recursal/Fanatic-Fandom huggingface dataset:
Wizard Spells

Wizards command powerful and dangerous energies with a few simple gestures, rare components, and mystical words.

The Knights of Noromath: AD&D supports the following spells for our Wizard and Bard Classes:

### Spell List

#### 1st Level Wizard Spell List

* Armor
* Burning Hands
* Cause Fear
* Change Self
* Charm Person
* Chill Touch
* Color Spray
* Corpselight
* Detect Magic
* Enlarge
* Erase
* Find Familiar
* Grease
* Identify
* Light
* Magic Missile
* Mount
* Protection from Alignment
* Shield
* Shocking Grasp
* Sleep

#### 2nd Level Wizard Spell List

* Aganazzar's Scorcher
* Blade Thirst
* Blindness/Deafness
* Blur
* Detect Evil
* Strength
* Ghoul Touch
* Invisibility
* Knock
* Melf's Acid Arrow
* Ray of Enfleeblement
* See Invisibility
* Stinking Cloud
* Tasha's Hideous Laughter
* Web

#### 3rd Level Wizard Spell List

* Clairaudience/ Clairvoyance
* Dispel Magic
* Fireball
* Flame Arrow
* Gust of Wind
* Haste
* Hold Person
* Invisibility Sphere
* Lightning Bolt
* Magic Circle against Alignment
* Protection from Arrows
* Slow
* UltraVision
* Vampiric Touch
* Wraithform

#### 4th Level Wizard Spell List

* Charm Monster
* Confusion
* Contagion
* Dimension Door
* Fire Shield
* Enervation
* Evard's Black Tentacles
* Fear
* Horzikaul's Boom
* Ice Storm
* Improved Invisibility
* Minor Globe of Invulnerability
* Phantasmal Killer
* Polymorph Self
* Remove Curse
* Stoneskin
* Wall of Fire

#### 5th Level Wizard Spell List

* Animate Dead
* Bigby's Interposing Hand
* Cloudkill
* Cone of Cold
* Dismissal
* Dominate Person
* Energy Buffer
* Feeblemind
* Hold Monsters
* Teleport

#### 6th Level Wizard Spell List

* Acid Fog
* Anti-Magic Shell
* Bigby's Forceful Hand
* Chain Lightning
* Circle of Death
* Create Undead
* Disintegrate
* Flesh to Stone
* Globe of Invulnerability
* Legend Lore
* Planar Binding
* Shades
* Shadow Walk
* Stone to Flesh
* Tenser's Transformation
* True Seeing
* Undeath to Death

#### 7th Level Wizard Spell List

* Banishment
* Bigby's Grasping Hand
* Control Undead
* Delayed Blast Fireball
* Finger of Death
* Mordenkainen's Sword
* Prismatic Spray
* Shadow shield

#### 8th Level Wizard Spell List

* Blackstaff
* Bigby's Clenched Fist
* Create Greater Undead
* Horrid Wilting
* Incendiary Cloud
* Mass Charm
* Mind Blank
* Powerword, Stun
* Sunburst

#### 9th Level Wizard Spell List

* Bigby's Crushing Hand
* Black Blade of Disaster
* Energy Drain
* Gate
* Meteor Swarm
* Mordenkainen's Disjunction
* Powerword, Kill
* Shapechange
* Timestop
* Wail of the Banshee
* Weird
Glitterbright

## Glitterbright

Glitterbrights receive the following traits:

* Required Proficiency Battleaxe
* Required Proficiency: Gemcutting
* Bonus Proficiency: Appraising
* Bonus Proficiency: Blacksmithing
* Selects any weapon proficiency: True
* DEX 11
* INT 11
* WIS 9
* Receives thieving skills
* Gnome only
* Single class only
* -2 effective priest level for turning
Erase

* **Level**: 1
* **AoE**: 1 scroll or 2 pages
* **Casting Time** : 1
* **Components**: V, S
* **Duration**: Permanent
* **Range**: 30 yds.
* **Save**: Special
* **School:** Alteration
* **Description:** The **erase** spell removes writings of either magical or mundane nature from a scroll or from one to two pages of paper, parchment, or similar surfaces. It removes explosive runes, glyphs of warding, sepia snake sigils, and wizard marks, but it does not remove illusory script or symbols (see these spells). Nonmagical writings are automatically erased if the caster is touching them, otherwise the chance for success is 90%. Magical writings must be touched, and are only 30% likely to be erased, plus 5% per caster level, to a maximum of 90% (e.g., 35& for a 1st-level caster, 40% for a 2nd-level caster, etc.).
Hurndor

## Hurndor

* Maximum AC from armor: 5
* Required Proficiency: Etiquette
* Required Proficiency: Gaming
* Bonus Proficiency: Appraising
* Bonus Proficiency: Reading/Writing
* Selects limited weapons: True
* Bonus Weapon: Longsword
* Bonus Weapon: Dagger
* Bonus Weapon: Bastard Sword
* Bonus Weapon: Shortsword
* Bonus Weapon: Staff
* Bonus Weapon: Sling
* Bonus Weapon: Light Crossbow
* Bonus Weapon: Shortbow
* Bonus Weapon: Dart
* Bonus Weapon: Whip
* Selects from rogue NWPs
* DEX 12
* WIS 12
* Dwarf only
* Single class only
Lliira

## Lliira - Our Lady of Joy

Lliira is ever-changing, ever-moving, ever alive. She embodies happiness, freedom, and joyful movement. She is not an ambitious deity, nor does she like pretense, so she is rather uncomfortable with her new role in the events surrounding the disappearance of Waukeen. Lliira's followers are believers in the ability, potential, and talent of the individual, and the celebration of life and its divversity. Often this leads to hedonism that would make a Sunite blush (briefly). They believe that they should spread joy wherever and whenever possible, and allow no one ot be sad when mirth or comfort could be given to them.

