recursal/Fanatic-Fandom huggingface dataset:
Shield Charge

**Name:** Shield Charge

**Type:** Attack

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** 20 ft, Target

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Charges at an enemy within 20 ft and cause damage equal to (your size + armor value).

1. Tiny: 1
2. Small: 2
3. Medium: 3
4. Etc.
Mislead

You become invisible (as *greater invisibility*, a glamer), and at the same time, an illusory double of you (as *major image,* a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don’t notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.

The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The *greater invisibility* lasts for 1 round, regardless of concentration.
Ability Template

**Name:** Name of the Ability

**Type:** Defense/Attack/Projectile/Movement/Unique/Ultimate

**Spell**: Y/N?

**Prep(Spell only):** Casting/Incantation/Charm/Curse/Enchantment/Ritual/Spirit/Body/Mind/Alteration/Ruin/Relic/Concentration

**Mana/Energy:** M/E

**Mana/Energy Usage:** 0-100

**Area:** Ft and Effected Area

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable
Holy Prison

**Name:** Name of the Ability

**Type:** Defense/Attack/Projectile/Movement/Unique/Ultimate

**Spell**: Y/N?

**Prep(Spell only):** Casting/Incantation/Charm/Curse/Enchantment/Ritual/Spirit/Body/Mind/Alteration/Ruin/Relic/Concentration

**Mana/Energy:** M/E

**Mana/Energy Usage:** 0-100

**Area:** Ft and Effected Area

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable
Phantasmal Killer

You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell’s subject can see the phantasmal killer. You see only a vague shape. The target first gets a knowledge roll to recognize the image as unreal. If that roll fails, the phantasm touches the subject, and the subject must succeed on a roll against the caster or is feared. Even if the roll is successful, the subject takes 3d6 points of damage.
Farming

Farming is the talent stat that represents agriculture and cattle.

Seeds will represent how long it takes for the Vegetable/Fruit to grow.

Fruit/Vegetables provide small buffs to stats ap and energy/mana. You can sell produce for money.

You ***must*** own a Patch of Land to farm/breed.

Different types of food may change the outcome of a breed of cattle.

## Fertilizer

Fertilizer changes the growth and sometimes the color of the plant. Color of plants can improve value or have different effects to animals.

**Reduce** **days:** White 2, Blue 3, Yellow 2, Green 3

**Increase** **production:** Red 1, Purple 2, Orange 1, Black 3

 Red
 Blue
 Purple

 Orange
 Green
 Black

 Cattle

Rising Cattle is a way of breeding and selling animals for meat, mounts, and pets.

Cattle can be raised from any creature that may be seen in the land of Valantira.

Most pets can be sold for meat, butchered.

Some pets and mounts can also be sold for skin.

Cattle is determined in stats by the creature chart
Contractor

## Prerequisite

**Description:** A contractor can create magical contract of magical properties that once agreed upon, cannot be undone or betrayed.

**Class Buff:** +3 Charisma

**Class Debuff:** -2 Strength, -1 Agility

**Magic/Energy:** Magic

**Class Type:** Caster

**Limitations:** All contracts are specific.

**Combat Style:** Ritual

**Ability types:** Attack, Defense, Projectile, Unique, Ultimate.

**Profession Bonus:** +5 for Bribery checks
Point Blank Punch

**Name:** Point Blank Punch

**Type:** Attack

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Adjacent

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** With an arrow drawn/round in chamber, strike your enemy with your fist and release/fire your weapon at the same time.
Kalean

## **Religion**

**God you follow:** Yu'tomus

**Buffs from Following:** +5 to crafting

**Gods you worship:** Nox'ious

## **Profession**

**Profession buff:**

 ☀ +3 to attack roll when fighting creatures.

**Profession Money:**

+2gp

**Profession Bonus:** You know the amount of Ammo every weapon has based off your knowledge of ranged weapons.

## **Inventory**

0/10

**-10 damage when using two hand weapons. -5 damage when using swords.**

## **Other Bonus**

Automatic Languages: Common, Elven

Bonus Languages: Abyssal
Thieving

Thieving is the act of stealing from a person or place. You can only be of evil/chaotic alignment to steal. It will make your alignment change if you steal being a positive alignment. Your roll goes against the person or place you're stealing from you roll a 1d20 and apply your bonus. If you're facing the GM your GM gets no bonus. You can only steal from basic places until level 10

 Thieving Bonus

## Achievable Feats

* Can steal from noble places

* Can steal from NPCs

* Can steal from Players

* Can Steal specific Items

* Can steal heavily guarded items.
Commanding Presence

**Name:** Commanding Presence

**Type:** Ultimate

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** 30 ft, Radius

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** You give the two nearest enemies who are under the effect of a condition, an ultimatum: fight for you, or die. Those who refuse, take 2d20 damage. Those who help you, take 2d10 once the other enemies are defeated, or 3 rounds have passed, and they become hostile if not killed.
One Handed Finesse

