recursal/Fanatic-Fandom huggingface dataset:
Negative Energy Ray

**Negative Energy Ray**

Spell Level: Cleric 2; Favored Soul 2; Voodan 2; Wizard / Sorcerer 1; Evil domain cleric 1.

Innate Level: 1

School: Necromancy

Descriptor: Negative Energy

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: Yes

A ray of negative energy projects from your pointing finger.
You must succeed on a ranged touch attack with the ray to deal damage to a
target. The ray deals 1d6 points of negative energy damage for every odd caster
level, to a maximum of 5d6 at level 9. Negative energy spells have a reverse
effect on undead, healing instead of harming them.
Poison

Spell Level: Assassin 3; Blackguard 4; Cleric 4; Druid 3; Favored Soul 4; Voodan 3; Warmage 3; Water domain cleric 3

Innate Level: 3

School: Necromancy

Descriptor: Poison

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells: Neutralize Poison

Save: Fortitude Negates

Spell Resistance: Yes

If you succeed at a melee touch attack, the
target must make a fortitude save or suffer the effects of a horrible poison
(1d10 Constitution damage on primary and secondary hits). The DC of the poison
is 10 + 1/2 caster level + your primary spellcasting ability modifier
False Life

Caster Level(s): Assassin 3; Hexblade 2; Wizard / Sorcerer 2

Innate Level: 2

School: Necromancy

Descriptor(s):

Component(s): Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Hour + 1 Hour / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The caster harnesses the power of unlife to grant himself a limited ability to avoid death. While this spell is in effect, the caster gains temporary hit points equal to 1d10 +1 per caster level (maximum +10).
Heal

Spell Level: Cleric 6; Druid 7; Favored Soul 6; Voodan 6; Healing domain cleric 5.

Innate Level: 6

School: Conjuration

Descriptor: Healing

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells: Harm

Save: Will Half

Spell Resistance: Yes

The target of Heal is cured for 10 hit points of damage per
caster level, to a maximum of 150. Healing spells have a reverse effect when
used on undead, harming instead of healing them. A successful touch attack must
first be made when this spell is used against undead. Heal cannot reduce a
target's hit points to less than 1.
Monster Hunter

The folk of Ravenloft commonly apply the term "monster-hunter" to scholarly adventurers who research dangerous creatures seeking their weaknesses in order to eliminate them more easily. Monster hunters generally prefer to defeat their foes using knowledge, guile and superior tactics rather than brute force. Monster hunters learn to cast a few spells to assist in their hunt. A few have been mistaken as witches due to this ability. Monster hunters are generally of good alignment, but some become too zealous or fall into the trap of taking on their foes' tactics or worldview, usually without realizing they have done so. Evil monster hunters usually still believe themselves to be good, but may overlook a few mistakes or a too-forceful questioning of innocents in their pursuit of their foes.

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

**WARNING:** To cast a spell, a monster hunter must have an Intelligence score of 10 + the spell's level. For example, to cast a 4th-level spell, a monster hunter must have an Intelligence of 14.

- **Base Attack Bonus:** +3 / 4 Levels.
- **Hit Die:** d6.
- **Primary Saving Throw:** Will.
- **Proficiencies:** All simple weapons, light and medium armor.
- **Skill Points:**  6 + Int Modifier.
- **Spellcasting:** Monster Hunter Spells. (Intelligence-based, spell preparation is required, spell failure from heavy armor and shields is a factor).

**Class Skills:** Concentration, Disable Trap, Discipline, Heal, Hide, Lore, Listen, Move Silently, Open Lock, Parry, Search, Set Trap, Spot.
**Unavailable Skills:** Animal Empathy.

**Bonus Feat Progression:**

**Note:** Monster Hunters receive bonus feats at level 1, 4, 7, and 10 for Favored Enemy selection. They cannot progress beyond levels 1, 3, 6, and 9 unless Favored Enemy is selected.

**Note:** Monster Hunter cannot select humanoid races (with the exception of Half-Orcs) as favoured enemies.

**REQUIREMENTS:**

**Base Attack Bonus:** +2
**Feats:** Courage, Expertise.
**Skills:** Search 4 ranks, Lore 3 ranks.

**ABILITIES:**

**Level**
1: 1st Favored Enemy [Excluding Human, Halfling, Elf, Dwarf, & Half Elf, but not Half Orc.]
2: Studied Foe - Once per day gain a bonus to attack and damage rolls, armor class and saving throws vs favored enemies.
3: Turn Undead - Cause undead to flee in terror.
4: 2nd Favored Enemy
7: 3rd Favored Enemy
10: 4th Favored Enemy

**Note:** Turn Undead granted by the Monster Hunter class is *not* a valid prerequisite for many of the Turn Undead feats, such as Profane Lifeleech.

