recursal/Fanatic-Fandom huggingface dataset:
Doom

**Spell level:** cleric 1

**Innate level:** 1

**School:** enchantment

**Descriptor:** mind-affecting

**Components:** verbal, somatic

**Range:** medium (20 meters)

**Area of effect:** single

**Duration:** 1 turn / level

**Save:** will negates

**Spell resistance:** yes

**Additional counterspells:** bless

**Description:** The target creature receives a -2 modifier to all attack rolls, magical damage, saving throws, and skill checks.

## Notes

* The saving throw is rolled before the spell resistance check. Thus, passing the save can prevent the depletion of spell level absorption (mantles).
* Contrary to the description, this spell does not include a penalty to ability scores.
Acid fog

**Spell level:** sorcerer/wizard 6; cleric with destruction domain 6

**Innate level:** 6

**School:** conjuration

**Descriptor:** acid

**Components:** verbal, somatic

**Range:** long (40 meters)

**Area of effect:** large (5 meter radius)

**Duration:** 1 round / 2 levels

**Save:** fortitude

**Spell resistance:** yes

**Description:** Acid fog creates a thick, clinging, greenish cloud. Creatures entering the cloud take 4d6 acid damage. Creatures inside the cloud must make a fortitude save or have their movement reduced by 50%. Every round a creature spends in the cloud, it suffers 2d6 acid damage.

## Notes

* In addition to the fortitude save upon entering the cloud (to resist the movement speed decrease), fortitude saves are also made each round a target is inside the acid fog. However, these extra saves serve no purpose; there is no difference between passing and failing them.
* Damage is rolled once each round, not once per target.

## Custom content

* *Impact script:* `NW_S0_AcidFog`
* *OnEnter script:* `NW_S0_AcidFogA`
* *OnExit script:* `NW_S0_AcidFogB`
* *OnHearbeat script:* `NW_S0_AcidFogC`
Armageddon Tower - Helzbelt Mages Guild - Accouncement

*An announcement on parchment has been pinned to the noticeboard, next to the membership roster.  The writing is in Deedee's distinctive angular, obsessively neat handwriting.*

**Lamorak Giraldus**, formerly an Initiate of Study, has been appointed as **Proctor** of Armageddon Tower.

He is to be considered my **second-in-command** with authority over all Guild issues, answerable only to myself or the King and Queen.  His primary responsibility at this stage will be the identification, recruitment and registration of all arcane magic-users within Helzbelt.

Let this notice also serve as a reminder that **registration** with the Guild is **compulsory** for all citizens of Helzbelt who are users of arcane magic with the exception of bards, for whom registration is optional but recommended.

**Registration is free**, and grants access to Armageddon Tower's expansive library and state-of-the-art scrying, summoning and alchemical facilities and supplies.  Added to these benefits are legal representation and conflict mediation services offered to members by the Guild in case of dispute or other conflict.  Members are expected to adhere to Guild policies as announced and abide by all decisions made by the Magister or Proctor.

*The parchment is signed with a phrase: "**Dismissed-from-Delights**".*
Godzilla vs. Bagan (1995)

Godzilla vs. Bagan () is an 1995 unmade daikaiju film.

## Plot

Godzilla attacks japan one last time to face his final battle against the monster Bagan who attacks japan to.

**history**
*Godzilla vs. Godzilla*→
*Godzilla vs. Ghost Godzilla*→
*Godzilla vs. Baraguirus*→
*Godzilla vs. Chaos*→
*Godzilla vs. the Divine Beast*→
*Godzilla vs. Bagan*→
*Godzilla vs. Junior Godzilla*→
*Godzilla vs. Deep-Sea Life*→
*Godzilla vs. Biomonster*→
*Godzilla vs. Super Nuked Godzilla*→
*Godzilla vs. Lambda*→
*Godzilla vs. Barubaroi*→
*Godzilla vs. Destoroyah*

## History

After the abandonment of the various *Godzilla vs. Godzilla* and *Godzilla vs. Ghost Godzilla* story proposals, Toho reportedly considered again reviving the monster Bagan as Godzilla's final foe. David Milner stated during one of his interviews with director Takao Okawara that he heard the "Atragon" (Gotengo) was going to appear in the story as well. Okawara replied that he had heard of *Godzilla vs. Bagan* during the development of what ultimately became *Godzilla vs. Destoroyah*, though he did not know any details of its plot and so could not confirm or deny that the Gotengo was going to be in it. Whatever the details of the story, Bagan would once again be denied a film appearance as the proposal was shelved in favor of several more which included *Godzilla vs. Deep-Sea Life* and *Godzilla vs. Biomonster*, before finally resulting in *Godzilla vs. Destoroyah*.
Amplify