**Name:** One Handed Finesse

**Type:** Defense

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Adjacent, Target

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** When wielding two one handed weapons, or a single one handed weapon, you can bypass 3 endurance of your target.
Escape Artist

## Prerequisite

**Description:** Can escape most situations without being forced to battle when things get too intense

**Required Race(If Any): Most a small race only**

**Class Buff: +3 Agility**

**Class Debuff: - 2 Endurance**

**Magic/Energy: Energy**

**Class Type: Rouge**

**Limitations: +10 using tools and exotic ranged weapons**

**Ability types:** Unique  Attack Ultimate Movement Projectile

**Profession Bonus: +10 to progress when crafting tools.**

 **Proficiency:** Tools
Leaping Crash

**Name:** Leaping Crash

**Type:** Attack

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Target

**Duration:** One Round

**Cooldown:** Three Rounds

**Save:** Dodgeable, Missable and Blockable.

**Limitation:**

**Description:** Leap into the air and crash down onto your enemy causing bonus damage and knocking them down. If the enemy successfully blocks then they are knocked back.
Adapt to the Pack

**Name:** Adapt to the Pack

**Type:** Defensive

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Self

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** For (Number) rounds, gain bonuses of the selected animal family.
Symbol of Sleep

This spell functions like *symbol of death*, except that all creatures of 10 strength or less within 60 feet of the *symbol of sleep* instead fall into a catatonic slumber for 4 rounds. Unlike with the *sleep* spell, sleeping creatures cannot be awakened by nonmagical means before this time expires.

Unlike *symbol of death*, *symbol of sleep* has no hit point limit; once triggered, a *symbol of sleep* simply remains active for 10 minutes per caster level.

*Note:* Magic traps such as *symbol of sleep* are hard to detect and disable. A rogue (only) can use the Search skill to find a *symbol of sleep* and Disable Device to thwart it.
Summon Swarm

Summon Swarm
You summon a swarm of bats, rats, or spiders (your choice)(Shadows for Dark Magician) , which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel. Creatures deal damage based on spell level.
Mysteriengilde

Die **Mysteriengilde** ist eine Fraktion für die der Spieler arbeiten kann, in dem er Mysteriumfragmente sammelt. Diese kann man gegen verschiedene Items eintauschen.

Die Mysteriengilde sammelt Wissen und interessiert sich sehr für den Fortschritt der Wissenschaft und Magie. Seitdem ihr ehemaliger Anführer Endaron starb wird sie von Alera Ducat angeführt.

Der Sitz der Mysteriengilde ist Eraltor unter dem Klunkersee.

Die legendäre Item, welches man durch die Mysteriengilde erhält, ist Ender.
Interposing Hand

creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover for you against that opponent. Nothing can fool the hand—it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however. An *interposing hand* is 10 feet long and about that wide with its fingers outstretched. It takes damage as a normal creature, but most magical effects that don’t cause damage do not affect it. *Imposing hand* has 2 hit points and each attack against it hits for 1 no matter how strong or weak the attack is.
Schlittschuhe

**Schlittschuhe** sind Schuhe mit der einzigartigen Verzauberung IceSkating, die in der Eishalle in Icastorn gekauft werden können. Sie kommen in zwei Varianten vor, die sich vorallem an der Geschiwindigkeit auf dem Eis unterscheiden.

### Attribute

* Seltenheit: Common
* Unzerbrechlichkeit
* IceSkating I

### Attribute

* Seltenheit: Rare
* Unzerbrechlichkeit
* IceSkating II

## Einzigartige Verzauberung

### IceSkating

Bückt man sich auf Eis, während man Stiefel mit dieser Verzauberung trägt, bewegt man sich schneller voran. Die Geschwindigkeit ist dabei bei IceSkating II höher als bei IceSkating I.
Bestial Wrath

**Name:** Bestial Wrath

**Type:** Ultimate

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** 30 ft, Creature

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Cause your animals to become territorial, any actions caused by nearby enemies will trigger a basic attack from your animals, they also get a bonus to Endurance and Strength.
Divine Intervention

**Name:** Name of the Ability

**Type:** Defense/Attack/Projectile/Movement/Unique/Ultimate

**Spell**: Y/N?

**Prep(Spell only):** Casting/Incantation/Charm/Curse/Enchantment/Ritual/Spirit/Body/Mind/Alteration/Ruin/Relic/Concentration