**Spell Progression:**

*Being able to cast 0 spells of a certain level per day means the monster hunter cannot cast spells of that level unless bonus spells slots of the appropriate level are granted by a high intelligence.*
Gutwrench

**Gutwrench**

Spell Level: Wizard / Sorcerer 8

Innate Level:  8

School: Necromancy

Descriptor: Death

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single Living Creature

Duration: Instant

Additional Counter Spells:

Save: Fortitude Partial

Spell Resistance: Yes

You rip at the target's insides and beckon its intestines to
burst forth. If the target fails a fortitude saving throw, it dies instantly.
Its intestines fly toward you and are absorbed into your form, granting you 4d6
temporary hit points and a +4 bonus to Strength. If the target's save is
successful, it does not die but still takes 10d6 points of negative energy
damage.
Hold Portal

**Hold Person**

Spell Level: Monster Hunter 1; Wizard/Sorcerer 1

Innate Level: 1

School: Abjuration

Descriptor:

Component: Verbal

Range: Medium

Area of Effect / Target: Single Object

Duration: 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

This spell magically locks the target door or container, with the Open Lock DC set at 20 + caster level, and the DC of the Strength roll to bash it open set at DC 10 + caster level. If the target is already locked, it will be set to this spell's DC unless higher already. This spell does not affect targets that require a key to be opened.

A sucessful dispel magic spell can negate a hold portal spell.
Haste

**Haste**

Spell Level: Bard 3; Beguiler 3; Wizard / Sorcerer 3; Time domain Cleric 3; Voodan 4; Travel domain Cleric 5.

Innate Level: 3

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect: Target Single

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells: Slow

Save: None

Spell Resistance: No

The target of this spell gains a +4 dodge bonus to Armor
Class, has its movement speed increased by 50%, gains 1 extra attack per round,
and can cast spells as if quickened.
Halt Undead

**Halt Undead**

Spell Level: Monster Hunter 3; Wizard / Sorcerer 3

Innate Level: 3

School: Necromancy

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Large

Duration: 1 Round / Level

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

If cast at a single undead, the undead is paralyzed for the
duration of the spell. If cast at an area, the three nearest undead become
paralyzed, and the duration of the spell is split equally among the targets.
No Identity

**Type of Feat:** General

**Prerequisite:** Can only take this feat at 1st-level.

**Specifics:** The character is a living cipher. Thanks to his unremarkable appearance, attitude, and other factors, no one knows or well remembers anything about him. Even he doesn't know anything about his background or ancestry. His unremarkable nature grants him a +2 bonus to Disguise and Hide checks.

**Use:** Automatic.
Invisibility Purge

Spell Level: Cleric 3; Favored Soul 3; Ranger 3; Voodan 3

Innate Level: 3

School: Evocation

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Colossal

Duration: 1 Turn / Level

Additional Counter Spells: Invisibility

Save: None

Spell Resistance: No

This spell creates a revealing aura around the caster.
Invisibility and Improved Invisibility effects are removed from any creature
that enters the area, friend or foe.
Overwhelming Critical

**Type of Feat:** Combat
**Prerequisite:** Fighter level 17, Str 18+, Cleave, Great Cleave, Improved Critical (in chosen weapon) and Power Attack.
**Specifics:** When using the weapon chosen, the character deals +2d6 points of damage on a successful critical hit. If the weapon's critical multiplier is x3, it's +3d6, and if the multiplier is x4, +4d6.
**Use:** Automatic.
Isaac's Lesser Missile Storm

**Isaac’s Lesser Missile Storm**

Spell Level: Wizard / Sorcerer 4; Warmage 4

Innate Level: 4

School: Evocation

Descriptor(s): Force

Component: Verbal, Somatic

Range: Long

Area of Effect / Target: Gargantuan

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: Yes

A number of energy missiles (one per caster level but to a
maximum of 10) appear and randomly target and hit any hostile creature in the
area of effect. If there are more creatures than missiles, only the closest
targets will be damaged. If there are more missiles than creatures, one of the
creatures will be hit with multiple missiles. Each missile does 1d4+1 points of
magical damage.
Frost Breath

**Frost Breath**

Spell Level: Cleric 2; Druid 2; Favored Soul 2; Voodan 2; Wizard / Sorcerer 2

Innate Level: 2

School: Evocation

Descriptor: Cold

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Cone

Duration: Instant

Additional Counter Spells:

Save: Reflex Half

Spell Resistance: Yes

You breathe a cone of intense cold at your foes. Your breath
deals 1d6 points of cold damage per two caster levels, to a maximum of 5d6. In
addition, all creatures in the area that fail a Reflex save are stunned for 1
round by the sudden shock of cold.
Ghoul Touch

**Ghoul Touch**

Spell Level: Wizard / Sorcerer 2

Innate Level: 2

School: Necromancy

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1d6 + 2 Rounds

Additional Counter Spells:

Save: Fortitude Negates

Spell Resistance: Yes

The caster's hand glows with an unearthly radiance. The
target creature must make a Fortitude save or become paralyzed. Creatures
paralyzed by this spell emit a noxious cloud that applies a -2 penalty to
skills, saving throws, attack and damage rolls to all creatures within 5 feet.
Inflict Serious Wounds

Spell Level: Blackguard 3; Cleric 3; Favored Soul 3; Voodan 3

Innate Level: 3

School: Necromancy

Descriptor: Negative Energy

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: Will Half

Spell Resistance: Yes

If the caster succeeds in striking an opponent with a touch
attack, the target suffers 3d8 points of negative energy damage, + 1 point per
caster level (to a maximum of +15). Inflict spells have a reverse effect on
undead, healing instead of harming them.
Indomitable Will

