recursal/Fanatic-Fandom huggingface dataset:
Abrasion (Wizard Spell)

With this spell, a wizard causes the ground to vibrate violently, turning loose gravel and sand into deadly abrasives. The spell can be cast in the following terrains: rocky badlands, stony barrens, sandy wastes, salt flats, and boulder fields.

During the preparation time, the caster must enchant and mix the spell components, spending at least eight hours per day in isolation.

Once the enchantment is cast, the wizard shapes the area of effect. This totals ten 100 yard by 100-yard squares, plus five additional squares per level of the caster above 20th (a 25th-level wizard could, for example, lay them end to end in a barrier 100 yards wide and 3,500 yards, or just over two miles, long. The area of effect can be shaped as desired. The spell does not affect any vegetation in the area.

Any creature putting its full weight on the af­fected area suffers damage. The first round of contact inflicts 1 point of damage; the second round, one point of damage per Hit Die; on the third and subsequent rounds 1d3 points of damage per Hit Die. Especially tough footwear may postpone damage for one or, at most, two rounds. Creatures suffering more than half their total hit points in damage may be unable to free themselves from the area, at the DM's option.

The material components are sands caught in a driving wind and fragments of bone from crea­tures blasted clean in sandstorms.

Notes: Restricted to defilers and preservers, common.
Advanced Dungeons & Dragons 2nd Edition Wiki

**Welcome to the Advanced Dungeons & Dragons 2nd Edition Wiki!**
Compiling a handy reference for use with AD&D 2nd Edition.

* Character Kits (Work in Progress)

Races* Races (Work in Progress)

Monsters* List of Monsters (Work in Progress)

Books* Player's Handbook
* Dungeon Master Guide
* Monstrous Manual
* Tome of Magic
* Player's Option: Combat & Tactics
* Player's Option: Skills & Powers
* Player's Option: Spells & Magic
* Dungeon Master Option: High-Level Campaigns
* Campaign Option: Council of Wyrms Setting
* Player's Handbook Rules Supplements
* Dungeon Master Guide Rules Supplements (Work in Progress)
* Campaign Settings (Work in Progress)
* Monstrous Compendiums
* Spell Compendiums

* All Priest Spells
* All Psionic Powers

Nonweapon Proficiencies* Nonweapon Proficiencies (Work in Progress)

Items* Encyclopedia Magica (Work in Progress)
* Magical Item Tables (DMG)
* Magic Item Tables (TOM)
* Twelve New Magical Items (CWH)
Acceptance (Psionic)

This power lets the psionicist make one or more individuals docile and passive in captivity. The psionicist gains no special control over the creatures, but their strong emotions associated with captivity are nullified.

The power affects the psionicist's level in Hit Dice of creatures, provided they are in range. If more Hit Dice than that are in range, the smaller creatures are affected first ( excess Hit Dice are lost). Creatures under this power do not escape, attack, starve themselves, or disobey basic commands (to move, sleep, work, etc.). They are not charmed and have no love of their captors.

The creatures remain under the power as long as they stay in range and the psionicist continues to pay the maintenance cost. Especially harsh treatment may cancel out the power's effectiveness. Allow mistreated creatures a saving throw vs. paralyzation in such circumstances.

*Power Score* — The affected creatures automatically betray their own previous escape plans, and they betray each other to the psionicist.

*20* — The captive creatures become bent on escape and disrupt their captor's plans until they escape or are slain.
Aid (Priest Spell)

The recipient of this spell gains the benefit of a *bless* spell (+1 to attack rolls and saving throws) and a special bonus of 1d8 additional hit points for the duration of the spell. The *aid* spell enables the recipient to actually have more hit points than his full normal total. The bonus hit points are lost first when the recipient takes damage; they cannot be regained by curative magic.

For example, a 1st-level fighter has 8 hit points, suffers 2 points of damage (8-2 = 6), and then receives an *aid* spell that gives 5 additional hit points. The fighter now has 11 hit points, 5 of which are temporary. If he is then hit for 7 points of damage, 2 normal hit points and all 5 temporary hit points are lost. He then receives a *cure light wounds* spell that heals 4 points of damage, restoring him to his original 8 hit points.

Note that the operation of the spell is unaffected by permanent hit point losses due to energy drain, Hit Die losses, the loss of a familiar, or the operation of certain artifacts; the temporary hit point gain is figured from the new, lower total.

The material components of this spell are a tiny strip of white cloth with a sticky substance (such as tree sap) on the ends, plus the priest's holy symbol.

**Notes:** Common for clerics (PHB).
Acquiring, Dropping, and Changing Kits (CBH)

Bard kits should be taken only when the character is first created. The one exception might occur when this handbook is first introduced into a campaign. In this case, the Dungeon Master may allow certain existing bards to be converted to the kits that most resemble the manner in which they have been played in the past. However, note that such a transfer will have to be adjudicated by the Dungeon Master.

If a player decides to drop a bard kit, he should meet with his Dungeon Master to discuss the manner in which the transition should occur. When a kit is dropped, the character becomes a core bard (not a True Bard), and that character cannot regain his old kit. This has the following effects upon the character:

* Future weapon proficiency slots can be spent on any weapon desired.
* The bard's four bonus proficiencies must either be dropped or all future nonweapon proficiency slots must be spent paying for them before any new nonweapon proficiencies can be selected.
* The character no longer needs to pay attention to his old kit's suggested nonweapon proficiencies.
* The character can wear any armor normally allowed to the core bard, but cannot use any other type of armor (including shields).
* All special benefits are lost.
* All special hindrances are ignored.