**Mana/Energy:** M/E

**Mana/Energy Usage:** 0-100

**Area:** Ft and Effected Area

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable
Silver Spirtwind

## **Religion**

**God you follow:**

☀Causiaus - God of ***Chaos,** Death**, Negative Emotions -** Piece of Runifer*

**Buffs from Following:**

☀+10 Magic Damage when using Dark Magic

**Gods you worship:**

☀*Chaotic Evil*

## **Profession**

Profession buff:

☀+4 Charisma when attempting to calm a situation

**+10 Detect magic checks.**

Profession Money:

☀100gp /mo

## **Inventory**

0/10

* Racial Feats: Quick Step:Always have 3 dodges regardless of Speed and Accuracy
Emergency Response

**Name:** Name of the Ability

**Type:** Defense/Attack/Projectile/Movement/Unique/Ultimate

**Spell**: Y/N?

**Prep(Spell only):** Casting/Incantation/Charm/Curse/Enchantment/Ritual/Spirit/Body/Mind/Alteration/Ruin/Relic/Concentration

**Mana/Energy:** M/E

**Mana/Energy Usage:** 0-100

**Area:** Ft and Effected Area

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable
Heilungsstock

Der **Heilungsstock** ist ein billiger, leicht verzauberter Stock, der für Neuanfänger unter den Supporter-Klassen geeignet ist. Er ist aus einem einfachen Zweig geschnitzt und schreit gerade zu nach Anfängeritem, das möglichst schnell ersetzt werden will, z.B. durch den Grünheilungsorb. Man kann den Heilungsstock für 4 Smaragde bei Suglendus Antiquitäten in Alur kaufen.

## Nutzen

Die Verzauberung *GroupHeal I* bewirkt, dass man per Rechtsklick mit dem Item für 1 Mana pro Sekunde jeweils 1 HP bei sich und seinen Mitspielern in unmittelbarer Nähe heilt.
Avalon

Avalon is a very large kingdom that consists of four districts that harbors many races within its reach. The ruler is Eveala, a relatively young high elf. People of many races come to this city to set up shop, settle down, or stay indefinitely, thus, the kingdom is mostly overcrowded in areas. Full of guilds, merchants, and trades of every kind, there's always something to do or get into in this busy Kingdom.The ruler of each district consults one another for the passing of laws and dealing with trade among the other districts and doing business outside the kingdom as well.

## **History**

Avalon has always been a hub for all the races to come and go for trade, previously, the ruler of each district were once rulers of their own kingdoms, but most were lost to the disaster that wiped half the population of Valantira and due to their companionship with the high elves, were invited to stay among them.
Bash

**Name:** Bash

**Type:** Attack

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Adjacent

**Duration:** One Round

**Cooldown:** Two Rounds

**Save:** Dodgeable, Missable, Blockable

**Limitation:**

**Description:** Smash your weapon into your opponents head, causing damage and the opponent to be dazed.
Dice Rolling

## Checks

Checks are the quick checks to see how well you can do things. There are basic checks for your character stats (Applies your modifier) and talent stats (Applies Modifier of every 10 levels).

### Disadvantage

There will be negatives to checks depending on GM discretion.

 Easy
 Medium
 Hard
 Very hard
 Nearly impossible

### Advantage

You can receive advantages on Checks depending on your Roleplaying ability and character bonus'. All Advantages are given on GM Discretion. Advantage is a 1d10.

## Combat Rolls

When in combat there are types of rolls you need to apply.

### Success rolls

Success is a 1d20 that is used for anything in combat that applies chance. You roll success for each basic attack. This determines if you or your enemy is effected by your attack or not. Your points allow you to dodge/miss/block against combat if you fail a success against an attacker.

* Dodge - Speed - Their Accuracy (unless a creature)
* Blocks - Take damage in half
* Miss - Your luck - theirs = how much you can choose to miss

### Damage rolls

Your weapon applies a set amount of Damage seen in equipment . The damage of your weapon can be increased by the material it's made out of and your strength mod. (Your weapon is made from an average material and does no bonus if it's not said by the gm)

### Contests

Sometimes one character's or monster's efforts are directly opposed to another's. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal--for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.

Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, they compare the totals of their two checks. The participant with the higher check total wins the contest

### Counters

Rolling a d20 Against a success applies a counter attack. (Basic attacks only) Counters can not be dodged

### Criticals

Crits apply when you roll the highest of a dice roll for your weapon or if your weapon states other wise. Most crits are x2 the amount of damage.

### Crippling

Crippling a body part is when specifically targeting a part of the body it applies if your success roll is a natural 20 you apply your Attack roll and 1d4 for specific body part being crippled. Constitution Feat can stop you from being crippled. Crippled body parts are unusable for x amount of rounds. You may take disadvantage penalties.

#### Disabling

Disabling an opponent is rolling a 4 on your crippling roll.