**Type of Feat:** Class
**Prerequisite:** Barbarian level 14.
**Specifics:** During rage, the barbarian gains a +4 bonus on Will saves versus mind-affecting effects. This bonus stacks with all other modifiers, including the bonus to Will saves the barbarian also receives during rage.
**Use:** Automatic.
Lesser Spell Mantle

**Lesser Spell Mantle**

Spell Level: Wizard / Sorcerer 5

Innate Level: 5

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

Creates a barrier around the caster that absorbs all
incoming spells and spell-like abilities. It can absorb up to 1d4+6 spell
levels of spells before collapsing.
Orb of Electricity

**Spell Level:** Warmage 4; Wizard / Sorcerer 4

**Innate Level:** 4

**School:** Conjuration

**Descriptor(s):** Electricity

**Component(s):** Verbal, Somatic

**Range:** Short

**Area of Effect / Target:** Single

**Duration:** Instant

**Additional Counter Spells:**

**Save:** None

**Spell Resistance:** Yes

A ball of electrical energy, its surface crackling with bolts of lightning, flies from your hand at your target. You must succeed at a ranged touch attack with the orb to strike a target. Any creature or object struck by the orb takes 1d6 points of electrical damage per caster level, to a maximum of 15d6, and must make a Fortitude save or be entangled for 1 round.
Painful Slumber of Ages

Invocation Grade: Greater

Equivalent Spell Level: 6

Descriptor:

Component(s): Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: Permanent

Save: Will Negates

Spell Resistance: Yes

This invocation causes a single living creature to fall into a comatose slumber. Normal stimuli, such as shouting or prodding, are insufficient to wake the subject, but any damage dealt to the subject will cause it to rouse immediately. Any creature awakened from this effect takes damage equal to the warlock's level (no save).
Noxious Blast

Invocation Grade: Greater

Equivalent Spell Level: 6

Descriptor:

Component(s): Somatic

Range: Long

Area of Effect / Target: Single

Duration: Instant

Save: Fortitude Partial

Spell Resistance: Yes

The warlock changes his eldritch blast into a noxious blast. In addition to the normal damage from the blast, any creature struck by a noxious blast must succeed on a Fortitude save or be dazed for 1 turn.
Lesser Mind Blank

**Lesser Mind Blank**

Spell Level: Beguiler 5; Wizard / Sorcerer 5

Innate Level: 5

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

This spell renders the target creature immune to mind-affecting spells and spell-like effects. In addition, the following negative effects are removed:

\*Charm

\*Confusion

\*Daze

\*Domination

\*Sleep

\*Stun

Not listed in spell description in game but does remove the Fear condition.
Globe of Invulnerability

**Globe of Invulnerability**

Spell Level: Wizard / Sorcerer 6

Innate Level: 6

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

A shimmering field of energy prevents all spells of level 4
or lower from affecting the target.
Gris-Gris

Specifics: Gris-Gris are physical manifestations of the spells cast by a Voodan, which they prepare when they rest. These charms can take any number of forms, from small carved tokens, primitive dolls, to elixirs. The Voodan can choose to select one or more of his prepared spells and give its Gris-Gris to an ally for their own use. That person can then use the Gris-Gris to cast the spell himself.

When a gris-gris is given to another character, the voodan can no longer cast the associated spell; furthermore, the spell slot remains unusable to the Voodan until the bestowed gris-gris has expired after its lifespan, which corresponds to the time left until the voodan can once again rest normally. A Gris-Gris bestowed on someone else also does not function as well as if the voodan had cast it himself. The caster level and DC of the spell are both reduced by three. For these reasons, most Voodan tend to limit the number of Gris-Gris they give away in a given day.

Use: Selected.

*\*\*The DC for created Gris-Gris is set to 13 + spell level - 3 and lasts for the duration of your character's rest cycle from creation.*
Good Hope

**Good Hope**

Spell Level: Bard 3; Voodan 4

Innate Level: 3

School: Enchantment

Descriptor: Mind-Affecting

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Colossal

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells: Crushing Despair

Save: None

Spell Resistance: No

This spell instills powerful hope in your allies. Each
affected creature gains a +1 bonus to attack, damage, and saving throws.

Good Hope dispels Crushing Despair.
Tickled to Sleep

Sometimes the torment proves too much for the Ticklee, either by length or extent. Exhaustion eventually sets in and they go out like a light.

When this is used to end a story, it could be an example of a (this trope needs a name! something about abrupt endings.).

If it simply leads to more tickling upon waking up, it could be an example of (also needs a name. Something about awkward transitions.)
Mass Fox's Cunning

Spell Level: Bard 6; Cleric 6; Druid 6; Favored Soul 6; Voodan 6; Wizard / Sorcerer 6

Innate Level: 6

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Colossal

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The intelligence of you and your allies is increased by 1d4
+ 1.
Greater Weapon Specialization

**Type of Feat:** Combat
**Prerequisite:** Fighter level 12 or Black Powder Avenger level 8, Greater Weapon Focus, Weapon Focus and Weapon Specialization in the chosen weapon.
**Specifics:** The character gains a +2 bonus to all damage done by the chosen weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization.
**Use:** Automatic.
Phantasmal Killer