**Status:** Lesser

**Alignment:** CG

**Specialty Priests:** Joydancers
Charm Person

* **Level:** 1
* **AoE:** 1 person
* **Casting Time :** 1
* **Components:** V, S
* **Duration:** Special
* **Range:** 120 yds.
* **Save**: Negate
* **School:** Enchantment/ Charm
* **Description:** his spell affects any single person it is cast upon. The term *person* includes any bipedal human, demihuman or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person receives a saving throw vs. spell to avoid the effect, with any adjustment due to Wisdom (see Table 5). If the person receives damage from the caster's group in the same round the *charm* is cast, an additional bonus of +1 per hit point of damage received is added to the victim's saving throw. If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The spell does not enable the caster to control the charmed creature as if it were an automaton, but any word or action of the caster is viewed in the most favorable way. Thus, a charmed person would not obey a suicide command, but he might believe the caster if assured that the only chance to save the caster's life is for the person to hold back an onrushing red dragon for “just a minute or two.” Note also that the spell does not endow the caster with linguistic capabilities beyond those he normally possesses (i.e., he must speak the victim's language to communicate his commands). The duration of the spell is a function of the charmed person's Intelligence and is tied to the saving throw. The spell may be broken if a successful saving throw is rolled, and this saving throw is checked on a periodic basis, according to the creature's Intelligence (see the following table). If the caster harms, or attempts to harm, the charmed person by some overt action, or if a *dispel magic* spell is successfully cast upon the charmed person, the *charm* spell is broken.
Currency

A character receives a coin purse which automatically collects Danters (Gold), Tarans (Silver), and Fandar (Copper).

Receiving or losing money never shows up in the combat log as this is disabled on the server.

A character may bank their money at certain banking institutions.

A character may turn in historical objects such as goblets, chalices, and old scabbards to certain NPCs.

 1 Taran
 1 Fandar
Deities

### Deity Options:

The following Selections are supported on the Knights of Noromath.

#### Main Gods

* Akadi
* Amaunator
* Auril
* Azuth
* Bane
* Beshaba
* Bhaal
* Chauntea
* Cyric
* Deneir
* Eldath
* Gond
* Grumbar
* Helm
* Ibrandul
* Ilmater
* Istishia
* Kossuth
* Lathander
* Leira
* Lliira
* Loviatar
* Malar
* Mask
* Mielikki
* Milil
* Moander
* Myrkul
* Mystra
* Oghma
* Selune
* Shar
* Shaundakul
* Silvanus
* Sune
* Talona
* Talos
* Tempus
* Torm
* Tymora
* Tyr
* Umberlee
* Waukeen

#### Elven Pantheon

* Aerdrie Faenya
* Angharradh
* Corellon Larethian
* Erevan Ilesere
* Fenmarel Mesrarine
* Hanali Celanil
* Khalreshaar (Mielikki)
* Labelas Enoreth
* Rillifane Rallathil
* Sehanine Moonbow
* Shevarash
* Solonor Thelandira
* Tethrin Veralde
* Zandilar (Sharess)

#### Dwarven Pantheon

* Abbathor
* Berronar Truesilver
* Clangeddin Silverbeard
* Deep Duerra
* Dugmaren Brightmantle
* Dumathoin
* Gorm Gulthyn
* Haela Brightaxe
* Laduguer
* Marthammor Duin
* Moradin
* Sharindlar
* Vergadain

#### Gnomish Pantheon

* Baervan Wildwander
* Baravar Cloakshadow
* Calladuran Smoothhands
* Flandal Steelskin
* Gaerdal Ironhand
* Garl Glittergold
* Nebelun (Gond)
* Segojan Earthcaller
* Urdlen

#### Halfling Pantheon

* Arvoreen
* Brandobaris
* Cyrrollalee
* Sheela Peryroyl
* Tymora
* Urogalan
* Yondalla

#### Demigods

* Finder Wyvernspur
* Garagos
* Gargauth
* Gwaeron Windstrom
* Hoar
* Lurue
* Nobanion
* Red Knight
* Savras
* Sharess
* Shiallia
* Siamorphe
* Valkur
Starsinger

## Starsinger

* Required Proficiency: Longbow
* Required Proficiency: Bowyer/Fletcher
* Bonus Proficiency: Astrology
* Bonus Proficiency: Direction Sense
* Bonus Weapon: Longbow (Specialization)
* Receives Limited Weapons: True
* Bonus Weapon: Longbow
* Bonus Weapon: Shortbow
* Bonus Weapon: Javelin
* Bonus Weapon: Staff
* Bonus Weapon: Sickle
* Bonus Weapon: Sling
* INT 9
* WIS 13

If Silver Elf:

* WIS 16
* CHA 16
* Bonus Proficiency: Singing
Light

**Level**: 1

**Components**: V, S

**Range**: 120 yds.

**AoE**: 20-ft.-radius globe

**Save**: Special

**Casting Time**: 4

**Duration**: 1 hr. + 1 turn/level

This spell causes a luminous glow within 20 feet of the spell's center. The area of light thus caused is equal in brightness to torchlight. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight or unobstructed path to that point when the spell is cast. Light can spring from air, rock, metal, wood, or almost any similar substance. The effect is immobile unless it is specifically centered on a movable object or mobile creature. If this spell is cast upon a creature, any applicable magic resistance and saving throws must be rolled. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. A light spell centered on the visual organs of a creature blinds it, reducing its attack and saving throw rolls by 4 and worsening its Armor Class by 4. The caster can extinguish the light at any time by uttering a single word. Light spells are not cumulative--multiple castings do not provide a brighter light. The spell is reversible, causing darkness in the same area and under the same conditions as the light spell, but with half the duration. Magical darkness is equal to that of an unlit interior room--pitch darkness. Any normal light source or magical light source of lesser intensity than full daylight does not function in magical darkness. A darkness spell cast directly against a light spell cancels both, and vice versa.
Calimshan