### Grappling

To grapple an opponent your size can not be under 2 Sizes smaller than your opponent. You roll a d20 + Strength modifier as a success roll against the person you're grappling. If you're successful the opponent is in your grasp and can not move or attack. If you fail your opponent can roll for an attack.
Arm's Reach

**Name:** Arm's Reach

**Type:** Unique

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** 5 ft, Self

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Can pick up your weapon from the ground or switch as a free action.
Ray of Exhaustion

A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target.

The subject is immediately exhausted for the spell’s duration. A successful roll by the target means the creature is only fatigued.

A character that is already fatigued instead becomes exhausted.

This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell’s duration expires.
God's Chosen

**Name:** Name of the Ability

**Type:** Defense/Attack/Projectile/Movement/Unique/Ultimate

**Spell**: Y/N?

**Prep(Spell only):** Casting/Incantation/Charm/Curse/Enchantment/Ritual/Spirit/Body/Mind/Alteration/Ruin/Relic/Concentration

**Mana/Energy:** M/E

**Mana/Energy Usage:** 0-100

**Area:** Ft and Effected Area

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable
Thief

## Prerequisite

**Description: The classic rouge with a bit of skill in the art of pocket picking**

**Profession Bonus: Automatically gets pocket picking feat.**

**Proficiency: Light Melee Weapons**

## Special/Feat Information

####  **Lucky Potential**

Beginning at level 10th , you can reroll a success roll that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 20th level and three times between long rests starting at 30th level.
Circle of Death

A *circle of death* snuffs out the life force of living creatures, killing them instantly.

The spell slays 1d4(10) hp worth of living creatures . Creatures with the fewest HP are affected first; among creatures with equal HP, those who are closest to the burst’s point of origin are affected first. No creature of 40 or more HP can not be affected.
Scavenging

## Types Of Scavenging

You can scavenge for items, you may find small materials and things you need, or you can find trash and things that may not interest you. These are known as scavenge checks. a 1d20 roll decides if you've found anything of worth. This is also good for Looting. Looting is a scavenge check that is off the bodies of enemies. When you level in scavenging you can find things easier and also be more proficent in scavenging from people/creatures. Skinning and looting body parts is part of scavenging. Leveling up in Scavenging applies a bonus to a 1d4 check to allow you to scavenge more items.

 Scavenging Bonus
Spike Growth

Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its appearance.

In areas of bare earth, roots and rootlets act in the same way. Typically, *spike growth* can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell’s area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area.

Any creature that takes damage from this spell must also succeed on a agility roll or suffer injuries to its feet and legs that slow its land speed by one-half for as long as the spell is active.

*Spike growth* can’t be disabled with the Disable Device skill.
Woodcutting

Allows you to craft materials using different types of woods. Some Wood has increased properties in damage and even defense. Some wood may also improve accuracy as you can handle differently made woods easier with more grace.

***The bonus below shows the level required to cut and craft a material to apply it's buff.***

 Wood type Bonus

Buff Applies to Weapon material

* The xp gained is based off the type of wood you cut.
* The level you are in woodcutting shows what kind of wood you can cut.
* **Note:** You have more of a chance of finding weapons/shields made with the wood buffs if you can already cut that type of wood.
Greater Rage

**Name:** Greater Rage

**Type:** Defense

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Self

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Strength and health bonus increased from rage.
Glyph of Warding

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

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

*Note:*Magic traps such as *glyph of warding*are hard to detect and disable. A rogue (only) can use the Search skill to find the *glyph*and Disable Device to thwart it.

*Blast Glyph:*A *blast glyph*deal spell level damage, to the intruder and to all within 5 feet of him or her. This damage is acid, cold, fire, electricity, or sonic (caster’s choice, made at time of casting). Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect.

*Spell Glyph:*You can store any harmful spell of 3rd level or lower that you know. All level-dependent features of the spell are based on your caster level at the time of casting the *glyph.*If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect the area or effect is centered on the intruder.

\
Hold Person

The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a success roll -5 to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)

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

**Name:** Name of the Ability

**Type:** Defense/Attack/Projectile/Movement/Unique/Ultimate

**Spell**: Y/N?

**Prep(Spell only):** Casting/Incantation/Charm/Curse/Enchantment/Ritual/Spirit/Body/Mind/Alteration/Ruin/Relic/Concentration

**Mana/Energy:** M/E

**Mana/Energy Usage:** 0-100

**Area:** Ft and Effected Area

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable
Deadshot

**Name:** Name of the Ability

**Type:** Defense/Attack/Projectile/Movement/Unique/Ultimate

**Spell**: Y/N?

**Prep(Spell only):** Casting/Incantation/Charm/Curse/Enchantment/Ritual/Spirit/Body/Mind/Alteration/Ruin/Relic/Concentration

**Mana/Energy:** M/E

**Mana/Energy Usage:** 0-100

**Area:** Ft and Effected Area

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable
Crafting

## Leveling in Crafting

Your Level in crafting is based off your overall experience in the category of said craft. The easier it is to craft said material the lower xp it takes to become a master in the craft. Master Crafters take no time to make their objects and need no success roll to make their craft. Masters in certain crafts gain a +5 bonus to their success roll.