It is possible for a bard to change kits, but only in one very limited manner. First, the bard's existing kit must be dropped. Then, if the bard wants, he may gain a new kit, but it must be the True Bard kit. The process for gaining the True Bard kit goes as follows.

* Once the bard's old bonus nonweapon proficiencies are either dropped or paid for, the next available proficiency slots must be spent gaining singing, musical instrument, reading/writing (native tongue), and local history.
* As the bard gains the next four levels, he gains one of the True Bard's special benefits at each new level. The specific benefit gained is determined by the player.
Abandoning Kits (CRH)

Once a kit is chosen for a ranger, it can't be exchanged later in the game for a different one. However, unless otherwise specified, it can be abandoned entirely, the character continuing the game as a standard ranger; that is, a ranger as described in the *Player's Handbook* without any of the benefits or hindrances associated with a particular kit.

Why would a player want to abandon a kit? Maybe recent campaign events have made the kit less fun to play (the king has declared amnesty for all Forest Runners). Perhaps the player feels limited by the kit restrictions (he wants more spells than those allowed to the Greenwood Ranger). Or maybe he's just tired of it (the Sea Ranger is fed up with life on the water). Whatever the reason, the DM should honor a player's request to abandon his kit. The abandonment may take place gradually, if the DM's wishes to work the change into an adventure, or immediately, if the DM doesn't see the change as significantly affecting the story line of his campaign.

A character who abandons a kit undergoes the following modifications:

* All of the kit's bonuses and benefits are lost. All penalties and hindrances are ignored.
* The character may use any weapons and armor normally available to the ranger.
* Should the character acquire new weapon proficiency slots, they may be spent on weapon proficiencies of the player's choice.
* The nonweapon proficiencies associated with the kit, including requirements and recommendations, no longer apply.
* Bonus proficiencies *aren't* forfeited. Instead, they are set aside (written down but not used) until the character acquires new nonweapon proficiency slots. The new slots must be spent paying for the former bonus proficiencies, in an order determined by the player. The player must pay for all former bonus proficiencies before he can choose any new nonweapon proficiencies.
Abjure - Shukenja (Priest Spell)

*See also Abjure (Priest Spell).*
*The oriental (shukenja) version of this spell is the same, except that it is reversible. The spell's reverse,* implore*, can summon a specific creature, of the same alignment as the shukenja, from another plane. Success is the same as for abjure, and the exact and proper names of the creature must be known. The implore does not restrain a summoned creature, and neither version affects en­tities of deity or demigod power.*

*The material components include the holy symbol of the shukenja, holy water, and any sub­stance the creature craves or respects.*
Air Walk (Priest Spell)

This spell enables a creature, which can be as big as the largest giant, to tread upon air as if it were walking on solid ground. Moving upward is similar to walking up a hill. A maximum upward angle of 45 degrees is possible at one-half the creature's movement rate, as is a maximum downward angle of 45 degrees at the normal movement rate. An air-walking creature is in control of its movement, except when a strong wind is blowing. In this case, the creature gains or loses 10 feet of movement for every 10 miles per hour of wind velocity. The creature can, at the DM's option, be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control of movement or suffering physical damage.

The spell can be placed upon a trained mount, so it can be ridden through the air. Of course, a mount not accustomed to such movement would certainly need careful and lengthy training, the details for which are up to the DM.

The material components for the spell are the priest's holy symbol and a bit of thistledown.

**Notes:** Common for druids (PHB).
Aiming at the Target (Wizard Spell)

This spell is an outgrowth of the wu Jen's train­ing in meditation and his ki powers. It is east by calming and clearing the mind through carefully controlled and strict breathing exercises. This action releases the energy of the spell.

When cast, this allows the wu jen to concen­trate on a single action regardless of other actions. It is one of only two spells a wu jen can cast with­out breaking the concentration required to main­tain another spell (finding the center also has this property). A wu jen could cast phantasmal force on one round and aiming at the target the next without breaking the concentration he needs to maintain the phantasmal force.

Once cast, it allows the wu jen to move nor­mally, receive his normal defensive adjustment for Dexterity, suffer damage, and make success­ful saving throws without breaking his concentra­tion. The mind of the wu jen is focused on the spell he is concentrating on, yet he is aware of events occurring around him.

The duration of the spell is two turns or until he stops concentrating on the first spell.

Notes: Restricted to oriental spellcasters and those trained by them. Common in oriental settings: otherwise very rare.
Aging (Psionic)

With this power, an evil psionicist can cause unnatural aging by touch (other psionicists can use this power, too, but their alignment would begin to twist toward evil). The victim ages 1d4 years instantly and must make a saving throw vs. polymorph. Failure means that the change was traumatic, and he ages another year automatically.

If the psionicist's power check result was a 1, there is a backlash and he, too, ages 1d4 years.

*Power Score* - The victim ages 1d20 years.

