max dexterity bonus increased by 2, and armor check failure reduced by 3.

Angel blood weapons are treated as Good-aligned and silver for the purposes of overcoming damage reduction.

+2000 gp for light armor.

+6000 gp for medium armor.

+1300 gp for heavy armor.

+1000 gp/lbs for other items or ingots

### Glaucite

Glaucite is the most common skymetal. It is an alloy of adamantine and steel. It weighs 50% more than steel and has a hardness of 15 and 30hp per inch. A compromise of cost and sturdiness. Weapons made of glaucite count as steel for the purposes of overcoming damage reduction and hardness. Smelting the alloy requires extremely high temperatures not easily found in Golarion. Isolating the adamantine is prohibitively expensive.

+100 gp/lbs as a worked material

1 gp/lbs as scrap or ingots
Invisibility ruling

The core rules mention that invisibility grants a +20 or +40 bonus to stealth checks, as well as a -20 or -40 penalty to perception check. I believe these are redundant.

Noticing or pinpointing a visible object is DC 0 plus circumstantial bonuses, such as distance or barriers. Invisibility adds 20 if the target animate while moving a significant amount\* or +40 if it is either inanimate or motionless. These bonuses are +10 and +20 for characters using telekinetic invisibility. When a character uses at least a move action to move while benefiting from cover or concealment, they can add their stealth check to the perception DC. The stealth check is penalized by 5 if the speed exceeds one-half of the character's movement speed (per move action spent). A successful perception pinpoints the creature, but line-of-sight and the ability bypass invisibility (if any) is still necessary to choose a target and ignore total concealment. This perception check is automatic and can occur once per round during combat or once outside of combat until the circumstances or nature of the actions taken are changed.

An invisible object cannot be chosen as a target for a spell or ability unless the object is touched. How this interacts with the activation time of the ability is unclear, but it is presumed that touching an inanimate, invisible object is free if the user is aware of its location. Visible material covering in or surrounding an invisible creature is sufficient for targeting that creature. Glitterdust specifically removes concealment from an affected invisible creature.

\*What constitutes a significant amount is movement of the limbs or body position. Physical actions that require a move or standard action are significant. Retrieving or stowing an item is significant. Concentrating or directing a spell is insignificant. Insignificant is also moving fingers or rotating one's head and body enough to be aware of one's surroundings.
Time Hop

**School** Transmutation **Level:** Sorcerer/wizard 2, Summoner 2

**Casting Time:** 1 Standard Action

**Components:** V, S

**Range:** Touch

**Target:** One large or smaller creature, or one object that weighs less than 100lbs per caster level

**Duration:** 1 round per caster level, see text

**Saving Throw:** Will partial (D) **Spell Resistance:** Yes

The target is sent into the future by up to 1 round per caster level. The target cannot act, be affected, or perceive anything for the duration. Any temporary effects on the target are suspended for the duration of this effect. The effect lingers where the subject disappeared and can be dispelled. The spell ends if the lingering effect is included in the area of an anti-magic field or a dimensional anchor spell. From the subject's point of view, no time has changed. The target attempts a new will save each round to reappear early. If the location is occupied, the subject is shunted to the nearest available location.

Based on the psionic power of the same name, maze, hold person.
Healing fire

**School** conjuration (healing) [fire]; **Level** Alchemist 3, Druid 3, Ranger 3, Shaman 3, Summoner 3, Witch 3

**Casting Time** 1 standard action

**Components** V, S, M (ash from a phoenix)

EFFECT

**Range** touch

**Target** living creature touched

**Duration** 3 rounds plus 1 round at levels 9 and 12.

**Saving Throw** Will negates (harmless); **Spell Resistance** Yes

DESCRIPTION

The restorative powers of fire burn in the target. The target heals for 5 hit point. After one round they heal 10 points. On subsequent rounds they heal 10 hit points. As a move action, the target can transfer this effect to another willing character within touch range. The target can also spend a standard action and end the spell to heal any number of allies within 10 ft for 3hp for each remaining round.

Note: 5+10+10+10 [+10+10] or 5+n\*3\*(3[+1+1])
Shriek of the grave

**School** necromancy [curse]; **Level** Cleric/oracle 3, Magus 3, Sorcerer/wizard 3, Witch 3

**Casting Time** 1 standard action

**Components** V, S

EFFECT

**Range** touch

**Target** living or undead creature touched

**Duration** 1 minute/level

**Saving Throw** Will negates (harmless), will negates transfer; **Spell Resistance** Yes, no to transfer.

DESCRIPTION

Reduce the damage the target takes from non-curse sources by 12. Each time you do, the target takes 2 damage at the beginning of their turn for a number of rounds equal to half the damage prevented, rounded down. If the amount prevented was odd, the target takes an extra damage on the first turn. The damage taken each turn stacks and is tracked separately. This spell can only prevent 30 plus 6 damage per caster level (max 90).

The target may make a touch attack to transfer the remaining damage of one curse to a new target. A will save prevents this transfer.

The damage does not end when this spell ends. This effect is considered a curse and can only be removed with a remove curse or higher level magic.

Note: this touch attack can be delivered by spellstrike
Persisting bulwark

**School** abjuration [force]; **Level** Cleric/Oracle 3, Magus 3, Paladin 3, Sorcerer/wizard 3

CASTING

**Casting Time** 1 standard action

**Components** V, S

EFFECT

**Range** touch

**Targets** creature touched

**Duration** 1 minute/level

**Saving Throw** None; **Spell Resistance** yes (harmless)

DESCRIPTION

You create a reoccurring field to protect the target. The target gains 10 temporary hit points. If a creature deals damage to these temporary hit points with a melee attack and do not deplete all of those hit points, as an immediate action the target may deal 1d4 force damage plus 1 per caster level (max 1d4+10). Doing so reduces the amount of temporary hit points this spell can provide by 5.