## The Kingdom of Calimshan

The Kingdom of Calimshan is a vast, arid land of magic and wonder. The land is not abundant in natural resources or particularly good for farming, so the people of Calimshan have learned to depend on trade, craftsmanship, tinkering, a little theft, and a good deal of magic to get by. And they do more than just get by - Calimbshan is a glorious, splendid place, full of magic, mystery, and danger.
Nebelun

## Nebelun - Wonderbringer

Nebelun (NEHB-eh-luhn) the Meddler is the name by which the Forgotten Folk of the Realms refer to Gond the Wonderbringer, although a new, small but emerging cult believes that Nebelun and Gond are separate gods.

Gond Wonderbringer is the god of blacksmiths, woodworkers, inventors, and engineers.The beliefs of the Gondar can be summed up as "Actions count." Intentions and thought are one thing, but in the end it is the result - what remains after the sword is forged, the battle is fought -that is the most important.

**Status:** Intermediate

**Alignment:** N

**Specialty Priests:** Gondsmen
Dhaeraowathila

## Dhaeraowathila

* Required Proficiency: Longbow
* Required Proficiency: Local History
* Bonus Weapon Proficiency: Blind Fight
* Bonus Proficiency: Tracking
* Selects any weapon proficiency: True
* Selects warrior NWPs
* STR 11
* DEX 11
* WIS 9
* Receives 3/2 attacks per round at level 7
* Receives 2 attacks per round at level 13
* Elf or half-elf
* Dhaeraowathila/fighter or single class
Other Dread Realm Effects

Dread Realms have other general effects.

* Animal companions resist summoning or control
* Rules about deity spell level limits are different (e.g. priests of demigods having limited upper spell levels)
* The effects of some spells may be altered
* Sinkholes of Evil, modifying results on the Turning Undead table
* Dread Realms have no Wild Magic or Dead Magic zones
Turn Undead

Turn Undead is an ability granted to priests and paladins.

The priests of some deities can command undead instead of turn them, depending on the deity and whether the priest is a specialty priest or simply a cleric.

Some deities turn at a lower level than normal. For example, the Truesword of Arvoreen turns at -2 priest level.

Except as noted here, Turn Undead works precisely as described here.
Urdlen

## Urdlen - The Crawler Below

Urdlen, a neutered and sexless being, is the epitome of the evil impulse that rules some gnomes and is feared by the rest. A mindless force of malicious evil and destruction, Urdlen serves as a warning for every gnome to beware the taint of greed that lies within the gnomish delight in gems and jewelry. It is telling that gnomes have no myths of how this evil arose, but that they simply fear Urdlen's vicious, life-hating evil and bloodlust.

**Status:** Intermediate

**Alignment:** CE

**Specialty Priests:** Bloodstalkers
Tymora

## Tymora - Lady Luck

Tymora is sometimes called Tyche's fair-haired or fair-tressed daughter or Beshaba's bright sister, but these are more poetic titles than designations of her maternal lineage or her hair color. In actuality, Tymora is half of the deity once known as Tyche, with Beshaba being the other. Tymora inherited Tyche's grace and kindness when that goddess split into two beings in the Dawn Cataclysm. Tymora's faith teaches that one should be bold, for to dare is to live. The battle cry of the followers of Tymora is "Fortune favors the bold." A brave heart and willingness to take risks beat out a carefully wrought plan nine times out of ten. One must place oneself in the hands of fate and trust to one's own luck.

**Status:** Intermediate

**Alignment:** CG

**Specialty Priests:** Luckbringers
Sheela Peryroyl

## Sheela Peryroyl - Green Sister

Sheela Peryroyl (SHEE-lah PAlR-ree-roil) is the halfling goddess of agriculture, nature, and weather. She balances the concern for wild untamed lands and habitats with strong roles as a goddess of cultivation, seasons, and especially harvests. She is also concerned with the pleasures of life - feasts, revelry, romance, and the general desire to live with passion...

**Status:** Intermediate

**Alignment:** TN

**Specialty Priests:** Druids
Akadi

## Akadi - Queen of Air

Akadi is the whispering wind and the blinding gale storm, her form changing from season to season. Her kiss might be moist and sweet or bitter and cold. Uncaring, she carries sounds and scents along on her journey, but she never pauses to impress upon a traveler the importance of her travels. In religious art she is often portrayed as a huge, translucent blue woman with gigantic feather wings that trail away into clouds.

**Status:** Greater

**Alignment:** TN

**Specialty Priests:** Airwalkers
Endure Elements (Priest Spell)

* **Level:** 1
* **AoE:** 1 creature
* **Casting Time:** 1 rd
* **Components:** Verbal, Somatic, Holy Symbol
* **Duration:** 24hrs
* **Range:** Touch
* **Save**: Harmless
* **School:** Abjuration
* **Sphere**: Protection
* **Description:** Target creature gains damage resistance 10/- against all elemental forms of damage. The spell ends after absorbing 20 points of damage from any single elemental type.