*20* - The psionicist ages 1d10 years.
Aerial Servant (Priest Spell)

*For Air Kin, Elemental from Monstrous Manual, see Aerial Servant (MM).*

This spell summons an invisible aerial servant to find and bring back an object or creature described to it by the priest. Unlike an elemental, an aerial servant cannot be commanded to fight for the caster. When it is summoned, the priest must have cast a *protection from evil* spell, be within a protective circle, or have a special item used to control the aerial servant. Otherwise, it attempts to slay its summoner and return from whence it came.

The object or creature to be brought must be such as to allow the aerial servant to physically bring it to the priest (an aerial servant can carry at least 1,000 pounds). If prevented, for any reason, from completing the assigned duty, the aerial servant returns to its own plane whenever the spell lapses, its duty is fulfilled, it is dispelled, the priest releases it, or the priest is slain. The spell lasts for a maximum of one day for each level of experience of the priest who cast it.

If the creature to be fetched cannot detect invisible objects, the aerial servant attacks, automatically gaining surprise. If the creature involved can detect invisible objects, it still suffers a -2 penalty to all surprise rolls caused by the aerial servant. Each round of combat, the aerial servant must roll to attack. When a hit is scored, the aerial servant has grabbed the item or creature it was sent for.

A creature with a Strength rating is allowed an evasion roll, equal to twice its bend bars chance, to escape the hold. If the creature in question does not have a Strength rating, roll 1d8 for each Hit Die the aerial servant and the creature grabbed have. The higher total is the stronger.

Once seized, the creature cannot free itself by Strength or Dexterity and is flown to the priest forthwith.

**Notes:** Common spell for clerics (PHB).
Acquiring Proficiencies (CBD)

Proficiencies are the best way to quantify the various skills that distinguish dwarves from each other.

## Acquiring Proficiencies

How weapon and nonweapon proficiency slots are acquired is described on page 51 of the *Player's Handbook*. Detection proficiency slots are described below.

Refer to the following table when it is necessary to determine the number of proficiency slots a character starts with, the number available, and at what levels new ones are acquired.
Miasmi

Miasmi is the "animal" enemy of Lupus, created from Lupus' shadow as a result of Lupus' neglect towards some Cursed Ones. Lupus' red shadow developed into Miasmi, the spirit of the injustice Cursed Ones. The Miasmi controlled Andrea, at first, and later Sancho in the century of the Bronze Beast. Sancho became an insane killing machine until Miasmi influence and it took Pizne and Kitsuki a long journey to find out how to put Miasmi to hibernation and defeat Sancho... For a while, until they are reborn as KoLy and Pol, who discover that Sancho has risen again, and with more power because the Miasmi has absorbed some of the power of Kitsuki and Pizne.
Aasimar (disambiguation)

Disambiguation page for Aasimar (disambiguation)The following is a list of links to pages that might share the same title.Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.
**Aasimar** may refer to:

* Aasimar - Playable Race
* Aasimar (PWH) - Planewalkers Handbook

* Aasimar (Creature) - Creature Statblock - *Monstrous Compendium Planescape Appendix I (2602)*
Acquiring Kits (CPaH)

A player chooses a kit for the paladin as part of the character creation process. A paladin may have only one kit.

To create a new paladin, begin by determining his ability scores (*PH*, Chapter 1). Then choose his character kit, recording the pertinent information on the character sheet. The sheets at the end of this book are designed for paladin character kits; permission is granted to copy these pages for personal use. Use the kit information to determine other aspects of the character, such as proficiencies]] (*PH*, Chapter 5, and Chapter 5 of this book) and equipment (*PH*, Chapter 6, and Chapter 6 of this book).

You can incorporate any character kit into an existing campaign, provided the DM approves. A kit should be compatible with the paladin's personal history, background, and established personality traits. For example, the Chevalier kit might be a logical choice for a paladin who has devoted himself to serving a monarch. However, the Skyrider kit would be a poor choice for a paladin who has a fear of flying.
A DM Guide to the Planes (PCS)

*Our community needs more information on this page! Can you help out? Click here to add more.*
Planescape: Campaign Setting

* Book 1: A Player's Guide to the Planes
* Book 2: **A DM Guide to the Planes**
* Book 3: Monstrous Supplement
* Book 4: Sigil and Beyond

## Chapter 1: Introduction

* Introduction
* The Scope of the Planes The
* The Tone of the Planes

## Chapter 2: Magic and the Planes

* Magic and the Planes
* Effects on Spells
	+ Effects on Spells (PCS)#Native Sons
	+ Connected Planes
	+ Extra Dimensions
	+ Categorical Alterations
	+ Spell Keys
* Priests and Their Gods
	+ Power Keys
* Magical Items
	+ Magical Weapons and Armor

## Chapter 3: Traveling the Planes

* Traveling the Planes
* Keeping Control
* To and From the Prime
	+ Elemental Vortices
	+ Astral Conduits
	+ Portals
* The Great Road
* The Ethereal Plane
* The Astral Plane

## Chapter 4: The Inner Planes

* The Inner Planes
* General Conditions
* The Plane of Air
* The Plane of Earth
* The Plane of Fire
* The Plane of Water
* The Paraelemental Plane of Smoke
* The Paraelemental Plane of Magma
* The Paraclemental Plane of Ooze
* The Paraclemental Plane of Ice
* The Quasielemental Plane of Lightning
* The Quasielemental Plane of Radiance
* The Quasielemental Plane of Mineral
* The Quasielemental Plane Steam
* The Quasielemental Plane of Vacuum
* The Quasielemental Plane of Ash
* The Quasielemental Plane of Dust
* The Quasielemental Plane of Salt
* The Positive Energy Plane
* The Negative Energy Plane