**Spell level:** bard 1

**Innate level:** 1

**School:** transmutation

**Components:** verbal, somatic

**Range:** touch

**Area of effect:** single

**Duration:** 1 round / level

**Save:** none

**Spell resistance:** no

**Description:** The caster or a target gains a +20 bonus to listen checks.

### Previous versions

* Prior to version 1.69, this spell did not have a somatic component, so it could be cast while wearing full armor and shield, ignoring arcane spell failure.
Blueprint For A Lich

Blueprint For A Lich - Vampire’s Blood, Belladonna & A Virgin’s Heart Well Simmered

by Len Lakofka

Preparation for Lichdom occurs while the figure is still alive and must be completed before his first “death.” If he dies somewhere along the line and is resurrected, then he must start all over again. The lich needs these spells. Magic Jar, Trap the Soul, and Enchant an Item, plus a special potion and something to “jar” into.

The item into which the lich will “jar” is prepared by having Enchant an Item cast upon it. The item cannot be of the common variety, but must be of high quality, solid, and of at least 2,000 gold pieces in value. The item must make a saving throw as if it were the person casting the spell.  (A cleric would have to have the spell Enchant an Item and Magic Jar thrown for him and it is the contracted magic user’s level that would be used for the saving throw.) The item can contain prior magics, but wooden items are not acceptable.

Preparing the body of the living figure is done via a potion. The potion is difficult to make and time consuming. It requires these items;

A. 2 pinches of pure arsenic

B. 1 pinch of belladonna

C. 1 measure of fresh phase spider venom (under 30 days old)

D. 1 measure of fresh wyvern venom (under 60 days old)

E. The blood of a dead humanoid infant killed by a phase spider

F. The blood of a dead humanoid infant killed by a mixture of arsenic

and belladonna

G. The heart of a virgin humanoid killed by wyvern venom

H. 1 quart of blood from a vampire or a person infected with vampirism

I. The ground reproductive glands of 7 giant moths (head for less than

60 days)

The items are mixed in the order given by the light of a full moon.

Obtained by Suspicious Activity
Class Changes

**Barbarian**

Rage changed to gives bonuses every 3 levels and 10 Intimidate.

**Bard**

Bard Song changed to gives bonuses every 3 levels and 10 Perform.

**Druid**

Poly morph overhauled to scale with caster level and Transmutation spell focus.

Dragon Shape requirements lowered to 26 WIS.

**Monk**

Monk AC grants +1 AC per 2 levels, capped at Wisdom Modifier. Counts as Dodge AC, which is capped at 20 from all sources.

Monk Speed grants +5% speed per 3 levels, capped at +50%.

**Paladin**

Divine Grace grants +1 per 3 levels to saving throws, capped at CHA modifier.

**Rogue**

Receives Hide in Plain Sight at level 30.

Receive Epic Skill Focus Disable Trap, Search, Open Lock, and Set Trap at level 30.

**Assassin**

Receives Hide in Plain Sight at level 20.

**Blackguard**

Dark Blessing grants +1 per 2 levels to saving throws, capped at CHA modifier.

**Pale Master**

AC Gain : +1 per 4 levels, intimidate as a class skill added.

**Dragon Disciple**

AC Gain : +1 per 4 levels

Ability Gain : +3 STR, +1 CON, +1 INT, +1 CHA per 5 levels, Breath weapon buff, Dragon type selection.

**Shadow Dancer**

Hide in Plain Sight (and regular stealth) can only be activated once every 15 seconds. Any large (-10) or Huge (-20) creature going into stealth take a 15 second penalty to Hide/Move Silently.

Shadow Dancers receive Hide in Plain Sight at level 10 (rather than level 1).

Receive Epic Skill Focus Hide and Epic Skill Focus Move Silently as free feats at level 10.

**Shifter**

Receive Epic Spell Focus Transmutation for free at level 20.

Polymorph overhauled to scale with caster level and Transmutation spell focus.

**Weapon Master**

Prerequisites changed to:

* Weapon Focus: Melee
* Base Attack Bonus +7
* feats: dodge, mobility
Bull's strength

**Spell level:** bard 2; cleric 2; druid 2; paladin 2; sorcerer/wizard 2

**Innate level:** 2

**School:** transmutation

**Components:** verbal, somatic

**Range:** touch

**Area of effect:** single

**Duration:** 1 hour / level

**Save:** harmless

**Spell resistance:** no

**Additional counterspells:** ray of enfeeblement

**Description:** The target creature's strength is increased by 1d4 + 1.

## Notes

* This spell stacks with the blackguard's bull's strength feat.
* If the maximum strength increase is not achieved, the spell can be cast again for a chance at a higher die roll (up to +5 regularly or +7 empowered). The recast will not lower the ability score.
Helzbelt