 Crafting Bonus

* Master Crafters gain 20xp in Master crafting each time they create a craft.
* Quality and Type is based on a 1d4 Master Crafters do not roll for quality or Type.

## Crafting item types

### Tools

1. Simple
2. Normal
3. Rare
4. Exotic

### Traps

1. Small
2. Medium
3. Big
4. Colossal

### Tailors

1. Simple
2. Extravagant
3. Exotic
4. Royal

### Bowmakers

1. Ranged weapons
2. Firearms
3. Rare Fire Arms
4. Exotic Firearms

### Armorsmith

1. Shield
2. Light
3. Medium
4. Heavy

### Weaponsmiths

1. Simple
2. Martial
3. Exotic
4. Rare

### Jewelers

1. Simple
2. Low class
3. Medium class
4. High Class

### Technicians

1. Basic
2. Functional
3. Modern
4. Futuristic

### Inventors

1. Idea
2. Functional
3. Works Perfect
4. Life Changing
Beast Tongue

**Name:** Beast Tongue (Feat)

**Type:** Unique

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Creature

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Can speak and understand animal language.
Reacting Retaliation

**Name:** Reacting Retaliation

**Type:** Defense

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Adjacent

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Enter a reactive stance that lasts 3 rounds, any attacks that fail against you grant you a basic attack against them.
Make Useless

**Name:** Make Useless

**Type:** Attack

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Adjacent

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Attacks with such force that it renders the target's body part useless.
Battle Drums

**Name:** Name of the Ability

**Type:** Defense/Attack/Projectile/Movement/Unique/Ultimate

**Spell**: Y/N?

**Prep(Spell only):** Casting/Incantation/Charm/Curse/Enchantment/Ritual/Spirit/Body/Mind/Alteration/Ruin/Relic/Concentration

**Mana/Energy:** M/E

**Mana/Energy Usage:** 0-100

**Area:** Ft and Effected Area

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable
Charge

**Name:** Charge

**Type:** Movement

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** 20 ft, Line

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Charge at an enemy and cause bonus damage while knocking them down.
Resurrection

**Name:** Name of the Ability

**Type:** Defense/Attack/Projectile/Movement/Unique/Ultimate

**Spell**: Y/N?

**Prep(Spell only):** Casting/Incantation/Charm/Curse/Enchantment/Ritual/Spirit/Body/Mind/Alteration/Ruin/Relic/Concentration

**Mana/Energy:** M/E

**Mana/Energy Usage:** 0-100

**Area:** Ft and Effected Area

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable
Musical Weapon

**Name:** Name of the Ability

**Type:** Defense/Attack/Projectile/Movement/Unique/Ultimate

**Spell**: Y/N?

**Prep(Spell only):** Casting/Incantation/Charm/Curse/Enchantment/Ritual/Spirit/Body/Mind/Alteration/Ruin/Relic/Concentration

**Mana/Energy:** M/E

**Mana/Energy Usage:** 0-100

**Area:** Ft and Effected Area

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable
Frightful Strike

**Name:** Frightful Strike

**Type:** Attack

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Adjacent

**Duration:** One Round

**Cooldown:** Two Rounds

**Save:** Dodgeable, Missable, Blockable

**Limitation:**

**Description:** With a menacing grin, strike at your enemy causing damage, frightening your enemy.
Bestow Curse

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

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

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

The *curse* bestowed by this spell cannot be manually removed, but it can be removed with a *break enchantment*, *limited wish*, *miracle*, *remove curse*, or *wish* spell.
Enervation

You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 1d4 negative levels.

Additionally, a spellcaster loses one spell or spell slot from his or her highest available level.
Harm

*Harm*charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 90 points at 9th level). If the creature successfully saves, *harm*deals half this amount, but it cannot reduce the target’s hit points to less than 1.

If used on an undead creature, *harm*acts like *heal*.
Animal Forms

Animal Companions gain bonus and sometimes abilities. All forms of animals are located on an app for Android here

 Druid's and some other classes can change their form to match that of an animal.