**Phantasmal Killer**

Spell Level: Hexblade 4; Wizard / Sorcerer 4; Warmage 4; Death domain Cleric 4; Dream domain cleric 4

Innate Level: 4

School: Illusion

Descriptor: Fear, Mind-Affecting

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: Will and Fortitude Negate

Spell Resistance: Yes

The caster conjures an image of utmost horror to strike down
a single creature. The target may attempt a Will save to disbelieve the spell,
avoiding all ill effects. Failing that, the target then makes a Fortitude save
to avoid instant death. A successful save still inflicts 3d6 points of magical
damage.
Predator's Cry

**Predator’s Cry**

Spell Level: Druid 2; Ranger 2; Voodan 2

Innate Level: 2

School: Necromancy

Descriptor: Fear, Mind-Affecting

Component: Verbal

Range: Personal

Area of Effect / Target: Colossal

Duration: 1 Round / Level

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

You arch your back and release a terrifying howl. Animals that
hear the cry are consumed with mind-numbing fear that overrides all other
actions. The affected animals flee from their enemies.
Hania

## Basics

The capital of the world, trade, multiculturalism and arcane are central here. Lawful, neutral.

* Lord: Queen Aluora Gladdenstone
* Population/size: 50k (largest in the world)
* Races: Human (75%) Half-elf, elf, dwarf. (<5% orc)
* Culture: Hanian, artisan, atheist, lawful neutral, multicultural. (dominantly human)
* Similar to: Rome, Constantinople, Babylon, Venice
* Import & export: Imports pepper, monsters, food - exports magical objects (basil), advanced crafts, ships.
* Guard outfit: Pavise shields and ornate one piece hammers and glaives
* General mood: Positive, progressive, wealthy. Lots of royalty and nobility.
* Known for: Games (coliseum, summoner battles), Magic

## Areas & buildings

* The Magnificent Market (crafts, artisans, Genmerch)
* Tavern: Sixth Barrel (great mead) - run by Sari Caergarn (female dwarf)
* Tavern: Queen Aerella (ship, repurposed -- racial suburb)
* The Wild Market (Slave & animal trade, excecutions, magical items)
* Jannus' Harbour / Docks (The Al-Brada Trading Company (trade with bolvaria))
* The Grand Library (its basically emptied all historical books into the HIA)
* Royal Hanian Citadel (Knights of the Alliance)
* Royal Hanian Museum (artifacts from exploration & monster skeletons etc & art)
* Royal Hanian Treasury
* Emperor Jannus Zoo (monsters & animalia)
* House of the the Serpent Sovereign Servants (leodan flamelocks cult at hania)
* Chambers of Arcane, underground chamber/sewer system that is the Hania institute of Arcana (HIA). Has a small library with rare info. (the arcanists)
* ABED (Arena / Barracks / Colisseum / Dungeons )
* Monster Hunters Club (Lions Tamers)

## Plot/Quest

* Gain access to the Chambers of Arcane (hidden house is the accespoint, use invisibility potion to go inside)
* Creatures in the sewers (placed by HIA as deterrent)
* Bring slaves (wild market will buy them)
* (if cilffden diplomacy) Queen Aluora announces annexation of Cliffden
* Tavern keep wants to marry off butterface barmaid (looks like a troll) name: Marga Caergarn
* Capture & Sell artifacts/monsters/etc to Museum or Zoo
* Hanian army conscripture (tarantia gets attacked, set off to war?)
* Lions Roar Monster hunting
* Hanian Conspirators (warmongering rebels against the queen, in favor of an empire)
* Hanian Summoners Assembly (street summoners)
* Work for the Albrada Trading Company (ATC)
* Serpent Sovereign Servant plotline
Mass Negative Energy Protection

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

Innate Level: 7

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Huge

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

All allies within the area of effect are granted 50%
immunity to negative energy damage, immunity to level drain, and a +20 bonus to
saving throws made versus negative energy effects.
Minor Witchcraft Ability

**Type of Feat:** Class
**Prerequisite:** Hallowed Witch level 1.
**Specifics:** The hallowed witch can use a minor spell-like ability three times per day.
**Use:** Selected. This feat can be selected multiple times, picking a different ability every time.

The following abilities can be selected.

Charm Person

Daze Animal

Detect Poison

Sleep

Summon Creature I
Locations In Ravenloft

## The Demi-Plane of Dread

The demiplane of dread is known to those who inhabit it as the land of mists, and contains a mainland known as The Core, and small clustered islands somewhere in the sea, be it mist or ocean.

### The Core

The core is the largest and oldest grouping of domains, conventionally thought of as at the centre of the land of mists but the nature of the mists makes this impossible to verify.