Helzbelt was a city in the old world, it was an underground city it represented chaos and generally those who were evil or simply too unnatural to live in the other cities freely resided here. Helzbelt was known for its military force and although highly aggressive to the other factions fostered extreme loyalty to its citizens. During the last attack from The Desecrator it was caved in to prevent The Desecrator from stealing its relic.
Bless weapon

**Spell level:** paladin 1

**Innate level:** 1

**School:** transmutation

**Descriptor:** weapon enchantment

**Components:** verbal, somatic

**Range:** touch

**Area of effect:** creature or melee weapon

**Duration:** ~~1~~ *2* minutes / level

**Save:** none

**Spell resistance:** no

**Description:** You empower the touched melee weapon with a +1 enhancement bonus, and a 2d6 divine damage bonus vs. undead. You can also target another creature to enchant its worn melee weapon.

## Notes

* Requires Hordes of the Underdark.
* When *bless weapon* is cast on crossbow bolts, it adds a temporary blessed bolt item property (also known as "on-hit: slay rakshasa"), which will instantly kill any rakshasa hit by the bolts
* Contrary to the spell's description, this spell lasts for two rounds per level when cast on bolts and two turns per level when cast on melee weapons.
* This spell can be cast on seemingly unarmed creatures (such as animals) to target one of their natural weapons. The "right" slot is targeted if possible; the "bite" slot otherwise. A creature with only a "left" weapon (e.g. some polymorphs) will not benefit from this spell.
* An existing enhancement bonus (temporary or permanent) will block the addition of the enhancement bonus from this spell. The damage bonus, on the other hand, will replace an existing temporary damage bonus vs. undead. In particular, casting this spell on the same weapon before an earlier casting expires will not extend the duration of the enhancement bonus, but will extend the duration of the damage bonus.
Balagarn's iron horn

**Spell level:** bard 1; sorcerer/wizard 2

**Innate level:** 2

**School:** *enchantment*

**Descriptor:**

**Components:** verbal, somatic

**Range:** personal

**Area of effect:** colossal (10 meter radius)

**Duration:** instant

**Save:** none

**Spell resistance:** yes

**Description:** The caster creates a deep, resonant vibration that shakes all creatures in the area of effect from their feet if they fail a strength check (as if the caster had a strength of 20). Every creature that falls will be knocked down for one round.

## Notes

* Added in the expansion packs.
* The strength check of this spell is (creature's strength + d20) vs. (20 + d20). Ties go to the creature. The creature's strength is its actual strength score rather than strength modifier, e.g., a creature with 20 strength would get 20 + d20 rather than 5 + d20 to oppose the knockdown.
* Despite its description, this spell belongs to the enchantment school. *(Possibly a bug.)*
* This spell is erroneously flagged as not being hostile, which allows it to be used in some cases where only non-hostile spells are supposed to be allowed.
* The "sonic" descriptor mentioned in-game is not used by this spell.

### Previous versions

* Prior to version 1.69, this spell did not have a somatic component, so it could be cast while wearing full armor and shield, ignoring arcane spell failure.
Speak the Truth and Laugh

This book is dedicated to Oghma, The Patron of Bards. No idea is inherently bad. There’s just bad timing and execution.

Many people don’t think they’re capable of being funny, and quite frankly, that’s sad. Not too long ago, the gods of Faerûn walked among us. It’s called The Time of Troubles. If that ain’t a reason for someone to crack a joke, then you’re beyond my help.

Adventurer, commoner, aristocrat, or whoever you are reading this – what’s going to happen? Bards are gonna make stories. This bard is going to speak truth to power, and everyone is gonna laugh at it. Why? Because when you make a joke of those who hold all the cards, it’s shining a light on them. Folks like that absolutely cannot stand to be publicly shamed. By pure coincidence, quite a few of us comedic bards aren’t allowed to play in certain parts of town because of the political environment, but, I digress.

Now, I’m being serious here. True comedy is talking about everyday life and making it into a story that that other people can relate to. It’s that simple. If something funny happened to you, I guarantee you someone out there will get a laugh out of it if you tell it to them. Even if it’s just one person – someone you love or even a total stranger – if they laugh, you, my friend just made performed comedy.

Do your best to talk to others and learn about them. Find out what makes them laugh. Then add that to your repertoire. If you’re accused of ‘stealing’ someone’s jokes, never deny it. Own it and own it proudly. Knowledge is meant to be shared, and that includes good humor. If they don’t like it, tell ‘em to pike off! Hah hah!

The grandiose artistic signature of ***Marvo the Magnificent*** appears in gigantic bold letters at the end of this book.

Written below the ostentatious autograph, in much smaller script, is the signature of Sigram Wenyas.