## Chapter 5: The Outer Planes

* The Outer Planes
* General Conditions and Features
	+ Layers and Realms
	+ Getting Around the Outer Planes
* Magic on the Outer Planes
* Spell Crystals
* Paths Within the Great Ring
	+ The River Oceanus
	+ The River Styx
	+ Yggdrasil, the World Ash
	+ Mount Olympus
* Dealing With the Powers
* The Lady of Pain
* The Blood War
* The Abyss
* Acheron
* Arborra
* Arcadia
* Baator
* The Beastlands
* Bytopia
* Carcer
* Elysium
* Gehenna
* The Gray Waste
* Limbo
* Mechanus
* Mount Celestia
* Pandemonium
* Ysgard

## Tables

* Table 1: Spells with Planar Pathways
* Table 2: School Alterations by Plane
* Table 3: Spell School Equivalents of Magical Items

Template:Navbox Planescape: Campaign Setting
Accelerate Lifeline (Wizard Spell)

This spell speeds the aging process of any creature of Intelligence 2 or greater. The creature ages up to one year per level of the chrono­mancer. The exact amount must be set to the nearest month before the spell is cast. Aging occurs at a rate of one year per turn and a system shock roll to avoid death is required. While undergoing the change, any action attempted is performed at one-half normal ability.

The material component is a small piece of polished amber and an ounce of ichor from a tether beast. The affected creature must be touched, and it receives a saving throw vs. death magic if unwilling.

The reverse of this spell, reverse lifeline, can­not bring back the dead, but it can reduce the age of the recipient by up to one year per level of the caster. Age reduction occurs at a rate of one year per turn, and a system shock roll to avoid death is required. The creature must still be touched, and it receives a save if unwilling. The material com­ponents are the same as above, plus a cup of pure spring water subjected to the Demiplane of Time for one subjective day.

Notes: Restricted to chronomancers; common.
Adept (Class)

Adept

Intelligence Intelligence

As mentioned previously, magic is all but unknown on Gothic Earth. Still, a few individuals have secretly kept alive the ancient knowledge of spellcasting and magical lore. While many frauds might claim knowledge of the arcane arts, truly talented people are few and far between.

Hit Points

Adepts roll 1d4 to generate starting hit points. (This roll can be modified by a Constitution bonus, but adepts are limited to a maximum bonus of 2 hit points per level. Refer to Table 3: Constitution in the Player's Handbook.) At each additional level up to and includ ing the 10th, an additional 4 is rolled, modified by the character's Constitution bonus if appropriate. That result is added to the hit point total. Aher the 10th level, the character no longer rolls for hit points with each new level, but gains I point per level. Constitu tion bonuses do not apply after the 10th level.

Level Advancement

Adepts use Table 20: Ward Experience Levels in the Player's Handbook for determining experience levels. This table is reprinted at right for convenience. Thus, an adept with 2,500 experience points is con sidered 2nd level. An adept who has an Intelligence score of 16 or greater receives a 10% bonus to the number of experience points that the DM awards. This allows adepts with high scores in the prime requisite to advance in level more rapidly than their peers.

Saving Phrows and Attack Rolls

slots. An adept gains one additional weapon proficiency slot with every fifth experience level. An adept gains one additional norweapon proficiency slot at every third level.

An adept who uses a weapon with which he is not proficient suffers a -4 penalty on the attack roll. An adept must devote at least one nonweapon proficiency slot to the Spellcraft proficiency.

Spell Use

Adepts are the only characters able to learn wizard spells an Gothic Earth. When first created, an adept has the ability to cast only the cantrip, detect magic. and read magic spells. While this may seem like nothing to an experienced AD&D game player, this represents an inconceivable mastery of the supernatural on Gothic Earth

An adept who wishes to master other magical spells must seek them out or invent and research them. Both processes are difficult and full of danger. The actual leaming and practice of the spell, however, may be far more perilous than anything the character did to find. This subject is discussed in greater detail later in this book (See Chapter V Magic)

Adept Experience Levels

An adept begins a career with two weapon proficiency slots and five nonweapon proficiency

Adepts calculate saving throws and attack rolls in the same manner as wizards in the ADED core rules. Saving throw numbers appear in Table 60 Character Saving Throws in the Player's Handbook. Attack rolls, also known as THAC0, appear in Table 53 Calculated THAC0s in the Player's Handbook

Proficiency Slots
Aasimar (Race)

*For other Aasimar, see Aasimar (disambiguation).*

### Classes & Level Caps

Fighter 14\*, Ranger 14\*, Paladin 14\*, Wizard 14\*, Cleric 12\*, Druid 15\*, Thief 15\*, Bard 9\*

### Class Combinations

fighter/priest, fighter/mage, fighter/bard, ranger/mage, ranger/priest, mage/priest, mage/thief, mage/bard, and priest/bard.

### Vision

Infravision 60 feet

\* Single-classed Aasimar can rise two levels above the stated maximums
Can exceed the level limits for the allowable classes if they have high prime requisite scores (DMG Table 8).