From the KoN game client. (?)
Tethyr

Tethyr is a land of both great danger and fantastic opportunity. Because of the lack of any central authority, the land has become a haven for soldiers of fortune, would-be kings, petty tyrants, hunted criminals, persecuted zealots, and profiteers of all types. A strong, daring person could carve out a place in history in Tethyr- or he could meet a quick, violent end. When one speaks of Tethyr, anyone born in this century thinks only of a land rife with political intrigue, civil unrest, prejudice against demihumans, and assassination. What was one of the noblest of human countries has reduced itself to a lawless land.
Ranger (Specialty Priest of Solonor Thelandira)

## Ranger (Specialty Priest of Solonor Thelandira)

* Required Proficiency: Longbow
* Required Proficiency: Animal Lore
* Required Proficiency: Survival
* Bonus Proficiency: Bowyer/Fletcher
* Bonus Proficiency: Hunting
* Bonus Proficiency: Tracking
* Bonus Weapon Proficiency: Longbow (specialization)
* Bonus Weapon Proficiency: Shortbow
* Bonus Weapon Proficiency: Shortbow (specialization)
* Selects any weapon proficiency: True
* STR 13
* DEX 13
* CON 14
* WIS 14
* Elf or half-elf
* Ranger/cleric or ranger only
Thief

The profession of thief is not honorable, yet it is not entirely dishonorable, either. Many famous folk heroes have been more than a little larcenous. At his best, the thief is a romantic hero fired by noble purpose but a little wanting in strength of character. Such a person may strive for good but continually run afoul of temptation.

### Characteristics

* Limited selection of weapons
* Armor: Leather, studded leather, padded leather

### Requirements

* Ability Requirements: Dex 9
* Prime Requisite: Dexterity
* Allowed Races: All
* Alignments: All

### Abilities

* Pick Pocket
* Open Locks
* Find/Remove Traps
* Move Silently
* Hide in Shadows
* Detect Noise
* Backstab

Except where noted here, the Bard confirms to the class as presented in the core PHB, here.
Azuth

## Azuth - The High One

Azuth is the god of wizards and mages and to a much lesser degree, all spellcasters, as opposed to Mystra, who is the goddess of all Magic.Followers of Azuth feel that reason is the best way to approach magic, and that it may be examined and reduced to its component parts through study and meditation.

**Status:** Lesser

**Alignment:** LN

**Specialty Priests:** Magistrati
Ibrandul

## Ibrandul - Lord of the Dry Depths

Followers of Ibrandul believe that the Underdark is every bit as vital as the surface world, and darkness is its greatest redeeming quality. In a world without light, there is no tedious and inescapable march of day and night to command the lives of intelligent creatures and no end to the variety of shapes and textures to experience tactilely- something which would be lost by merely looking upon them as surface dwellers do. Followers of Ibrandul believe that nothing is good or evil in the dark unless you consider it so, and such value judgements are frivolous.

**Status:** Lesser

**Alignment:** CN

**Specialty Priests:** Darkwalkers
Baervan Wildwanderer

## Baervan Wildwanderer - The Masked Leaf

Baervan Wildwanderer is the god of forest-dwelling gnomes and their communities, travel, and the outdoors. He loves oak trees and all forest animals and is a guardian of the wild. Baervan gifted forest gnomes with the ability to communicate with forest animals, and taught them to how to hide in and move through wooded environments without being detected.

**Status:** Greater

**Alignment:** NG

**Specialty Priests:** Fastpaws
Eldath

## Eldath - Goddess of the Singing Waters

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

**Status:** Lesser

**Alignment:** NG

**Specialty Priests:** Druids
Bhaal

## Bhaal - Lord of Murder

Bhaalists believed (in their sick and twisted way) that every murder committed strengthened holy Bhaal. As a result, they viewed murder as both a pastime and a duty. Bhaalists were required to deal death once in every tenday during the darkest period at the heart of the night. If imprisonment or other constraining circumstances made this impossible, they had to murder twice for each death missed. In accordance with the Lord of Murder's teachings, Bhaalists strove to ensure that before they died, murder victims knew who was killing them and that their death was in the name of Bhaal.

**Status:** Dead

**Alignment:** LE

**Specialty Priests:** Deathstalkers
Sune

## Sune - Firehair

Sune Firehair is said to be the fairest of the powers. Those of a literary or artistic bent, as well as people falling in love or looking for lifemates, often venerate the Lady Firehair. Beauty is more than skin deep, say the Sunites; it issues from the core of one's being and shows one's fair face to the world. The followers of Sune are believers in romance, true love winning over all, and following one's heart to one's true destination. Fated marches, impossible loves, and ugly ducklings becoming swans are all part of the teaching of Sune.

**Status:** Greater

**Alignment:** CG

**Specialty Priests:** Heartwarders
Gargauth

## Gargauth - The Outcast

Life is all about the accumulation of power. Civilization is a thin veneer over the base desires that make up the core of every living being. Those who wish to survive and prosper must recognize this truth and concentrate all their resources on the pursuit of power. High moral principles are complete hypocrisy. All beings act in their own self-interest at all times; some just prefer to cloak their actions in sanctimonious philosophies.

**Status:** Demipower

**Alignment:** LE

**Specialty Priests:** Malefactors
Malar

## Malar - The Beastlord

Malar is the god of the savage wild. He is worshipped by hunters who revel in the kill or who hunt for sport or to excess, fallen rangers, sentient carnivores, and lycanthropes. Those who suffer the depredations of wild beasts attempt to placate the Beastlord with offerings of freshly killed and bloody meat, but Malar rarely recognizes their entreaties. In his more favorable aspects he is revered by beings who identify with the untamed nature, grace and amorality of predators.The hunt is the fulcrum of life and death, and the focus point of life is the challenge between the hunter and the prey, the judgement of who may live or die. Malarites are expected to view every important task as a hunt and to remain ever alert and alive.