Barovia

Blaustien

Borca

Darkon

Dementlieu

Dominia

Falkovnia

Forlorn

Ghastria

Hazlan

Invidia

Isle of Ravens

Kartakass

Keening

Lamordia

L'ile la Tempeste

Liffe

Markovia

Mordent

Nebligtode

Necropolis

Nova Vaasa

Richemulot

The shadow Rift

Sithicus

Tepest

Valachan

Vechor

Verbrek

### The Amber Wastes

Har-Akir

Pharazia

Sebua

### Frozen Reaches Cluster

Sanguinia

Vorostokov

### Shadowlands Cluster

Avonleigh

Nidala

Shadowborn Manor

### Verdurous Lands Cluster

Saragoss

Sri Raji

The Wildlands

### Zherisia Cluster

Paridon

Timor

### Islands of Terror

Bluetspur

Farelle

G'henna

I'Cath

Kalidnay

The nightmare Lands

Nosos

Odiare

Rokushima Taiyoo

Souragne

Staunton Bluffs

See also: Domains of Dread in POTM

**Visual Aide**

Maps of The Lands of the Mists aka Ravenloft setting
Iron Bones

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

Innate Level: 4

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single Undead

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

You cause the target undead to gain a +6 bonus to natural
armor, due to the hardening of its bones.
Hold Animal

**Hold Animal**

Spell Level: Druid 2; Ranger 2; Voodan 2

Innate Level: 2

School: Enchantment

Descriptor: Paralysis, Mind-Affecting

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: 1 Round / Level

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

The target animal is paralyzed for the duration of the
spell. This spell has a +4 bonus to DC.
Gilding

Gilding involves applying layers of metal upon weapons, bracers, gauntlets, helmets, or armours. The process usually involves first cleaning and softening the target item with an acid, then descending it into a mixture of mercury and the desired metal for gilding. You need 20 levels of smithing to be able to start mastering this craft.

Abilities: Constitution, Intelligence
Hexblade's Curse

**Type of Feat:** Class

**Prerequisite:** Hexblade level 1.

**Specifics:** The hexblade can unleash a curse upon a foe as a free action. The target must be visible to the hexblade and within 60 feet. The target of a hexblade's curse takes a -2 penalty on attack rolls, saving throws, armor class, skill checks, and damage rolls for a duration of 2 rounds per level. A successful Will save (DC 10 + 1/2 hexblade's class level + Charisma modifier [+ Curse Focus]) negates the effect.

The ability may be used once per day at level 1, twice per day at level 5, three times per day at level 9, four times per day at level 13, and five times per day at level 17, plus the character's Charisma modifier. The penalties increase to -4 at level 7, and to -6 at level 19.

**Use:** Selected. Use on your character to toggle the visual effect on or off.
Prismatic Ray

**Prismatic Ray**

Spell Level: Wizard / Sorcerer 5; Warmage 5

Innate Level:  5

School: Evocation

Descriptor: Special

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: Special

Spell Resistance: Yes

A creature struck by the ray randomly experiences 1 or 2 of
the following effects:

\*20 fire damage (Reflex half)

\*40 acid damage (Reflex half)

\*80 electrical damage (Reflex half)

\*Poison (Kills; Fortitude prevents death, target takes 1d6
points of Constitution damage instead)

\*Turned to stone (Fortitude negates)

\*Permanent confusion (Will negates)

There is a 6 in 7 chance the creature will experience 1
effect, and a 1 in 7 chance the creature will experience 2 effects.
Final Stand

**Type of Feat:** General
**Prerequisite:** Fighter level 16, Cha 12+
**Specifics:** Once per day, the character can inspire his allies to a heroic effort. Each ally (including himself) within 30 feet gains 10 hit points + his Charisma modifier for every four fighter levels for a duration of one turn and a number of turns equal to half his fighter levels + his Charisma bonus.
**Use:** Selected.
Inflict Light Wounds

**Inflict Light Wounds**

Spell Level: Blackguard 1; Cleric 1; Favored Soul 1; Voodan 1

Innate Level: 1

School: Necromancy

Descriptor: Negative Energy

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: Will Half

Spell Resistance: Yes

If the caster succeeds in striking an opponent with a touch
attack, the target suffers 1d8 points of negative energy damage, + 1 point per
caster level (to a maximum of +5). Inflict spells have a reverse effect on
undead, healing instead of harming them.
Feeblemind

**Feeblemind**

Spell Level: Beguiler 5; Hexblade 4; Wizard / Sorcerer 5; Curse Domain 5

Innate Level: 5

School: Enchantment

Descriptor: Curse, Mind-Affecting

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: Permanent

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

If the target creature fails a Will saving throw, its Intelligence and Charisma scores drop to 3, giving it roughly the intellect of a lizard. The creature still knows who its friends are and can follow them and even protect them. The creature remains in this state until a Remove Curse or Greater Restoration is used to cancel the effect of the Feeblemind. When used against a creature that can cast arcane spells, such as an assassin, bard, beguiler, hexblade, monster hunter, sorcerer, warmage, or wizard, the DC of the saving throw increases by 4.
Forfarian

In comparison to real world languages, Forfarian is analogous to Scottish Gaelic.

hello - daenacht hael

goodbye - beannachd leat

please - màs e do thoil e

thank you - taing thu

yes - seadh

no - nadh

help! - cuidich!

go away! - rach air falbh!