**Special Advantages:**

* +1 to surprise checks.
* Takes half of the damage normally delivered from heat and cold attacks.
* +2 bonus to saving throws versus any sort of magical charm, fear, emotion, or domination effect.
* All nonwizard aasimar have 10% magic resistance on top.

**Aasimar Variation**

* Can choose to have CHA +1 instead of STR +1
* Rarely Aasimar can have spell-like abilities such as detect lie, detect evil, or light (all usable once per day) rather than the resistances to heat or cold.

Racial Adjustment for Thieves
Accelerate Healing (Priest Spell)

This spell enables the affected creature to experience natural healing at twice the normal rate for 1–4 days. In other words, a person affected by *accelerate healing* regains 2 hit points per day of normal rest or 6 hit points per day spent resting in bed. The spell has no effect on *potions of healing* or other magical forms of healing.

**Notes:** Uncommon spell; a specialty for priests of Time (ToM).
400 Fantastic Materials (CWH)

Occasionally, the DM will need to introduce a fantastic magical material into his campaign. Such a material might be required as an ingredient for a PC wizard's magical research (especially if the DM is using the fantastical approach to magical fabrication described on page 84 of the Dungeon Master's Guide), it might be the focal point of a quest, or it might be a necessary component to remove a curse.

If the DM has no specific material in mind, he can generate one by rolling 1d20 two times on Table 19. The first die roll selects an element from Category A; the second die roll selects an element from Category B. The selected elements become part of this phrase: "The (Category A) of a (Category B). " For instance, if the first die roll is 3 and the second die roll is 5, the fantastic material is "the breath of a butterfly."

If he desires, the DM can simply pick elements from each category to form specific materials. He can also substitute similar elements for the choices in Category B. For instance, he might substitute "bumblebee" for "butterfly" (so the example above becomes "the breath of a bumblebee") or "diamond" for "stone."

If random rolls produce results that seem inappropriate or frivolous (such as "the breath of a stone"), the DM can roll again for either category or substitute any category choice he wishes. Unless the DM has a specific meaning in mind, the players must discover the precise meaning of a fantastic material or the means to produce or locate it. Discovering the meaning of a fantastic material can easily become the premise for a new adventure.
Ability Scores (POSP)

Once a player character's six ability scores have been established, it's time to introduce the Player's Option concept of *sub-abilities*. Each standard ability score—Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma—is divided into two sub-abilities. These are more specific definitions of what makes up a character. For example, a character's Strength score is divided into the sub-abilities of Stamina, which reflects being able to physically exert oneself over a period of time, and Muscle, which measures the raw power needed to force open locked doors or overturn banquet tables.

To determine a character's sub-abilities, simply double the score of the parent ability (Strength, Wisdom, etc.) and divide that total between the sub-abilities. The scores for the two sub-abilities must be within four points of each other. Only whole numbers are allowed, no sub-ability score can be lower than 3, and—with the exception of Strength—no sub-ability score can be higher than 18. Racial modifiers to ability scores are exceptions to this rule. Also, sub-abilities can exceed racial ability maximums and minimums.

For example, Leon is determining the sub-abilities for his fighter. The fighter's six ability scores are:

Leon doubles the fighter's Strength score (16x2=32), and divides the 32 points as follows: Stamina—15, Muscle—17 (15+17=32). Leon records this on his character's record sheet.

Sub-abilities are used as the base numbers for many proficiencies in the *Player's Option* system. See chapter six for more information.

Sub-ability scores also are used in place of the six standard ability scores when ability checks are called for. For example, if Leon's fighter wanted to lift a large piece of fallen masonry that is trapping a fellow adventurer, the DM normally would call for one Strength check to see if the fighter is capable of lifting the heavy block of stone, and another Strength check to see if the fighter can hold the block aloft long enough for the other character to crawl free. Without sub-abilities, the fighter stands an equal chance of succeeding at both attempts.

Using the same scenario with the *Player's Option* system, the DM would call for a Muscle check (Muscle score of 17) to see if the fighter has the sheer power to lift the stone block off his friend. Assuming that roll is successful, next a Stamina check (Stamina 15) would be needed to hold the masonry in the air long enough for his friend to move out from under it.

The 12 sub-abilities are listed below, along with their effects on characters.

* Strength
	+ Stamina
	+ Muscle
* Dexterity
	+ Aim
	+ Balance
* Constitution
	+ Health
	+ Fitness
* Intelligence
	+ Reason
	+ Knowledge
* Wisdom
	+ Intuition
	+ Willpower
* Charisma
	+ Leadership
	+ Appearance
Airy Water (Wizard Spell)

The *airy water* spell turns normal liquid, such as water or water-based solutions, into a less dense, breathable substance. Thus, if the wizard wanted to enter an underwater place, he would step into the water, cast the spell, and sink downward in a globe of bubbling water. He and any companions in the spell's area of effect can move freely and breathe just as if the bubbling water were air. The globe is centered on and moves with the caster. Water-breathing creatures avoid a sphere (or hemisphere) of airy water, although intelligent ones can enter it if they are able to move by means other than swimming. No water-breathers can breathe in an area affected by this spell. There is only one word that needs to be spoken to actuate the magic; thus, it can be cast under water. The spell does not filter or remove solid particles of matter.

The material component of the spell is a small handful of alkaline or bromine salts.