**Status:** Lesser

**Alignment:** CE

**Specialty Priests:** Talons
Shaundakul

## Shaundakul - The Rider of the Winds

Shaundakul the Rider of the Winds, was a minor god of travel and exploration in old Myth Drannor. His existance may date back to the time of the Rus, forbears of the Rashemaar, or beyond. In the time of Myth Drannor, he was worshiped by humand and half-elves, particularly those who were caravan merchants, traders, explorders, miners and adventurers in the uncharted wilderness of the Moonsea North. He was a keen-eyed guide who pointed out the hidden lodes and ways of the North, and brought luck and battle-valor to worshipers in need.

**Status:** Lesser

**Alignment:** CN

**Specialty Priests:** Windwalkers
Priest Spells

The spells of a priest, while sometimes having powers similar to those of the wizard, are quite different in their overall tone. The priest's role, more often than not, is as defender and guide for others. Thus, the majority of his spells work to aid others or provide some service to the community in which he lives. Few of his spells are truly offensive, but many can be used cleverly to protect or defend. (Druids, Rangers and Paladins can also cast Priest Spells)

### Requirements

* A Priest requires a Holy Symbol either in hand or around the neck along with spell components to cast the said spell. (Spell requirements are listed inside the Prayerbook)
* All spells require a free hand to cast.

### Spell Failure Chance

* Priests have a chance to fail casting a priest spell based on the wisdom stat. (Source)

### Spell List

1st Level Priest Spell List

* Animal Friendship
* Bane
* Bless
* Cause Light Wounds
* Command
* Create Water
* Cure Light Wounds
* Deafening Clang
* Detect Evil
* Detect Magic
* Endure Elements
* Entangle
* Faerie Fire
* Inflict Light Wounds
* Invisibility to Animals
* Invisibility to Undead
* Light
* Pass without Trace
* Protection From Evil
* Remove Fear
* Sanctuary
* Shillelagh

2nd Level Priest Spell List

* Aid
* Barkskin
* Chant
* Charm Person or Animal
* Dust Devil
* Find Traps
* Goodberry
* Heat Metal
* Hold Person
* Messenger
* Obscurement
* Produce Flame
* Resist Cold
* Resist Fire
* Silence
* Spiritual Hammer
* Trip
* Warp Wood

3rd Level Priest Spell List

* Animate Dead
* Blindness/Deafness
* Call Lightning
* Contagion
* Crushing Despair
* Cure Blindness or Deafness
* Cure Disease
* Dispel Magic
* Fear
* Flame Walk
* Good Hope
* Glyph of Warding
* Hold Animal
* Invisibility Purge
* Magic Vestment
* Negative Energy Protection
* Plant Growth
* Prayer
* Protection from Fire
* Remove Blindness/Deafness
* Remove Curse
* Remove Disease
* Remove Paralysis
* Summon Insects
* Water Breathing

4th Level Priest Spell List

* Cure Serious Wounds
* Deathward
* Dismissal
* Magic Circle Against Alignment
* Neutralize Poison
* Poison
* Inflict Serious Wounds

5th Level Priest Spell List

* Atonement
* Battletide
* Cure Critical Wounds
* Inflict Critical Wounds
* Raise Dead
* Slay Living
* True Seeing
* Rage

6th Level Priest Spell List

* Blade Barrier
* Control Undead
* Harm
* Heal
* Transport Via Plants

7th Level Priest Spell List

* Confusion
* Create Undead
* Creeping Doom
* Destruction
* Earthquake
* Energy Drain
* Finger of Death
* Fire Storm
* Gate
* Regenerate
* Restoration
* Resurrection

DM to confirm if proper for edition:

* Create Greater Undead
* Elemental Swarm
* Sunbeam
* Undeath to Death
* Word of Faith
Chemical S

Chemical S is the name given to the drug that is a copy of the drug given to super soldiers called “Superium”. Unlike its predecessor, Chemical S is only temporary. Chemical S gives the user a random power. The given power can either be a useful power like Superstrength or superspeed, or a useless power or one that makes the user’s life worse after. Such as the power of heat vision, but it blinds the user or teleportation but only once.
Torm

## Torm - The True

Torm is the patron of paladins and those who face danger for a greater good. He is unflinching in his duty and judges his faithful accordingly. He is stern, righteous, and unyielding, yet his heart is filled first and foremost with goodness, and he can be a kind and gentle power when dealing with the young, the weak, and faithful friends of all sorts. Torm's is one of the most ethically pure of all faiths in that it is devoted to loyalty and obedience. Followers believe that salvation may be found through service, that every failure diminishes Torm, and that every success adds to his luster. The Tormish stand ever alert against corruption and are expected to strike quickly and hard against any rot in the hearts of mortals.

**Status:** Lesser

**Alignment:** LG

**Specialty Priests:** Holy Champions
Detect Evil (Priest Spell)

* **Level**: 1 Priest
* **AoE**: 10 ft. x 120 yds.
* **Casting Time** : 1 rd
* **Component:** V, S, M
* **Duration**: 1 turn + 5 rds./level
* **Range**: 0
* **Save**: None
* **Description:** This spell discovers emanations of evil, or of good in the case of the reverse spell, from any creature, object, or area. Character alignment, however, is revealed only under unusual circumstances: characters who are strongly aligned, who do not stray from their faith, and who are of at least 9th level might radiate good or evil if intent upon appropriate actions. Powerful monsters, such as rakshasas or ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enable them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not. The degree of evil (dim, faint, moderate, strong, or overwhelming) and possibly its general nature (expectant, malignant, gloating, etc.) can be noted. If the evil is overwhelming, the priest has a 10% chance per level of detecting its general bent (lawful, neutral, or chaotic). The duration of a detect evil (or detect good) spell is one turn plus five rounds per level of the priest. Thus, a 1st-level priest can cast a spell with a 15-round duration, a 2nd-level priest can cast a spell with a 20-round duration, etc. The spell has a path of detection 10 feet wide in the direction the priest is facing. The priest must concentrate—stop, have quiet, and intently seek to detect the aura—for at least one round to receive a reading. The spell requires the use of the priest's holy symbol as its material component, with the priest holding it before him. The reverse spell, detect good, operates the same way, but good emanations are discovered.
Find Familiar