### Level 1 Forms

Baboon

Badger

Cat

Deer

Giant Fire Beetle

Goat

Hyena

Jackal

Lizard

Rat

Scorpion

Spider

Weasel

Camel

Giant Rat

Giant Weasel

Mastiff

Mule

Pony

Axe Beak

Boar

Draft Horse

Elk

Giant Badger

Giant Centipede

Giant Goat

Giant Lizard

Giant Wolf Spider

Panther

Riding Horse

Swarm of Rats

Wolf

=== Level 2 Forms

# ```

```

(-) Frog

Sea Horse

(0) Crab

Octopus

Quipper

Giant Crab

Poisonous Snake

Constrictor Snake

Giant Frog

Giant Poisonous Snake

Ape

Black Bear,

Crocodile,

Giant Sea Horse,

Reef Shark,

Swarm of Insects,

Warhorse

=== Level 3 Forms

# ```

```

Bat,

Eagle,

Hawk,

Owl,

Raven,

Vulture

Blood Hawk,

Flying Snake,

Stirge

Giant Bat,

Giant Owl,

Pteranodon,

Swarm of Bats,

Swarm of Ravens

(0.5) Giant Wasp,

Swarm of Wasps

(1) Brown Bear,

Dire Wolf,

Giant Eagle,

Giant Hyena,

Giant Octopus,

Giant Spider,

Giant Toad,

Giant Vulture,

Lion,

Swarm of Quippers,

Tiger

Level 5 Forms

# ```

```

(2) Allosaurus, Giant Boar, Giant Constrictor Snake, Giant Elk, Hunter Shark, Plesiosaurus, Polar Bear, Rhinoceros, Sabre-Toothed Tiger, Swarm of Poisonous Snakes

### Level 6 Forms

(3) Ankylosaurus, Giant Scorpion, Killer Whale, Elephant

) Giant Crocodile, Giant Shark, Triceratops

Mammoth
Druid

## Prerequisite

**Description:** The Druid is a master of nature, able to bend it to his will and become one with the animals.

**Required Belief(If Any):** God of Nature

**Class Buff:** +3 Endurance, +10 Knowledge

**Class Debuff:** -4 Speed

**Magic/Energy:** Magic

**Class Type:** Priest

**Limitations:** -5 to heavy armor

**Ability types:** Attack, Projectile, Movement, Unique, Defense, Ultimate.

**Profession Bonus:** Bonus when using Herblore and Farming.

**Proficiency:** Two-handed Simple Weapons

## Special/Feat Information

### **Doctoring**

You have advantage on all medicine checks that relate to humanoids and two other monster types of your choice.

### **Druid Senses**

The Druid can create a small orb that manifest into a sensory object, such as a flower, falling leaves, a small but ineffective in combat animal. The orb will notify you of enemies with a harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk.

### **Druid Reality**

Druid's have a secret type of speech that only Druid's and animals can understand. The language was created for the society of the Druid people to find traces of their community in the world when they do not want to be seen. These could unlock secret pathways, areas, and prayer abilities.

### **Wild Circle**

The Druid uses the power of nature and alchemy to change the form of his anatomy. The Druid can take form of up to any level 4 creature/animal depending on level.

### **Nature's Skin**

The Druid can wrap him/herself into nature like binds. (Roots, Tree bark, stone, mud, etc.) and use it as an extension of his/her body. The binds give armor of +20 and extend the druid's melee range to 15ft. The binds add an extra +5 damage bonus and can root the enemy for 1 round on failed enemy success.

### **A Thousand Faces**

A druid gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects the druid’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the druid’s appearance, within the limits described for the spell.

### **Awaken Plant**

The druid can throw seeds with in 5ft to the ground that automatically grow vicious attacking plants. The plants can attack anyone with in a 5ft area around them. They deal 2d6 of damage each successful attack. The Awaken plant roots the opponent to the ground if the player rolls a natural 6.

### **Wall of the World**

The druid can bring the ground to life and put up a wall that blocks up to 25ft. The wall cannot be damaged as it can re-fix it's self being made of mud/vines. The wall is a permanent ability and takes no concentration to cast. Only can be casted once per battle.
Expelling Force

**Name:** Expelling Force

**Type:** Projectile

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** 30 ft, radius

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** The users ability to create a small shield balls with his/hers Energy and pushes them forward, targeting all the enemies in their path.
Literature

## Types Of Literature

Literature is the ability to write and understand writing. When writing scripts/runes you need to roll a Literature Check, Literature checks are based on the overall writing/symbol/code and how well it's written. The overall value of creating a scripture will be determined if your successful when creating it.

 Literature Bonus

## Achievable Feats

10) Choose between >

 20) Choose between >

 30) Choose between >

 40) Choose between >

 50) Choose between >
Destroy Undead

**Name:** Name of the Ability

**Type:** Defense/Attack/Projectile/Movement/Unique/Ultimate

**Spell**: Y/N?

**Prep(Spell only):** Casting/Incantation/Charm/Curse/Enchantment/Ritual/Spirit/Body/Mind/Alteration/Ruin/Relic/Concentration

**Mana/Energy:** M/E

**Mana/Energy Usage:** 0-100

**Area:** Ft and Effected Area

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable
Enchantist

## Prerequisite

**Description:** Can make and create runes and enchantments, can create a field of enchantments for foes to wander upon and be trapped, or destroyed.

**Class Buff:** +3 Charisma, +5 Knowledge

**Class Debuff:** -2 Agility, - 1 Strength

**Magic/Energy:** Magic

**Class Type:** Caster

**Limitations:** Cannot enchant items with an existing enchantment, but requires materials to undo enchantments.

**Combat Style:** Enchant / Alteration

**Ability types:** Movement, Projectile, Defense, Attack, Unique, Ultimate.

**Profession Bonus:** Can make enchantments and runes for gold.
Cooking

Everyone needs to eat, and sometimes, you need to eat when you’re hacking through the pits of a dank, dark dungeon. Sure, you can roll to root out safe-to-eat mushrooms, but how do you cook up boar ragu with a wild mushroom? These rules are for the more culinary-minded players who want to stir fry tentacles with root veggies, or soft boil lightning bird eggs . Players who wish to make an end-of-the-day meal while digesting the day’s deeds will find that cooperative meal-making is a great way to be creative together. Cooking tasks—like impressing noblemen with stew made of fresh-caught fish or successfully sneaking poison into a berry pie—are a great way to move a plot forward, Cooking requires items/tools and cooking ingredients. Cooking is probably the easiest Talent to achieve greatness from.

## How to Cook

### **Items you need**

A pot, a pan, a cooking spoon and a tripod should do. Distributed throughout a party, they won’t add too much weight to the average pack. Melee fighters can use their weapons (i.e. swords, daggers) to cut up ingredients. Lure prey with a bardic tune or a rogue’s subtle traps. Sure, a few extra things might be fun, but it’s important to keep some aspects of cooking simple to better focus on actual meal-prep.

### **Ingredients**

A typical Valantria adventure’s location descriptions might not highlight the various root vegetables, fungi, herbs and berries players pass in the course of their travels. Perception checks and local knowledge may help everyone find the food they need. It might not be obvious that dragon blood could enhance a curry or that giant birds’ eggs make delicious giant omelets. In adventures that involve cooking, the GM must encourage players to look at the world through a culinary lens.

### **Cooking**

Gather your ingredients. Set up a cooking method (i.e. a pot over a fire). Then, cooperatively, decide on what meal to make. The possibilities are infinite. Keep in mind: This is a fantasy world. Pry at the limits of your creativity.

 Cooking Bonus
Frightful Death

**Name:** Name of the Ability

**Type:** Defense/Attack/Projectile/Movement/Unique/Ultimate

**Spell**: Y/N?

**Prep(Spell only):** Casting/Incantation/Charm/Curse/Enchantment/Ritual/Spirit/Body/Mind/Alteration/Ruin/Relic/Concentration

**Mana/Energy:** M/E

**Mana/Energy Usage:** 0-100

**Area:** Ft and Effected Area

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable
Taren (Demo)

## **Religion**

**God you follow: Cassius**

**Buffs from Following: +25 healing**

**Gods you worship: Hou'rallea**

## **Profession**

Profession buff: Can't be caught Flatfooted

Profession Money:

Profession Bonus: You know the amount of ammo in every weapon based on your knowledge of ranged weapons.

## **Inventory**

7/10

(Broken) Dagger - 1D2 - No crit - P/S

Shortbow - 1D4 - 3x Crit - 60 ft range - Piecing damage

Arrows (3)

Finger Bone of the Beast

Fertilizer

Bucket

Hoe

## **Other Bonus**

Language: Common, Native, Elven

Knowledge: Geography, Local, Nobility and Royalty
Detect Magic

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

*1st Round:*Presence or absence of magical auras.

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

*3rd Round:*The strength and location of each aura.

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Unyielding Duel

**Name:** Unyielding Duel

**Type:** Unique

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** 20 ft, Target

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** While the challenged enemy is alive, you refuse to back down, taking lethal damage (Falling below 0) will not waver your resolve. Must recover health above 0 within 1d20 hours or die instantly.
Divine Armor

**Name:** Name of the Ability

**Type:** Defense/Attack/Projectile/Movement/Unique/Ultimate

**Spell**: Y/N?

**Prep(Spell only):** Casting/Incantation/Charm/Curse/Enchantment/Ritual/Spirit/Body/Mind/Alteration/Ruin/Relic/Concentration

**Mana/Energy:** M/E

**Mana/Energy Usage:** 0-100

**Area:** Ft and Effected Area

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable
Hide in Plain Sight