**Notes:** Common spell (PHB).
Aerial Servant (GEP)

*See also Aerial Servant (Creatures).*

It's not surprising the creatures from planes other than the Prime sometimes make permanent homes in the Waveless Sea. The aerial servant is a creature originally native to the Elemental Plane of Air that now calls the Deep home (though many aerial servants still also reside upon the Elemental Plane of Air). 'Course, the name "aerial servant" is a name given them by cutters on the Prime who summon them-since aerial servants are only semi-intelligent at best, they don't have a specific race name for themselves. Instead, they flow in almost-mindless happiness through the Misty Shore, feeding upon the currents that stir the ethereal medium.

When viewed on the Ethereal, aerial servants possess a wavering humanoid torso that trails away into sparkling blue vapor; when summoned to a prime world, they remain invisible. Naturally, they don't like being summoned for service and always attack their summoner unless restrained by a spell (protection from evil serves this purpose). (*MONSTROUS MANUAL* under "Elemental, Air Kin")

**AERIAL SERVANT:** AC 3; MV Fl 24 (A); HD 16; THAC0 5; IIAT 1 ; Dmg 8d4 (grapple); SA Grab; SD + 1 or better weapon to hit, invisible; SZ L (8' tall); ML elite (14); Int semi- (2-4); AL N; XP 9,000.

SA-*Grab*: Aerial servants have a Strength of 23 and attack by grabbing and strangling opponents, causing 8d4 points of damage with the initial strike and each round thereafter until the victim breaks free. A victim with exceptional Strength receives a percentile chance equal to his exceptional Strength to break free; those with 19 or greater strength automatically break free. Creatures with more hit points than an aerial servant can also break its grasp at will.

SD-*Invisible*: Prime targets suffer -5 penalties to surprise.
A Tour of the Outlands(PPO)

The rest of this booklet shows a cutter just what he might expect to find in his travels across the Land. First, there's a good look at each of the gate-towns (on pages 8 through 27). There, he can get the dark on a number of subjects: a general description of each town and its people; who's in charge of the place; where and how to use the gate; interesting sites to take in or avoid; and the current chant from the streets about what's really going on. Then, a cutter can read about various other locations in the Land (on pages 28 through 32). These spots include small villages, camps, realms and domains scattered across (and under) the surface. Welcome to the Outlands, berk. Try to live long enough to learn a thing or two.
Abjure (Priest Spell)

*See also Abjure - Shukenja (Priest Spell).*
This spell can send an extraplanar creature back to its own plane of existence. The spell fails against entities of demigod status or greater, but their servants or minions can be abjured. If the creature has a specific (proper) name, it must be known and used. Any magic resistance of the subject must be overcome, or the spell fails. The priest has a 50% chance of success (a roll of 11 or better on 1d20).

The roll is adjusted by the difference in level or Hit Dice between the caster and the creature being abjured; the number needed is decreased if the priest has more Hit Dice and increased if the creature has more Hit Dice. If the spell is successful, the creature is instantly hurled back to its own plane.

The affected creature must survive a system shock check. If the creature does not have a Constitution score, the required roll is 70% + 2%/Hit Die or level. The caster has no control over where in the creature's plane the abjured creature arrives. If the attempt fails, the priest must gain another level before another attempt can be made on that particular creature.

The spell requires the priest's holy symbol, holy water, and some material inimical to the creature.

**Notes:** Common spell for clerics (PHB).
Agriculture (Proficiency)

## Player's Handbook

The character has a knowledge of the basics of farming. This includes planting, harvesting, storing crops, tending animals, butchering, and other typical farming chores.

## Skills & Powers

This skill includes automatic success at planting, harvesting, storing crops, using an existing irrigation system, tending animals, and butchering. Tasks that require proficiency checks include designing or making an irrigation system, and weed and pest control. The animal empathy and climate sense traits each provide +2 bonuses to relevant agriculture proficiency checks.

## The Complete Barbarian's Handbook

**Agriculture:** Available only in the most advanced barbarian cultures, this proficiency gives the character a primitive knowledge of farming techniques. He knows how to care for small herds of livestock, such as goats and sheep. He can raise modest crops in favorable conditions, usually wheat, rice, and other grains. He knows that plants grow better in cultivated soil, and uses sticks and bones to break the ground. He has little or no understanding of irrigation, fertilization, pest control, food preservation, or crop rotation.
Five Howls in the Night

## Summary

Five Howls in the Night is the fifth series/arc. It is about the five true Cursed Ones seen in centuries after Bluesky's Declaration. The story starts when the Five fulfil their destiny and arrive at The Cave for training. As they are training, Andrea, the Main Alpha, goes missing and when she returns finally she refuses to tell any animal where she had been. She gives out ridiculous commands and on one day she gives the command of killing the Five, which the wolves do not follow because Lupus herself had given orders to help the Five and not harm them at all costs. Andrea starts getting mad, but the Five go missing so she cannot kill them anymore. Later it is found out that the Five have escaped to find out why Andrea was so corrupted. They go on a quest, discovering Miasmi which is the very substance that corrupted Andrea. They must kill Andrea, defeat the Miasmi or at least put it into hibernation so that it does not corrupt any other animal.