* **Level**: 1
* **AoE**: 1 familiar
* **Casting Time** : 2d12 hours
* **Components**: V, S, M
* **Duration**: Special
* **Range**: 1 mile/level
* **Save**: Special
* **School:** Conjuration/ Summoning
* **Description:** This spell enables the caster to attempt to summon a familiar to act as his aide and companion. Familiars are typically small creatures, such as cats, frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels, or even mice. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with him, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, however, and he has no control over what sort of creature answers the summoning, if any at all come. The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard receives the heightened senses of his familiar, which grants the wizard a +1 bonus to all surprise die rolls. Normal familiars have 2-4 hit points plus 1 hit point per caster level, and an Armor Class of 7 (due to size, speed, etc.). The wizard has an empathic link with the familiar and can issue it mental commands at a distance of up to 1 mile. Note that empathic responses from the familiar are generally fairly basic—while able to communicate simple thoughts, these are often overwhelmed by instinctual responses. Thus, a ferret familiar spying on a band of orcs in the woods might lose its train of thought upon sighting a mouse. Certainly its communications to its master would be tinged with fear of the “big ones” it was spying on! The caster cannot see through the familiar's eyes. If separated from the caster, the familiar loses 1 hit point each day, and dies if reduced to 0 hit points. When the familiar is in physical contact with its wizard, it gains the wizard's saving throws against special attacks. If a special attack would normally cause damage, the familiar suffers no damage if the saving throw is successful and half damage if the saving throw is failed. If the familiar dies, the wizard must successfully roll an immediate system shock check or die. Even if he survives this check, the wizard loses 1 point from his Constitution when the familiar dies. The power of the conjuration is such that it can be attempted but once per year. When the wizard decides to find a familiar, he must load a brass brazier with charcoal. When this is burning well, he adds 1,000 gp worth of incense and herbs. The spell incantation is then begun and must be continued until the familiar comes or the casting time is finished. The DM secretly determines all results. Note that most familiars are not inherently magical, nor does a *dispel magic* spell send them away. Deliberate mistreatment, failure to feed and care for the familiar, or continuous unreasonable demands have adverse effects on the familiar's relationship with its master. Purposely arranging the death of one's own familiar incurs great disfavor from certain powerful entities, with dire results.
Sensate

## Sensate

* Required Proficiency: Dancing
* Bonus Proficiency: Singing
* Bonus Proficiency: Artistic Ability
* Bonus Proficiency: Musical Instrument
* Limited weapon selection: True
* Bonus Weapon: Dagger
* Bonus Weapon: Whip
* Bonus Weapon: Scimitar
* Bonus Weapon: Sling
* Bonus Weapon: Club
* DEX 10
* WIS 9
* CHA 13
* Elf or half-elf
* Single class only
Sonic the Hedgehog

**Sonic the Hedgehog,** also known as "The Blue Blur", is the main protagonist of the STHG17 series. He likes to go on adventures with his friends, or just go solo for one. Either way, he's basically in every episode.

## Appearance

Sonic is a blue hedgehog with Green eyes. He wears white gloves with cuffs at the end. He also wears Red shoes with a white strap, yellow buckles, and white cuffs on them. He wears the same thing in nearly every episode. His model seen in the videos appears to be from Sonic Heroes.

## Personality

He is a very comedic (even though his jokes often miss the mark) person. He does have his times of seriousness though. He will help his friends every chance he can get. Despite being quite fast, he is very clumsy. He usually messes up about everything, no matter what that everything is. He is also quite a prankster. He can pull a RPG out of his pocket and five seconds and you won't know what hit you until your already dead.

## Criminal Record

That's right Sonic, we're going to show you're criminal record.

Discrimination

Murder

Suspicious Activity

Stealing

Destruction of Private Property

Destruction of Private Property (again)

Destruction of Private Property (a third time for good measure)

Murder (again)

Murder (again)

Murder (my god, how many people did you kill Sonic?!)

Arson

Murder (5th time)

Murder (6th time)

Murder (7th time)

Murder (8th time)

Murder (Thank god, this is the final time he killed someone)

## Appearances

Episode 1: Every Kids Movie be like:

Episode 2: Freddy's recycled pizzeria

## Future

Not much is known about Sonic, but one thing is known for the future. He's gonna keep on being a wierdo.
Dirty Fighting

## Proficiency: Dirty Fighting

**Description:** The character has learned how to take advantage of opponents in combat and gains a bonus to attack rolls for a round if they make a successful intelligence check.

**Type:** Weapon Proficiency

**Group**: \*Check

**Effect:** +1 bonus to all attack rolls for the current combat round.

**Note:** The character rolls intelligence at the beginning of each round to determine if they may use Dirty Fighting.
Grumbar

## Grumbar - Boss of Earth

Grumbar is a powerful deity, normally depicted in the art of his faith as an immense earth elemental with bulky, muscular arms and eyes that blaze like shimmering rubies. He represents stability and resistance to change, both typical properties of the earth. He is also the quiet lurker and observer, the uncomplaining bearer of burdens, and the guardian of secret treasures in the dark folds of the earth's crust.