(*Suspicious Activity*)
Circle of doom

**Spell level:** cleric 5

**Innate level:** 5

**School:** necromancy

**Descriptor:** negative

**Components:** verbal, somatic

**Range:** medium (20 meters)

**Area of effect:** huge (6.67 meter radius)

**Duration:** instant

**Save:** fortitude 1/2

**Spell resistance:** yes

**Additional counterspells:** healing circle

**Description:** All enemies within the area of effect are struck with negative energy that causes 1d8 points of negative energy damage, +1 point per caster level. Negative energy spells have a reverse effect on undead, healing them instead of harming them.

## Notes

* Added in the expansion packs.
* The caster level is capped at 20.
* When empowered, the caster level is added to the damage twice — once before increasing the damage 50% and once after *(a bug)*. (A fix for this is available on the Vault[1].)
Relics

The Relics were three shards of a cosmic crystal that bestowed power upon those who unlocked their secrets. Power so great that they were fought over and controlled by the old cities. They were all either hidden or destroyed. Each stone coincided with a god like being, The Lady of the Isle, The Master of the Void and The Desecrator.
Agaros Xamaroth - Seek the Truth - Past, Present and Future

This book is dedicated to Savras, The All-Seeing.

There is a phrase among archivists, diviners, and chronomancers, "Those who control the present, control the past and those who control the past control the future." A shorter adage, "foresee is forewarned," is also appropriate. If you know what challenges lay ahead of you, you have the opportunity to prepare for them.

In my endless pursuit of knowledge, I have sought out the clergy of Savras within the Chultan Peninsula. Their services are well worth the price.

The most frequent question they receive is, "How will I die?" Naturally, I asked and... surprisingly, my fate was clouded. I was told that it was one of the rare occurrences, but, that did not dilute my faith in their credibility. Further inquiries led me to Eladramere.

Do not ask questions you do not want answers to. Savras reveals **ALL** sides of the truth in all its glorious, painful, and heart wrenching clarity.

Be cautious in attempting to prophesy here in the Sacred Isles. This realm is unique in Faerûn, for countless possibilities await us here.

The signature of Agaros Xamaroth *(Suspicious Activity)* appears at the end of this book.
Charm person

**Spell level:** bard 1; sorcerer/wizard 1

**Innate level:** 1

**School:** enchantment

**Descriptor:** mind-affecting

**Components:** verbal, somatic

**Range:** short (8 meters)

**Area of effect:** single

**Duration:** 2 rounds + 1 / 3 levels

**Save:** will negates

**Spell resistance:** yes

**Additional counterspells:** clarity

**Description:** In the eyes of the target humanoid, the personal reputation of the caster is improved by 50%.

## Notes

* When cast against a player character (PC) or a PC's associate, this spell causes a dazed effect instead.
	+ The duration of the daze effect, if at least 4 rounds and the target is a PC, is halved under the normal game difficulty setting, and quartered under easier settings.
* Merchants under the influence of this spell will suffer a -10 penalty to their opposed appraise check (if they make one) when opening their store. This usually means that prices are adjusted 10% (of the item's value) in the PC's favor.
Agaros Xamaroth - The Wisdom of the Art: Karsus’s Folly

This book is dedicated to Mystril and Midnight, the past and present goddesses of magic.

Mystra teaches, “True wisdom is knowing when not to use magic.” A simple lesson with enormous nuance. It begs the question, when should a mage not use magic? It seems antithetical to our craft. We each performed untold hours of improvement.

If anyone is entitled to the fruits of their labors, it is us!

Right?...

The answer is ***no***.

Our curse is hubris. We hear the siren’s call to ever greater power. To re-shape the world around us on a whim is an intoxicating experience. Practitioners become so preoccupied with whether or not they could, they did not stop to think if they should.

Unfortunately, there are countless examples of those who ignore this wisdom. The greatest of all being the Netherese Archwizard, Karsus. He who sought to become THE god of magic. His arrogance slew the first goddess of magic, Mystryl.

Her death caused all magic within Faerûn to…stop…altogether. For the briefest moment every enchanted item, every spell, everything imbued with magic, simply ceased. Liches phylacteries failed. Floating cities came crashing to the earth. The devastation remains indescribable and unknowable.

What is known is the Dire Wood. A single red stone butte at the base of a high cliff was all that remained of the fallen body of Karsus, made gigantic by the divine energy he stole.

It is I who encourage all Arcane magisters, visit the Dire Wood. Look upon the hubris of just one man. Look upon it and know that this is one such fate should you reach beyond your grasp.