Mists - saoghal ceò

Where is an inn? - càite bià an òsda

castle - caisteal

druid - druid

goblyn - car fiacail mar

highlands - ghaidhealtachd

nature - nàdur

vampire - fuilfarng

ghost - bòcan

lich - màgl cor

werebeast - atharr-beathach

golem - rinn deuine

ancient dead - seann bàs

fiend - olc

Vistani - fìrinneach meirleach

hag - bean mar

 tartan - breacan

treant - craobh coisich

tree - craobh

wolf - madadh-allaidh

oak - darach

rowan - caorann
Greater Creeping Cold

**Greater Creeping Cold**

Spell Level: Druid 4; Voodan 4

Innate Level: 4

School: Transmutation

Descriptor: Cold

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: Special

Additional Counter Spells:

Save: Fortitude Half

Spell Resistance: Yes

The subject takes 1d6 cumulative points of cold damage per
round (that is, 1d6 on the 1st round, 2d6 on the second, and 3d6 on the third).
Only one save is allowed against the spell; if successful, it halves the
damage each round. Greater Creeping Cold lasts for 4 rounds. At level 15 it
increases to 5 rounds, and at 20 to 6 rounds. This spell will not deal more
than 6d6 damage in a single round.
Mass Longstrider

**Mass Longstrider**

Spell Level: Druid 5; Ranger 4; Voodan 5

Innate Level: 4

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Colossal

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

This spell increases the movement speed of all nearby allies
by 15%.
Hammer of the Gods

Spell Level: Cleric 4; Favored Soul 4; Voodan 4

Innate Level: 4

School: Evocation

Descriptor: Divine

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Huge

Duration: Instant

Additional Counter Spells:

Save: Will Half

Spell Resistance: Yes

The caster smites a group of enemies with divine light for
1d8 points of divine damage for every two caster levels, to a maximum of 5d8.
Enemies that fail a Will save are dazed for 1d6 rounds.
Protection from Curses

**Protection from Curses**

Spell Level: Cleric 2; Favored Soul 2; Monster Hunter 2; Paladin 2; Voodan 2; Wizard / Sorcerer 2
Innate Level: 2
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour + 1 Hour / Level
Additional Counter Spells:
Save: None
Spell Resistance: No

When this spell is cast, the caster chooses a target to be protected from curses. The target creature is granted a +4 bonus to all saving throws made versus curse effects.
Firearms (Exotic)

With the acquisition of the **Exotic weapon proficiency**, a character may use various firearms in the module. The two most common are muskets and pistols. Each are loaded with two components, gunpowder and bullets, which can be purchased in the game from certain vendors. These are used by activating a ranged touch attack from your quickbar or character inventory.

**Features:**

Firearms have a few interesting properties that make using the weapon type something of a dangerous gamble, or a reward for skill, knowledge, and a dash of luck.

***Attacks, Damage & Critical Hits:*** Firearms benefit from several features that make them a unique weapon choice. Its scripted attack ignores AC granted from the Chest slot. Higher than average dice (12d4) allow pistols and muskets to deal increased damage. Firearms 3x dice critical hit multiplier can make them devastating weapons against vulnerable targets. They also posses a 15% chance to Knockdown your target for 1d6+1 seconds on a successful hit.

***Backfiring:*** Any and all firearms (with the exception of a slim few) have a chance to backfire. This does small amounts of fire damage to the wielder, and also disorients them, hindering their reflexes. Through use of the Careful Handling feat this risk can be mitigated, however, not eliminated. (DMs, Devs and Players take note of the table below when designing firearms or selecting your weapon of choice)

* Unknown: 33% chance to backfire
* Quality Property Not Used: 30% chance to backfire
* Destroyed: 30% chance to backfire
* Ruined: 27% chance to backfire
* Very Poor: 24% chance to backfire
* Poor: 21% chance to backfire
* Below Average: 18% chance to backfire
* Average: 15% chance to backfire
* Above Average: 12% chance to backfire
* Good: 9% chance to backfire
* Very Good: 6% chance to backfire
* Excellent: 3% chance to backfire
* Masterwork: 0% chance to backfire
* Godlike: 0% chance to backfire

***Melee:*** Both muskets and pistols are able to be used in melee combat with the former being more adept at such. Pistols can be used in either hand (or both but his in not recommended).

***Magic & Guns:*** Through the use of the arcane, and even divine, you are able to charge your firearms in interesting ways.

***Long Range:*** Anything that you can see, you can shoot at with a firearm, having a much longer range than bows!

***Point Blank Shot:*** The +1 bonus from the feat applies in close combat.

***Special Ammunition & Varnishes:*** Merchants in game sell special types of ammunition to load into your firearm of choice! Additionally, crafted varnishes from players also work on the bullets! Just varnish the bullets before loading them, but beware of backfires and any additional damage added will be reflected back towards the shooter.

***Suicide:*** Target yourself for the easy way out?

***Zen Archery:*** This feat works with pistols, giving your Wisdom modifier instead of your Dexterity!
Mass Protection from Curses

Spell Level: Cleric 4; Favored Soul 4; Monster Hunter 4; Paladin 4; Voodan 4; Wizard / Sorcerer 4
Innate Level: 4
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Huge
Duration: 1 Hour + 1 Hour / Level
Additional Counter Spells:
Save: None
Spell Resistance: No

All allies within the area of effect are protected from curses. The caster and allies are granted a +4 bonus to all saving throws made versus curse effects.
Memory Rot