**Status:** Greater

**Alignment:** TN

**Specialty Priests:** Earthwalkers
Abbathor

## Abbathor - Great Master of Greed

Abbathor (AB-bah-thor) the Avaricious is the dwarven god of greed, venerated by most evil dwarves and nearly all evil dwarven thieves. He represents the worst aspect and major weakness of dwarven character. Many dwarves and even nondwarves consumed with treasure lust and greed, or those who seek to steal valuables, make offerings to him.

**Status:** Intermediate

**Alignment:** NE

**Specialty Priests: Aetharnors**
Erevan Ilesere

## Erevan Ilesere - The Trickster

Erevan Illesere is the elven god of mischief and change and the patron of elven and half-elven rogues. The Trickster's following is not as large as most of his fellow elven gods for Erevan is too unpredictable for most elves. Nevertheless, he commands his share of attention from the Fair Folk, particularly by those engaged in thievery or other forms of knavery, those who seek excitement, as well as many young elves who seek a life of adventure and danger.

**Status:** Intermediate

**Alignment:** CN

**Specialty Priests:** Mischiefmakers
The Multiversal Society of Super Beings

The Multiversal League is a group formed during the Destiny War, a conflict that affected the multiverse as a whole. It is a team of multiple versions of heroes from across the many universes. It was formed by an alternate version of Blue Spirit (Earth 772) and an alternate version of Watchman (Earth 1290).

Over about a year, Blue Spirit and Watchman recruited members for their team to fight the Mindhunter.

### **Members:**

**Blue Spirit (Earth 772)**

The Blue Spirit of Earth 772 formed the team with a version of Watchman. This version of Nathaniel Knight gained powers from an accident at NOVA Labs and was trained by John Silas (Black Star). The two would become a superhero duo, being their world’s greatest heroes. However, during the invasion of WarLord, Black Star gave his life to protect the people of Atlas City. Following this, Blue Spirit changed his alias to Blue Star and took over NOVA Labs. During the Second Invasion of WarLord, Blue Star killed WarLord to save the Earth because this version of WarLord had been given the celestial power by MindHunter. After this, Blue Star learnt of The Celestial Power and the existence of MindHunter.

**Watchman (Earth 1290)**

On Earth 1290, Viktor Krueger was the sole survivor of The Brawlers after they were killed in 1944 by General Terror and his super powered Nazis. Following the deaths of the world’s greatest heroes, none of the modern day heroes were created and General Terror took over the Earth. In the 1960s, Krueger began to experiment in secret as he was on the run from General Terror’s world wide regime. During this time, he developed a way to travel universes.

For the next twenty years, Viktor travelled the multiverse, learning of new technologies and powers. On Earth 564, he would meet Volterian who told him of The Celestial Power. After this, Viktor returned to his own universe where he found and harnessed The Celestial Power. Now with these powers, he defeated General Terror and overthrew his regime that had led the world for over 20 years. Following this, heroes began to emerge and their universe became a lot like ours. Except Watchman had god-like powers. He used the Celestial Power and was incredibly strong but he was not at full power. Years later, Viktor would be visited by Blue Star who he formed the The Multiversal Society of Super Beings with.
Oghma

## Oghma - The Binder of What is Known

Oghma is the most powerful god of knowledge in Faerun. Oghma is said to decide whether a new idea would be known to the world or confined to its orginator. Deneir and Milil both act as intercessors for Oghma, carrying new information both to him and to those whom Oghma favors. Knowledge is the most supreme, particular in its raw form, the idea. An idea has no weight but can move mountains. It has no height but it can dominate a nation. It has no mass but it can push aside empires. Knowledge is the greatest tool of humankind, outweighing anything made by mortal hands. Before anything can exist, the idea must exist.

**Status:** Greater

**Alignment:** N

**Specialty Priests:** Lorekeepers
Ilmater

## Ilmater - The Crying God

Ilmater offers succor and calming words to those who are in pain, oppressed, or in great need. He is the willing sufferer, the one who takes the place of another to heft the other's burden, to take the other's pain. He is the god of the oppressed and unjustly treated. The ILmatari are taught to help all who hurt, no matter who they are, and that the truly holy take on the suffering of others. Ilmater tells them that if they suffer in his name, he will be there to support them.

**Status:** Intermediate

**Alignment:** LG

**Specialty Priests:** Painbearers
Jousting

Jousting is a sport that requires specialized equipment.

* Horse (Must own a horse receipt or have a mountable horse summon such as a Paladin's Charger)

### Character Requirements:

* The Challenger and Opponent must be the same size (Humans, Half-Elf, Elf or Halfing, Gnome, Dwarf).
* The Challenger and Opponent have a level in a Warrior Class or be a part of a War God priesthood (A Priesthood that grants the minimum allowed armor and extra attacks)

### Starting a Joust Match

A challenger first registers with the joust officiator. A second participant must register before the joust can begin. Each round (called a lance) is started by speaking to the squires on the opposite ends of the jousting lists.

A lance attack is an attack against a static AC 2 with all normal combat modifiers for proficiency, specialization, strength, etc. When stuck by a lance the recipient of the attack must make a Proficiency Riding check or be unhorsed.

Each round is announced by the Officiator, so watch your friends from the stands! A jousters match history is also recorded by the Officiator.