The signature of Agaros Xamaroth (*Suspicious Activity*) appears at the end of this book.
Barlon's PvE Damage Tanker: Monk/DD Edition

Race: Dwarf

Alignment: Any Lawful

Starting Stat Array:

16 STR (17)

13 DEX

18 CON (24)

8 WIS

13 INT

8 CHA

1st Level Monk: Toughness

2nd Level Monk

3rd Level Monk: Dodge

4th Level Monk

5th Level Monk:

6th Level Monk: Blind-fight

7th Level Monk: Invest 10 Skill points in Tumble

8th Level Monk:

9th Level Monk: Expertise

12 Level DD: Weapon Focus: Warhammer OR Battle Axe

15 Level DD: Improved Expertise

16 Level DD:

17 DD

18 DD: Mobility

19 DD

20 DD

21 DD: Armor Skin

22 DD

23 DD:

24 DD: Epic Energy Resistance: Fire 1

25 DD: DD Bonus Feat: Epic Energy Resistance Cold 1

26 DD

27 DD Epic Energy Resistance: Acid 1

28 DD:

29 DD: DD Bonus Feat: Epic Energy Resistance Electrical 1

30 Monk:Epic Energy Resistance: Sonic 1

Build Totals:

HP:552

Saves: F:25 R:16 W:17

BAB:22

SR:22

Final Levels: 12 Monk, 18 Dwarven Defender

Final Skill points: 30 Tumble, 33 Concentration, 33 Discipline, 33 Listen

Notes:

1. You will most definitely want reflex and will saves on any gear you can manage.

2. This build, unlike my other monk builds, is meant to tank damage; not avoid it. The AC provided from Improved Expertise is to help avoid non-critical attacks

3. Do not go unarmed with this build, and do not wear robes with it, You do not have the additional dexterity nor Wisdom to counter the AC off-set of wearing robes; wield a weapon that has either blunt damage or a 3x critical multiplier and wear 8 AC armor.

4. Stack Regeneration and Any damage Immunity you possibly can.
Darkfire

**Spell level:** cleric 3

**Innate level:** 3

**School:** evocation

**Components:** verbal, somatic

**Range:** touch

**Area of effect:** single creature or melee weapon

**Duration:** 1 hour / level

**Save:** none

**Spell resistance:** no

**Description:** This spell allows the caster to immolate a non-magical weapon. The weapon will do 1d6 points of damage, +1 per two caster levels (maximum of +10) of fire damage. The caster can either target a specific melee weapon in his inventory or a creature to enchant the weapon the creature is wielding.

 6
 8
 10
 12
 14
 16
 18
 20+

## Notes

* Requires Hordes of the Underdark.
* The duration of this spell is technically 2 turns per level, which is the same as 1 hour per level, except when the module designer has changed the definition of an hour.
* The description may be taken to imply that only weapons with no magical properties can benefit from this spell, but that is not the case.
* This spell can be cast on seemingly unarmed creatures (such as animals) to target one of their natural weapons. The "right" slot is targeted if possible; the "bite" slot otherwise. A creature with only a "left" weapon (e.g. some polymorphs) will not benefit from this spell.
* The damage is implemented as an on-hit property. This has a few notable consequences.
	+ Damage from on-hit properties is not multiplied for critical hits.
	+ Damage from on-hit properties stacks with all damage bonuses on the weapon.
	+ Only one on-hit property will ever be applied for a single hit. Thus this spell will not stack with flame weapon, nor is it effective on weapons with permanent on-hit properties.
* If the damage caused by a *darkfire* strike is 10 or more, there will be a different flame animation on the target.

## Custom content notes

* *script:* `X2_S0_Darkfire.nss`
* *On hit fire damage script:* `X2_S3_Darkfire.nss`
Eladramere

## **From the Charter**

### **General Knowledge**

Eladramere is considered a holy city; a variety of paladin and clerical orders either call the city home or make pilgrimage there. A shining beacon of hope, it has only become more resplendent in response to the encroaching shadow of Helzbelt.

Ultimately the city is built on the foundation of justice; even those seen as traitors to the holiest of cities are offered a fair and impartial trial. Its knightly orders are quick to defend what's right and set themselves as an example for all others to follow. An Elad will often take the 'higher' path, even if such a path should prove more difficult or costly.

The endless war is at the forefront of Elad politics. They carefully balance the need for military superiority with their code of honour. Should such a balance fail, then the war will be lost.

### **Gods**

Tyr, Torm and Helm all stand out as the principal gods of the land, particularly among the knightly orders. The clergy often find themselves in the service of Ilmater, Lathander and to a lesser extent Chauntea.

The Holy City has fairly strict laws regarding the worship of Gods who oppose these and while some exceptions can be made on a case by case basis, the worship of evil deities is not tolerated.

### **Slavery**

Slavery in the true sense is not permitted in Eladramere. The would be 'owners' of such will find themselves incarcerated, their papers revoked and the slave turned over to the local magistrate for emancipation.

While occasional exception is granted to visiting dignitaries, it is still considered incredibly poor form and the dignitaries are encouraged to limit the attention they bring to the fact.