**Memory Rot**

Spell Level: Druid 5; Voodan 5

Innate Level: 5

School: Evocation

Descriptor: Disease

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: 1 Round / Level

Additional Counter Spells: Remove Disease

Save: Fortitude Negates

Spell Resistance: Yes

You create a cloud of white spores that infests the brain of
the target creature. The spores deal 1d6 points of Intelligence damage
immediately. Each round, the target makes a Fortitude save; if the Fortitude
save fails, the target loses 1 point of Intelligence. The spell ends if the
target succeeds at its saving throw, though any damage already done by the
spores remains.
Protection from Elements

Spell Level: Blackguard 3; Cleric 3; Favored Soul 3; Ranger 2; Voodan 3; Wizard / Sorcerer 3

Innate Level: 3

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Hour / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The target creature gains damage resistance 30/- against all
elemental forms of damage. The spell ends after absorbing 40 points of damage
from any single elemental type.
Holy Sword

**Holy Sword**

Spell Level: Paladin 4

Innate Level: 4

School: Evocation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Creature or Weapon

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

This spell transforms the target's melee weapon into a
powerful Holy Avenger, a specially blessed weapon that, when wielded by
paladin, acts as a +5 weapon. Additionally, the weapon deals 1d6 divine damage
against evil targets, dispels on hit with a caster level of 10, and grants the
wielder a spell resistance of 16.
Greater Spell Breach

**Greater Spell Breach**

Spell Level: Wizard / Sorcerer 6

Innate Level: 6

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: No

This spell strips an enemy of up to 4 magical defenses. This
spell will also reduce the target creature's spell resistance by 5 for 10
rounds.
Mass Barkskin

**Mass Barkskin**

Spell Level: Druid 4; Voodan 4

Innate Level: 4

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Gargantuan

Duration: 1 Hour + 1 Hour / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

Mass Barkskin hardens the skin of your allies, granting a
bonus to Nautral Armor Class based on your level:

Level 1-6: +3

Level 7-12: +4

Levels 13+: +5
Inferno

**Inferno**

Spell Level: Druid 5; Voodan 5

Innate Level: 5

School: Transmutation

Descriptor: Fire

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: 1 Round + 1 Round / 3 Levels

Additional Counter Spells:

Save: Fortitude Negates

Spell Resistance: Yes

The target ignites, taking 8d6 points of fire damage
immediately. In the following round, the target takes 7d6 points of fire
damage. The target takes 1d6 points fewer damage each round, with a minimum of
2d6 damage dealt per round, until the spell expires. Each round, the ignited
target attempts a reflex save for half damage. Those who succeed on the initial
fortitude save only suffer 1d4 fire damage, and the spell immediately ends.
Ghostly Visage

**Ghostly Visage**

Spell Level: Assassin 1; Bard 2; Voodan 3; Wizard / Sorcerer 2

Innate Level: 1

School: Illusion

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The caster is surrounded by a ghostly nimbus of light that
grants damage reduction 5/+1, prevents all spells of level 1 or lower from
affecting the caster, and grants 10% concealment.
Orb of Fire

**Spell Level:** Warmage 4; Wizard / Sorcerer 4

**Innate Level:** 4

**School:** Conjuration

**Descriptor(s):** Fire

**Component(s):** Verbal, Somatic

**Range:** Short

**Area of Effect / Target:** Single

**Duration:** Instant

**Additional Counter Spells:**

**Save:** None

**Spell Resistance:** Yes

An orb of white flames flies from your hand at your target. You must succeed at a ranged touch attack with the orb to strike a target. Any creature or object struck by the orb takes 1d6 points of fire damage per caster level, to a maximum of 15d6, and must make a Fortitude save or be dazed for 1 round.
Glibness

Spell Level: Assassin 4; Bard 3; Beguiler 3; Voodan 4

Innate Level: 3

School: Transmutation

Descriptor:

Component: Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Hour + 1 Hour / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The caster gains a +1 skill bonus to Influence per caster level.
Orb of Cold

**Spell Level:** Warmage 4; Wizard / Sorcerer 4

**Innate Level:** 4

**School:** Conjuration

**Descriptor(s):** Cold

**Component(s):** Verbal, Somatic

**Range:** Short

**Area of Effect / Target:** Single

**Duration:** Instant

**Additional Counter Spells:**

**Save:** None

**Spell Resistance:** Yes

An orb of blue ice flies from your hand at your target. You must succeed at a ranged touch attack with the orb to strike a target. Any creature or object struck by the orb takes 1d6 points of cold damage per caster level, to a maximum of 15d6, and must make a Fortitude save or be blinded for 1 round.
Leatherworking

Leatherworking involves turning leather materials into leather products, most commonly leather armours, boots and whips. Most leather armours are made by combining a hardened leather with a softer leather, and an armour pattern matching the desired design at a leatherworker's table. Boots and whips also require a proper pattern and are usually made from soft leather that can optionally be reinforced with metal. You will need a leatherworker's toolbox to practice this craft.

Abilities: Dexterity, Wisdom

Padded Armor is DC 15 to make, and requires 3 boiled leather patches and 3 leather patches.

Thick fur padded armor are DC 18, and requires 3 boiled leather patches and 3 thick fur leather patches.

Monstrous Spider Chitin Helmet are DC 18, and requires 2 Monstrous Spider Chitin plates.

Thick Fur leather boots are DC 18, and require 2 thick fur leather patches.

Thick Fur leather gloves DC 18, and require 2 thick fur leather patches.