At the beginning of each of your turns, if the temporary hit points from this spell are less than 10, increase the amount remaining up to 10. This cannot in total grant more than 10 temporary hit points plus 5 hit points per caster level, to a maximum of 60 at level 10.
Nubglub-Skin Drum

Nubglub-Skin Drum

Price 6,000gp; Slot None; weight 5.0lbs; Aura: Moderate necromancy

A Nubglub-skin drum is activated or deactivated as as standard action by tapping it three times. While active, any character within a 30ft spread takes an extra 1d6 damage when taking damage from falling. When a character falls prone for any other reason, they take 1d6 non-lethal damage.

Requirements: Feats: Craft Wondrous Item; Spells: Staggering Fall; Cost: 3000gp
Fleshweave

**School** Transmutation [chaos]; **Level** alchemist 2, cleric/oracle 2, inquisitor 2, shaman 2, witch 2

CASTING

**Casting Time** 1 standard action

**Components** V, S

EFFECT

**Range** touch

**Target** creature touched

**Duration** instantaneous

**Saving Throw** Will half (harmless); see text; **Spell Resistance** yes (harmless); see text

DESCRIPTION

When you cast this spell, roll a d6

 2
 3
 4
 5
 6

On a roll of 1, there is no effect.

On a roll of 2, the statuses of shaken, frightened, panicked, and cowering are suppressed for 1 minute.

On a roll of 3, the statuses of sicken and nauseated are suppressed for 1 minute

On a roll of 4, the status of fatigue is suppressed for 1 minute

On a roll of 5, the status of entangled and grappled are suppressed for 1 minute.

On a roll of 6, heal 1d4 ability damage from a random damaged ability score.

On a roll of 2,3 4, or 5, When laying your hand upon a creature, you warp their injuries. The target is healed for 2d12-2 damage. At CL 7, they are instead healed for 2d12+1d8-3. At CL 9 and higher they are healed for 3d12-3.

On a roll of 6, the amount hit points healed are maximized
Infernal healing, moderate

**Infernal healing, moderate**

**School** conjuration (healing) [evil]; **Level** cleric/oracle 2, magus 2, sorcerer/wizard 2, summoner 2, witch 2

CASTING

**Casting Time** 1 round

**Components** V, S, M (1 drop of devil blood or 1 dose of unholy water)

EFFECT

**Range** touch

**Target** creature touched

**Duration** 15 rounds plus 2 rounds per level (Max 25)

**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless)

DESCRIPTION

You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment.
Chronobook

Chronobook spellbook

1st Decompose corpse, expeditious retreat, frostbite, jump, kinetic conversion, mage armor, magic missile, memory lapse, vanish, unseen servant

2nd Bladed dash^, embrace destiny, mirror image, retrieve item, time hop, time shudder, twisted futures,

3rd Beast shape 1, clairaudience/clairvoyance, haste, sands of time, slow

Preparation ritual:

Temporal Crush (Su): As long as you have at least one casting of a transmutation spell that hastes or slows prepared, you may temporally crush a target within 30ft as a standard action. The target takes 1d4 magic bludgeoning damage per the highest level transmutation spell you have available to cast and is slowed for 1 round. A fortitude save (DC same as your highest level transmutation spell) negates both effects.

^Not a wizard spell
Desertum-093

**Desertum-093** est un monde décrit dans le cinquième Rapport Scientifique du Projet Arthos, le monde est décrit comme une vaste étendue désertique composée de sable, gravier et totalement dénué de vie.

## Caractéristique

### Topographie

La topographie de Desertum-093 consiste en un paysage homogène de dunes et champs de gravier sans fin.

### Faune et Flore

Desertum-093 est dénué de signe de vie, végétale comme animale, cela s'explique en partie par l'absence totale d'eau ou d'atmosphère vivable.

## Magie arcanique

Desertum-093 fait preuve d'une très faible concentration de flux arcanique, cette absence pourrait expliquer son manque total de vie et diversité.
Replenishment

**School** transmutation; **Level** Alchemist 2, Druid 2, Ranger 2, Shaman 2, Witch 2

CASTING

**Casting Time** 1 standard action

**Components** V, S, M (an apical meristem from a rose)

EFFECT

**Range** touch

**Targets** creature touched

**Duration** 1 minute

**Saving Throw** Fortitude negates (harmless); **Spell Resistance** yes (harmless)

DESCRIPTION

You awaken the healing potential in the target. As a move action or a swift action, the affected creature heals 1d6+1 hit points. This action can be used four times plus one additional time at caster levels 6 and 9.
Vital power of earth

**School** conjuration (healing) [earth]; **Level** Druid 3, Ranger 3, Shaman 3, Summoner 3, Witch 3

**Casting Time** 1 standard action

**Components** V, S, M (a ball of clay)

EFFECT

**Range** close (25ft +5ft/2 levels)

**Target** 10ft radius burst

**Duration** 2 rounds

**Saving Throw** Fortitude negates (harmless); **Spell Resistance** Yes

DESCRIPTION

You summon the restorative powers of earth. The targeted area begins to glow. Any creature within the area will be healed for double the amount. After 1 round targets within a 5ft from the center of the burst are healed for 6hp and subsequent healing is doubled (tripled if the target was within the area at the beginning of both the first and second round). After a second round targets within 10ft of the center are healed for 6hp. The base amount healed increases by 1 at levels 8 and 11.

Note 0+6, 6+12, or 12+18