### **Sexual Practices**

Culturally the Holy City takes a far more civilised approach to sex. Aside from the most extreme taboos, the city will not interfere in a consenting couple's bedroom antics. Public fornication or public displays are illegal and the punishments for such can range from fines to imprisonment.

### **Views Regarding Neighbours**

#### **Helzbelt**

The 'great evil', Helzbelt's tyranny must be stopped at any cost. Even if some of their 'knights' may feign honour, they are not to be trusted. It should never be forgotten that Helzbelt's expansionist policies began this war and ultimately, they must be brought to account for the lives lost on both sides.

#### **Almariah**

A sometimes ally, while there have been temporary alliances in the past, caution should always be employed when treating with the Shogunate. They've proven time and again that profit is their greatest concern and their past betrayals should not be forgotten.

## **Eladramere - 1372 Dale Reckoning**

The Holy City is no more. It is a shadow of its former glory. Countless undead haunt the land and blight the City of Lights. Be wary and be prepared.

The Road to Old Eladramere
Cloud of bewilderment

**Spell level:** bard 2; sorcerer/wizard 2

**Innate level:** 2

**School:** evocation

**Descriptor:** gas

**Components:** verbal, somatic

**Range:** short (8 meters)

**Area of effect:** huge (6.67 meter radius)

**Duration:** 1 round / level

**Save:** fortitude

**Spell resistance:** yes

**Description:** The caster blows forth a cloud of noxious air. Enemies in the area of effect are stunned and blinded for 1d6 rounds.

## Notes

* Requires Hordes of the Underdark.
* Contrary to the description, this spell affects friends as well as foes.
* Though a stunned character must remain in the cloud, they are not required to make an additional save each round if they have already failed a save. If the cloud does not affect them and they remain in it, however, they will be required to make a save the following round.
* Targets that are immune to mind-affecting spells can still be blinded by the cloud, though they will not be stunned.
* Though not reported in the combat log, immunity to poison grants full immunity to all effects.

## Custom content notes

* *impact script:* `X2_S0_CldBewld`
* *OnEnter script:* `X2_S0_CldBewldA`
* *OnHearbeat script:* `X2_S0_CldBewldC`
Warstock

**This is a page from Season 2 of Polearth.**

Warstock is a Military company, capable of supplying armies on Polearth with any kind of military equiptment you can think of. We serve all and stay neutral to any conflict on the server. We also keep our prices cheap, and we charge less in larger order quantities! Come to the Warstock Discord today to take an order!

[God sets, Potions, Beacons, Military Tech (radars, bombs), God tools, Enchanted Golden Apples, Special Bundles]

### Projects

Currently, we are working on a large stadium in Spain, right on the doorstep of our Warstock Headquaters, this stadium will be hosting the Polearth x Warstock Olympic games, where all players can compete in numerous gamemodes and go head to head for a large prize at the end!

We also plan on making some shops worldwide, automation is the future.

One of our CEOs, Mangrove, is interested in the history of this server, and also is planning to make a museum in the future, if you have any suggestions, make sure to contact him ;)

```
Discord: https://discord.gg/PqkMpPB

```
Dominate animal

**Spell level:** druid 3

**Innate level:** 3

**School:** enchantment

**Descriptor:** mind-affecting

**Components:** verbal, somatic

**Range:** medium (20 meters)

**Area of effect:** single

**Duration:** 3 rounds + 1 / level

**Save:** will negates

**Spell resistance:** yes

**Additional counterspells:** clarity

**Description:** The target animal temporarily becomes a faithful and loyal servant of the caster.

## Notes

* Animal merchants under the influence of this spell will suffer a -20 penalty to their opposed appraise check (if they make one) when opening their store. This usually means that prices are adjusted 20% (of the item's value) in the PC's favor.
* This spell produces the same result (plus the merchant adjustment) as the animal empathy skill. The main differences lie in range (medium vs. touch), duration (rounds vs. turns), and the chance of success (saving throw vs. skill check). In addition, the skill can target a wider array of creatures (animals, beasts, and magical beasts), but has a chance of making the target hostile.
* Dominated creatures increase the party size penalty for experience points.
Create shadowfiend

**Spell level:**

**Innate level:** 6

**School:** necromancy

**Components:** verbal, somatic

**Range:** short (8 meters)

**Area of effect:** single

**Duration:** 1 hour/ level

**Save:** none

**Spell resistance:** no

**Description:** Summons a shadow, however, there is a 20% chance of the shadow being hostile.

## Notes

* The summons for this spell were never created. Thus the spell is non-functional unless a module supplies custom creatures for this spell to summon (with ResRefs "x2shfiendfriend" and "x2shfiendfoe").