A Worg Leather whip is DC 18, and requires 2 Worg Leather patches.

Ebon Tiger fur gloves are DC 21 and require 2 ebon tiger leather patches

Hard Boiled Padded Armor is DC 24

Thick Chitin Studded Leather armor is DC 25, and requires 4 thick chitin and 2 leather patches.

Thick Chitin Half plate is DC 29, requiring 7 chitin plates and 2 leather patches

Monstrous Spider Chitin and Dire Bear gloves are DC 27. and require 2 Dire bear leather patches and 1 monstrous spider chitin plate.

Thick Monstrous Chitin and Leather Full plate armor is DC 31, and requires 8 thick chitin plates and one leather patch
Find Traps

**Find Traps**

Spell Level: Bard 3; Beguiler 3; Cleric 2; Favored Soul 2; Voodan 2

Innate Level: 2

School: Divination

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

Target creature gains a +10 skill bonus to Search.
Miasmic Cloud

Invocation Grade: Least

Equivalent Spell Level: 1

Descriptor:

Component(s): Somatic

Range: Personal

Area of Effect / Target: Medium

Duration: 1 Turn

Save: Fortitude Special

Spell Resistance: No

A misty cloud of fog spreads in a 10-foot radius from the warlock. The fog does not block line of sight, but all creatures in the fog gain 20% concealment. Any creature (other than the warlock) that enters the fog must make a Fortitude save or become fatigued, reducing its movement speed by 50% and suffering a -2 penalty to Strength and Dexterity. These effects last as long as the creature remains within the cloud.
Polymorph

**Polymorph**

Spell Level: Hexblade 4; Ranger 4; Voodan 8; Wizard / Sorcerer 4; Animal domain Cleric 5.

Innate Level: 4

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

You are able to transform yourself or an ally into the
following forms:

\*Giant Spider

\*Troll

\*Umber Hulk

\*Pixie

\*Owl
Neutralize Poison

Spell Level: Bard 4; Cleric 4; Druid 3; Favored Soul 4; Paladin 4; Ranger 3; Voodan 3

Innate Level: 3

School: Conjuration

Descriptor: Healing

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells: Poison, Spider Poison

Save: None

Spell Resistance: No

The target creature has all traces of poison removed from
its system and becomes immune to poison for the duration of the spell. The
target creature is also cured of any ability drain.
Great Thunderclap

**Great Thunderclap**

Spell Level: Wizard / Sorcerer 3

Innate Level: 3

School: Evocation

Descriptor: Sonic

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Gargantuan

Duration: Instant

Additional Counter Spells:

Save: Special

Spell Resistance: No

You create a loud noise equivalent to a peal of thunder and
its accompanying shock wave. The spell has three effects. First, each creature
in the area must succeed at a Will save to avoid being stunned for 1 round.
Second, each creature must succeed at a Fortitude save or be deafened for 1
turn. Third, each creature must succeed at a Reflex save or be knocked down for
1 round.
Resistance

**Resistance**

Spell Level: Bard 0; Cleric 0; Druid 0; Favored Soul 0; Monster Hunter 1; Paladin 1; Voodan 0; Wizard / Sorcerer 0

Innate Level: 0

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 2 Turns

Additional Counter Spells:

Save: None

Spell Resistance: No

Grants the target creature a +1 bonus to all saving throws.
Illusion

Illusion

Spells from the **illusion** spell school are used to alter perception and generate illusions.

**Prohibited school:** Enchantment

**Prohibited to:** Divination and Enchantment

Note that these are the spells level for Wizards/Sorcerors. Some may change for Bard or Cleric.

Spell per innate level:

Level 1

* Color Spray

Level 2

* Ghostly Visage
* Invisibility
* Blade Weave
* Delusions of Grandeur

Level 3

* Shadow Binding
* Cone of Dimness
* Invisibility Sphere
* Displacement

Level 4

* Shadow Conjuration
* Phantasmal Killer
* Improved Invisibility

Level 6

* Greater Shadow Conjuration
* Ethereal Visage

Level 7

* Solipsism
* Shadow Shield
* Improved Invisibility Sphere

Level 9

* Weird
* Shades
Freeze

**Freeze**

Spell Level: Druid 5; Voodan 5

Innate Level: 5

School: Conjuration

Descriptor: Cold

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: 1 Round / 2 Levels

Additional Counter Spells:

Save: Reflex Negates

Spell Resistance: Yes

You strike a creature with a frozen beam, causing it to
become completely encased in ice and immobilized. Each round the creature
remains frozen it suffers 2d6 points of cold damage. The ice will absorb up to
30 physical damage or 30 fire damage, at which point the ice will break and the
creature is freed.
Glyph of Warding

Spell Level: Cleric 3; Favored Soul 3; Voodan 3

Innate Level: 3

School: Abjuration

Descriptor: Sonic

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Large

Duration: Permanent

Additional Counter Spells:

Save: Reflex Half

Spell Resistance: Yes

The caster creates a small, magical zone that can detect the
passage of enemy creatures. When the field is activated, it explodes, dealing
1d8 points of sonic damage per two caster levels to all creatures within the
area of effect (to a maximum of 5d8). After being triggered, the glyph
dissipates.