## The Five

* Kaatje (Wolf)
* Wyatt (Coyote)
* Collienette (Jackal/Border Collie-Jackal hybrid)
* Neura (Fox)
* Ruukol (Dog)
Abbathor's Greed (Priest Spell)

The priest who casts this spell can determine the single most valuable item within the spell's area of effect. This information gained involves the item's monetary value only. Magical items are revealed to be only as valuable as the materials from which they are made. This aside, the caster learns the item's exact value (in terms of gold pieces).

For every 1,000 gp value of the item, there is a 1%cumulative chance that Abbathor himself takes notice of the item and desires it for himself. If this occurs, there is an equal chance that Abbathor sends an avatar to retrieve the object. The total chance won't exceed 95%.

The avatar's sole purpose is to retrieve the de­sired item and return with it to the Gray Wastes. Under no circumstances does the avatar of Abbathor become involved in the affairs of the priest. Any attempt to prevent the avatar from car­rying out its duty is dealt with accordingly.

**Notes:** Granted by the evil dwarven deity Abbathor.
Activities on the Astral (GAP)

Although when they are on another plane githyanki tend to work in groups, on the Astral it's very possible to come upon a lone individual. Not all of them stay in their fortress cities. Many like to explore the infinite expanse of the Silver Void, and some do so solo. Githyanki explorers can be found wandering alone or in small groups on or off an astral ship.

Both to hone their various skills and to stockpile food for planar trips, githyanki enjoy hunting. In the Silver Void, astral whales provide great challenges for the githyanki manning their harpoon-laden ships. Top-shelf, well-armed parties will go after more powerful prey, such as an astral deva, a dhour, a foo creature, or a shedu. No githyanki will ever attack an astral dreadnought - they're too canny for such extreme foolishness.

Githyanki hr'a'cknir study the flows of astral energies throughout the plane. They operate essence mines on a select few dead gods to draw forth some of the strange energies involved with a power's corpse (always careful not to offend the Guardian of the Dead Gods). Hr'a'cknir are always accompanied by retinues of other githyanki as escorts.

Sometimes a githyanki'll spend his or her time on the Astral alone, contemplating some lofty concept, some grand plan, or the energy patterns of the Astral itself. One thing is always true of the githyanki, though — they never think small.

The githyanki hate the Athar and resent their presence on the Astral — not because of their beliefs, but because they are intruders into their space. When it suits them, they wage war on the faction members and its headquarters. Other times, they'll attack some of the other planars that have settled here — particularly those that stray too near githyanki "territory." Fortunately for nongithyanki, most of the githyanki's military might is saved for the githzerai or the illithids.
Acid Rain (Priest Spell)

*For other Acid Rain Spells, see Acid Rain.*

This terrible conjuration creates a toxic shower that covers all within its area of effect. The droplets are a corrosive acid that eats through metal, cloth, and flesh. Creatures caught beneath the rain take 2d6 points of damage. It is easy enough to move out of the cube, but those who cannot continue to take 1d6 points of damage for each round spent in the rain. Anyone who fails to make a successful saving throw vs. spell must make item saving throws vs. acid for exposed equipment as well.

**Notes:** Common for Elemental Water priests from the Dark Sun setting.
Adrenaline Control (Psionic)

## The Complete Psionics Handbook

By controlling the production and release of adrenaline in his system, the psionicist can give himself temporary physical boosts on demand. When he increases his adrenaline, the character gains 1d6 points, which he can add directly to his Strength, Dexterity, or Constitution scores however he chooses. He enjoys all the normal bonuses for high physical attributes while this power is in effect.

If the psionicist's power check result is a 1, he overtaxes his system with this adrenaline. He still gets the boost, but he loses twice that many hit points, too.

*Power Score* - Instead of dividing the d6 result, the character applies that many points to each of the three attributes.

*20* - The psionicist must make a successful system shock roll or suffer a 50% loss in current hps and pass out for 1d8 hours.

## Player's Option: Skills & Powers

This power temporarily boosts the amount of adrenaline in the user's system, giving him physical advantages. He gains 1d6 points to divide among his Strength, Dexterity, and Constitution scores as he chooses, thus increasing them while the power is in effect. He receives all of the normal bonuses for high ability scores during this period. (If used to increase Constitution, the user might temporarily gain bonus hit points. Damage suffered is subtracted from the extra hit points first.)

Exceeding racial maximums is dangerous. When an attribute is increased beyond the racial maximum and the user stops paying the PSP cost, he must make a system shock check; he suffers 1d6 points of physical damage if the roll fails.
Reed Fang

Reed Fang as the Alpha of the Pine Leaf Pack

**Reed Fang** is a big strong Rottweiler with very long claws and glaring deep green eyes.

**Reed Fang** was the Alpha of the Pine Leaf Pack, the pack which Kaatje, who was then known as Broken Past, was supposedly born in. Actually she was not born in the pack, and in fact Reed Fang was harsh to her because she was One of the Five. He did not know that Ruukol was One of the Five too, which led to him completely trusting him as his Beta who was then known as Flint. After Ruukol and Kaatje left for The Cave, Reed Fang continued leading his pack, through the war. Reed Fang died defending his pack from Andrea's Imposter's recruits, impaled by a spear and left to die, while his pack was killed in front of his eyes.