## Custom content notes

* *script:* `X2_S0_Crshadow`
* This spell can be assigned a spellbook by editing spells.2da.
Almariah Leadership

Shogun : Hiroto, of the Takahashi Clan

Daimyo of War : Open

Responsible for ensuring borders are defended, warriors trained, and keep secure

Daimyo of Almariah Proper : Barlon Kazukadd

Daimyo of State : Novac Greyson

Responsible for the development of the city

Daimyo of the Grove : Ayan Taelon

Responsible for good relationships with the people of the Grove
The Red Harlequin

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

* *The Red Harlequin*, a series of Italian YA fantasy books?
* The Red Harlequin, a mythological figure in the Territories?
The Road to Old Eladramere

**Lamorak's Notes from the Field**

1. Take the ferry to the **Hallowed Forest**.
2. Head **South** to **Sylvanus' Rest**.
3. Continue **South** to **Mielikki's Dell**.
4. Journey **West**, to reach **The Unhallowed Forest - The Old Warzone**
5. Continue **West** on the path leading to **The Keeper of Ley Lines.**
6. Once you arrive at **The Keeper of the Ley Lines**, turn North and continue to **Old Eladramere Warzone**.
7. Be aware, once you enter the **Old Eladramere Warzone**, the ghosts of the past will attack you. Take precautions.
8. Continue **North** into **Old Eladramere Outskirts**.
	1. If you turn **West**, you will head into **Eladramere Approach**.
	2. At the end of this path is a large gate.
	3. This cursed land is haunted by undead minotaur creature known as Kuolutt Lehmä.
9. Follow the road **North**, straight into **Old Eladramere**.
Agaros Xamaroth - Write It Down!

This book is dedicated to Azuth, Lord of Spells and the God of Wizards. "Learn every new spell you discover and make a copy for the temple library. Do not hoard your knowledge, and encourage creativity in magic in all ways and at all times."

While I am an ardent disciple of Mystra, I send my prayers to Azuth as well. He has taught me to teach others a vital lesson; when knowledge is lost, the world is worse off.

When knowledge is not written down, it is more likely that it will be lost. The practice of archiving information is a vital one. Oral traditions will change over time, as details are forgotten, lost in translation, or simply misunderstood. With written texts, it is much easier to ensure the transference.

Follow this simple maxim, "if it is new to you, then it will be new to your successor."

It is time consuming, and it is all too tempting to put it off. I too have succumbed to that trap. I always say, 'I'll get around to it,' and to no surprise at all, I don't get around to it.

Do yourself and those you care about a favor. If it's important, write it down.

The signature of Agaros Xamaroth *(Suspicious Activity)* appears at the end of this book.
Cloudkill

**Spell level:** sorcerer/wizard 5

**Innate level:** 5

**School:** conjuration

**Descriptor:** *death*

**Components:** verbal, somatic

**Range:** long (40 meters)

**Area of effect:** large (5 meter radius)

**Duration:** 1 round / 2 levels

**Save:** fortitude special

**Spell resistance:** yes

**Description:** A billowing cloud of noxious vapors settles over the area. Its effects vary according to the hit dice of the affected creatures:

 4-6
 7+

## Notes

* Creatures that enter the cloud will suffer 1d10 acid damage and a 50% movement speed decrease. (For targets with **less** than 7 hit dice, a simple fortitude save—not versus death—negates the speed decrease.)
* Creatures that block the death effect (from immunity to death magic) will not suffer the movement speed decrease nor the initial acid damage. This is likely an oversight.
* The per round acid damage is rolled once each round, not once per target, and it applies regardless of hit dice.

## Custom content notes

* *impact script:* `NW_S0_CloudKill`
* *OnEnter script:* `NW_S0_CloudKillA`
* *OnExit script:* `NW_S0_CloudKillB`
* *OnHearbeat script:* `NW_S0_CloudKillC`
The Path of Conquest

This book is dedicated to Gruumsh, He Who Never Sleeps

When one lands on the Forgotten Isle, they are typically welcomed by those gathered around the campfire. The quest board hosts the many bounties for rewards. To the north lay the eternal prey creatures, goblins. In the abandoned house, giant rats propagate without tire. The ‘rat king’ guards the Lion Faced Door.

Congratulations. You have killed your prey. You have taken their body parts as trophies. You have begun your conquest of inferior creatures. Gruumsh approves of your first victories.

You are here to advance your career as an adventurer. As you grow in strength, so too does power. Power is the ability to define the world around you to your will. The more power you have, the more options become available. Gruumsh approves of your pursuit of conquest.

Inevitably, you will encounter others who have resided here long before you. They will seek to diminish your power. Defend yourself by any means necessary. Conquest of your foes is all that matters. Gruumsh approves of the trail of corpses left in your wake.

A protracted battle will erode your strength. Do not allow this to happen. Be creative, dynamic and most of all unrestrained. No method of war is unacceptable. Adapt your strategies and tactics. As the humans are prone to saying goes, ‘if it’s stupid and it works, then it isn’t stupid.’ Gruumsh approves of your pragmatism.