**Name:** Hide in Plain Sight

**Type:** Defense

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Self

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** You're so adept at hiding that you enter stealth in front of their very eyes.
Sarah Crosley's Series Finale

**Sarah Crosley's Series Finale** is the 20th episode in the series.

## Appearances

*This section allows you to link to character pages. Oh, and remember to remove this text. ;)*

* Character 1
* Character 2

## Notes & trivia

* *This is where you can put notes and trivia, anything that is interesting or strange can be included here*
* *Originally titled "NCAMT's series finale with MMCF".'*
Wild Form

**Name:** Name of the Ability

**Type:** Defense/Attack/Projectile/Movement/Unique/Ultimate

**Spell**: Y/N?

**Prep(Spell only):** Casting/Incantation/Charm/Curse/Enchantment/Ritual/Spirit/Body/Mind/Alteration/Ruin/Relic/Concentration

**Mana/Energy:** M/E

**Mana/Energy Usage:** 0-100

**Area:** Ft and Effected Area

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable
Unyielding

**Name:** Unyielding

**Type:** Defense

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Self

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Every time you are attacked or attack (Successful or not), gain a stack of adaptation gives you +1 Endurance and you are healed for 1 health per stack.
Trapper

## Prerequisite

**Description:** The Trapper can carefully place traps in combat without the opponent's realization

**Class Buff: Perception +4**

**Class Debuff: Endurance -2**

**Magic/Energy: Energy**

**Class Type: Rouge**

**Limitations:** The trapper has no limitations to weapons but -10 when wearing anything heavier than light armor.

**Ability types:** Attack/Defense/Unique/Ultimate/Movement/Projectile

**Profession Bonus:**  Can set any kind of trap regardless of his hunting level

**Proficiency:** Traps
Warlord

## Prerequisite

**Description:** The Warlord is a proficient weapon user who has no proficiency limitations and gets feats based on proficiencies with weapons.

**Required Race(If Any):**

**Magic/Energy: Energy**

**Class Type: Warrior**

**Limitations: -10 damage when using 2 handed weapons and ranged weapons**

**Ability types:** Unique  Attack Ultimate Defense Movement

**Profession Bonus:** Knows the average price for all weapons

**Proficiency:** One-handed Exotic weapons

## Special/Feat Information

**Combat Leader**: It’s your job to assess the battlefield, to monitor your allies and enemies, and react as appropriate to the situation. Your vigilance translates into an urgency to face the enemy wherever it appears. Benefit: You and each ally within 10 squares of you who can see and hear you gain a +2 power bonus to initiative

**Spirit of Glory:** For the entire day, if he chooses, the Warlord may activate the Spirit of Glory ability. If the Warlord chooses the Spirit of Glory ability, while active, he gains one extra basic action using a melee weapon per round. In addition he gains 20' to his move speed and acts as if he possesses the spring attack feat.

**Indomitable:**  A Warlord wears very little armor, if any at all. Therefore, a Warlord knows how to dodge attacks and take a hit. The Warlord gains a permanent natural armor bonus to Endurance equal to their Constitution level.

 **Warcry**: A Warlord rages the battlefield, destroying anything in its path, and inspiring confidence and courage. Once per day (and an additional time per day every 20 class levels) as a active action, the Warlord can shout out a rallying warcry. A Warlord may only use this ability once per battle. When he lets loose this warcry, the Warlord and all friendly targets within hearing distance gain a advantage to attack rolls, damage and Damage equal to the Warlord's strength modifier as. This effect lasts for a number of rounds equal to 3 + the Warlord's strength modifier.

'*Circle of Blades:**At 100th level, the Warlord is the captain of War. When ever the Warlord uses a full action ability he can split his damage between his allies to call upon a strike from his party. All allies will basic attack an enemy with success dealing the Warlords Damage mod. '***
Critical Cut

**Name:** Critical Cut

**Type:** Attack

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy: Energy**

**Mana/Energy Usage:** 10

**Area:** Adjacent

**Duration:** Passive

**Cooldown:** N/A

**Save:** No

**Limitation: N/A**

**Description:** Critical hits you make, deal additional 16 damage, and allow you a chance to attack again.
Bleed Dry

**Name:** Bleed Dry

**Type:** Ultimate

**Spell**: No

**Prep(Spell only):** N/A

**Mana/Energy:** Energy

**Mana/Energy Usage:** 0-100

**Area:** Adjacent

**Duration:** How Long it takes

**Cooldown:** How long till you can use it again.

**Save:** Dodgeable/Missable/Blockable

**Limitation:**

**Description:** Any bleeds that you apply are allowed to stack, any bleeds applied by anyone else only extend the duration.