## History

His patrol had found the pup in their territory in the forest. Thinking she was abandoned, his packmates wanted to kill her, but he commanded them to back down so that he could have a look. Reed Fang looked up into the night sky. A star blazing down from the sky towards the treetops. Reed Fang took this as a notice that the pup should live, so he took her in. In a dream, some time later, it was revealed by Kaatje's mother that Kaatje was One of the Five, and pleaded for Reed Fang not to tell her. Reed Fang agreed reluctantly, as he was anxious to get rid of the Cursed One in his pack. Seeing that he had no choice but to honour his promise and please Lupus at the same time, he had to make Kaatje the Omega so that the Cursed pup could remain in his pack. Soon enough, Reed Fang's jealousy for Kaatje grew. Kaatje's mother never entered his dreams again, and Reed Fang grew resentful of the special Cursed One in his pack.

After Ruukol and Kaatje left, he lead the pack and ensured that each packmate obeyed only him. He followed the Rules of Lupus strictly, punishing any packmate who dared break the rules. His loyalty and desperateness to please Lupus went to far.

When the war broke out, Andrea's Imposter's recruits came to raid the packs near the Cave. He and his pack fell victim as they were really near the Cave. The invaders brought weapons that Reed Fang could never dream of. For one last time he spat at the thought of Kaatje and Ruukol; the pain and betrayal, the weapons and enchantment that they could learn but he would never be able to, before he was impaled by one of the invaders while defending his packmates. As he bled to death, he could not do anything while his packmated were killed right in front of his eyes.

*You've brought pain to the land, Kaatje and Ruukol. You were better off as my Omega and Beta.*
Bluesky

Bluesky as an apprentice

**Bluesky** is a big gray she-wolf with stormy blue eyes and a long fluffy tail. She has a torn left ear and a burn on her forepaw from when she was an apprentice.

**Bluesky** was a Stargazer born into a Razorfang pack in the time when Cursed Ones roamed the forest. She had to abandon her old life to go to the Cave Where Gazing Rock is to fulfil her destiny and learn the ways of a Stargazer, including the art of fighting and enchantment.

She tries to earn the respect of the higher ranked wolves, because she had Razorfang roots. She struggles to complete training as war draws near, Cursed Ones raiding the Cave territory and protesting that life wasn't fair. While Bluesky mocks that life was never fair, she continues to fight and hope that not only would she complete her training, but also earn the respect of all those senior warriors of the Cave.

## History

### Bluesky's Declaration

Bluesky is introduced into the story as a young Stargazer intent on becoming the Beta of the Cave, and pleasing the Main Alpha so that she could do so. Her mentor, Nova, comments that she is headstrong and brave, but sometimes stupid and follows her heart instead of her brain. She takes a longer time to complete training than most, partly because of the impending war, but also because she could not get used to the ways of a wolf of the Cave. Her denmates leave the Omegas' den as they get promoted, teasing her for always being the Omega. However, after she was saved from a fire pit during a lost battle and found the "missing piece" of her prophecy, Nova finally agreed that it was her time to be a true warrior.

#### The prophecy

> A flame born from the dimmest light,
>
>

> A pelt of stars in the brightest night.
>
>

> A storm of claws and fangs arise,
>
>

> The land will be filled with battle cries.
>
>

> A light in the blizzard joins the fight,
>
>

> Befriends the fire saved from her plight.
>
>

> Torture, betrayal and away she flies,
>
>

> The snowflake meets her own demise.
>
>

She becomes a Beta of the Cave, and grows close to the Razorfang who rescued her and whom she initially distrusted. Avalanche is accepted into the cave, however only in the Razorfang chambers, although she is allowed to participate in Stargazer activities.
Accelerate Animal Growth (Wizard Spell)

Upon casting this spell, the chronomancer manipulates time with respect to a creature of animal intelligence (I). A creature ages up to one month per level of the chronomancer. The amount of aging must be decided before the spell is cast. Aging occurs at a rate of one month per turn. The creature must make a system shock check at 85% (+1%/Hit Die of the animal, to 99%) or die within 1d4 rounds. Any actions (combat, flight, and so on) the creature takes during the process occur at half its normal ability (attacks as if at half its Hit Dice and loses half its attacks, move­ment base is halved, and so on). This spell does not allow the creature to exceed its natural size.

The material component necessary for this spell is a piece of bio-matter from the type of ani­mal to be affected. If the chronomancer touches the animal during the spell, no material compo­nent is required.

The reverse of this spell, reverse animal growth, reduces the age of the affected creature by up to one month per caster's level to a mini­mum age of one month. The amount of change must be decided before the spell is cast, and the reversal occurs at a rate of one month every two turns. The rules for the material component are the same.

Notes: Common for chronomancers; otherwise very rare.
Razorfang

Razorfangs are the majority of the canine population who form packs. They are usually made up of completely Razorfangs, because Stargazers must go to the Cave while Cursed Ones are usually abandoned and perhaps left to fend for themselves when they are old enough. When a wolf pup is born, they will be sorted into one of the three canine groups: Stargazer, Razorfang or Cursed One. The Cursed Ones are at the bottom, hence its name. They are often despised and looked down upon. The Razorfangs are in the middle, the majority. Stargazers are the elite, the rare ones who are talented and strong.

An exception are The Five, where Kaatje, Ruukol and Collienette are "Cursed Ones" although they live in Razorfang packs.

## Known Razorfangs

* Avalanche
* Reed Fang
* Kaatje's former Razorfang Pack