### Scoring:

* A hit with the lance is one point; the first to three points wins.
* Unhorsing an opponent is an automatic victory
* In the event of a tie, the joust continues until a round has a winner
Bless

**Level**: 1

**Components**: V, S

**Range**: 60 yds.

**AoE**: 50-ft. cube

**Save**: None

**Casting Time** : 1 rd.

**Duration**: 6 rds.

Upon uttering the bless spell, the caster raises the morale of friendly creatures and any saving throw rolls they make against fear effects by +1. Furthermore, it raises their attack dice rolls by +1. A blessing, however, affects only those not already engaged in melee combat. The caster determines at what range (up to 60 yards) he will cast the spell. At the instant the spell is completed, it affects all creatures in a 50-foot cube centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). A second use of this spell is to bless a single item (for example, a crossbow bolt for use against a rakshasa). The weight of the item is limited to one pound per caster level and the effect lasts until the item is used or the spell duration ends. Multiple bless spells are not cumulative. In addition to the verbal and somatic gesture components, the bless spell requires holy water. This spell can be reversed by the priest to a curse spell that, when cast upon enemy creatures, lowers their morale and attack rolls by -1. The curse requires the sprinkling of unholy water.
Fear

**Description:** When a character suffers from fear it is due to the imminent physical threat posed by a particular set of circumstances. A Fear check is made by rolling a saving throw vs. paralyzation.

### Fear Effects:

* Fumble Item
* Fearstruck

### **Notes:**

* Successfully defeating a given type of creature or studying about accounts of defeating a given type of creature provide a +2 bonus against Fear checks. This bonus can never exceed +2.
Talos

## Talos - The Destroyer

Talos is the destructive force of nature. His actions often seem petty and vengeful and are frequently motivated by rage, anger, and the desire to not appear weak or compromising in any way to his followers or the other powers of Faerun. He is like a malicious and twisted child whose power and wratch know no bounds and who proves his self-worth and standign again and again by raining havoc and ruin down on those who can little oppose him. Talassans are taught that life is a combination of random effects and chaos, so the devout should grab what they can, when they can, as who can say when Talos will strike and bring them into the afterlife?

**Status:** Greater

**Alignment:** CE

**Specialty Priests:** Stormlords
Druid

The druid is a priest of nature and guardian of the wilderness, be it forest, plain or jungle. Druids seek to maintain the balance between man and nature, at the expense of neither.

In the realms, from the Sword Coast to Impiltur, druids tend to gather in smaller groups, often with rangers and other allies. These groups usually numbering a dozen or fewer druids and 20 or fewer allies, vary widely in prominence and working relationships. These groups are known as "Circles". The term harkens to the unending cycles of natural processes and emphasizes that no one creature is intrinsically superior to another.

These circles provide a network of communication and aid for those who venerate Chauntea and similar powers.

### Characteristics

* The traditional druid is a guardian of the woodlands.
* They are only allowed to use leather armors and wooden shields.
* Weapons are limited to club, sickle, spear, dagger, scimitar, sling and staff

### Requirements

* Ability Requirements: Wis 12, Cha 15
* Prime Requisite: Wisdom, Charisma
* Allowed Races: Human or Half-elf

### Abilities

* Pass through overgrown areas without leaving a trail
* Do not receive a movement penalty from terrain
* Gains the ability to shapechange at level 7
* Gains immunity to charm spells cast by woodland creatures at level 7

Except where noted here, the druid conforms to the class as presented in the core PHB, here.
Solomon Maedus

Solomon Maedus is a clone of Benjamin Maedus, created by himself. Solomon joined the US Government and later created Eden for them alongside Julius Scurge. Solomon created the living weapon Warpath and his team ‘The Sentinels’ whose purpose was to control super powered beings and take them down if needed. However, it was later discovered that The Sentinels were created to get rid of all the world’s superheroes in order for the various Maedus variants to take over the world under The World Maedus Empire.

After Warpath and the other members of The Sentinels learned of the true reason for their creation, they killed Solomon. However, due to him being a clone of Maedus, there is an everlasting amount of clones in stasis within Hammerspace. So, even after his death, Solomon returned very soon after to Earth. But he was unable to return to Eden, this did not affect him because he could still enter Hammerspace via The World Maedus Empire and The Council of Maedus.

## Powers and Abilities

### Abilities

* **Superior-level Intellect**
* **Leadership**
* **Skilled Combatant**
* **Multilingualism**
* **Occultism**
* **Swordsmanship**
* **Deception**
Amn

## The Nation of Amn

Of the three "nations" said to comprise the Empires of the Sands, Amn is the only one that is, truly, a nation. Ruled for over 20 years by a "Council of Six" made up of the richest and most cunning merchants in the land, Amn has enjoyed unprecedented years of peace and prosperity. Amn's Council of Six is responsible for ensuring smooth trade and that profits are maximized. Any threat to the Council's governance is dealt with harshly, and this is especially true of adventuring groups and magic-users. When a magic-user becomes known to the Council of Six, they are given the options of working for the Council, banishment, or death. In a similar fashion, Amn's notorious Shadow Thieves are an immensely powerful guild and any thieving that they discover in their territory is met with a "join or die" mandate. Amn's border with Tethyr is the Tethir Road.
Faernor

## Faernor

Faernors receive the following traits:

* Required Proficiency: Endurance
* Bonus Proficiency: Healing
* Bonus Proficiency: Herbalism
* Limited weapon selection: True
* Bonus Weapon: Battleaxe
* Bonus Weapon: Club
* Bonus Weapon: Light Crossbow
* Bonus Weapon: Heavy Crossbow
* Bonus Weapon: Light Flail
* Bonus Weapon: Handaxe
* Bonus Weapon: Heavy Flail
* Bonus Weapon: Morningstar
* Bonus Weapon: Light Mace
* Bonus Weapon: Heavy Mace
* STR 9
* WIS 12
* Dwarf only
* Single class only
* -2 effective priest level for turning