Life is an eternal war. There is no honor in war and only fools believe there to be such. Demonstrate the folly of their ways. Wherever you go, become the greatest warrior in the lands. Gruumsh approves of your achievements.

Spelled out in large printed characters is the 'signature' of Raknash Halkarnash (*Suspicious Activity*) that appears at the end of this book.
Navarre

A guard on the door with Clint when Kaylin and Caitlin arrive at the Halls of Law. They bar the doors to them because bodies are being brought in, but Caitlin has no patience with this, since she's making a crucial point about how death is handled differently under Imperial Law in Elantra than it is in the Fiefs on the other side of the Abyline.

1. ↑ Part 14, Cast in Moonlight
Blade thirst

**Spell level:** ranger 3

**Innate level:** 3

**School:** transmutation

**Descriptor:** weapon enchantment

**Components:** verbal, somatic

**Range:** touch

**Area of effect:** creature or slashing weapon

**Duration:** ~~1~~ *2* rounds / level

**Save:** none

**Spell resistance:** no

**Description:** You grant a slashing weapon a +3 enhancement bonus. If targeted on a creature, the spell will enchant the weapon in the primary hand of the target.

## Notes

* Requires Hordes of the Underdark.
* This is the only unique ranger spell.
* Ranged weapons cannot be targeted by this spell.
* Bite and claw items cannot be targeted by this spell (but any other standard slashing melee weapon used as a natural weapon can be, if the spell is cast on the creature).
* Contrary to the spell's description this spell lasts for two rounds per level instead of one.
* This will replace any existing temporary enhancement bonus (e.g. from greater magic weapon).
Contagion

**Spell level:** cleric 3; druid 3; sorcerer/wizard 4

**Innate level:** 3

**School:** necromancy

**Components:** verbal, somatic

**Range:** touch

**Area of effect:** single

**Duration:** instant

**Save:** fortitude negates

**Spell resistance:** yes

**Additional counterspells:** remove disease

**Description:** The target creature is struck down with one of the following debilitating diseases, randomly chosen: blinding sickness, cackle fever, mindfire, red ache, shakes, or slimy doom.

## Notes

* In addition to the diseases listed in the description, filth fever is a possible result of this spell.
* The saving throw is for the disease, not for this spell directly. (So the DC is determined solely by the disease; factors like spell focus do not apply.)
Chain lightning

**Innate level:** 6

**School:** evocation

**Descriptor:** electricity

**Components:** verbal, somatic

**Range:** long (40 meters)

**Area of effect:** colossal (10 meter radius), 1 target / level

**Duration:** instant

**Save:** reflex 1/2

**Spell resistance:** yes

**Description:** A bolt of electricity arcs through the caster's enemies for 1d6 points of electrical damage per caster level, up to a max of 20d6 points of damage to the initial target and half that amount to all other targets.
Madagascar Park

**This is a page from Season 2 of Polearth.**

Madagascar Park is a park currently under construction and should open soon in the fall. Madagascar Park should feature many trails to walk on, camping, fishing, and even a roller coaster. It should be open to the public and should be a lot of fun.

## Construction Phases

The park will have 6 phases of construction until it's opening. Each phase will be closer to the park looking done and beautiful.

### Phase 1

Phase 1 consisted of cleaning up the mess left behind and preparation for other phases.

### Phase 3

Phase 3 is for starting construction of park facilities. The roller coaster, parking areas, and main park area were be constructed in this phase.

### Phase 4

Phase 4 is preparation for Phase 6 and opening. This will consist of working with the Arabian Government on who is allowed and supplies for maintenance. This phase was ongoing at the same time as Phase 5.

### Phase 5

Phase 5 is for finalizing trails, buildings, and maps. This phase was ongoing at the same time as Phase 4. This phase will widen trails, planting trees all over the island, and making campsites.

### Phase 6

Phase 6 is pre-opening. In this phase, the map will be released, construction is finished, and the park is ready to be opened. Final trail markers, signs, and other small projects were finished in this phase.

## Trails

This is the final rough trail map. This is also subject to change. Click the info button to enlarge the map.
Lamorak Giraldus

## **Biography**

* Played By: Suspicious Activity
* Name: Lamorak Giraldus
* Class: Pure Wizard
* Deity: Unknown
* Race: Unknown
* Age: Unknown
* Height: 6'2" / 1.87 meters
* Gender: Male
* Status: Alive

## **General Knowledge**

* Soft-spoken, and often times very quiet.
* Somehow, he is in the know for many, many topics.
* Blushes ***very*** easily.
* Is apparently very ticklish.

## **Before The End of An Age**

* Author of The Night of The Abomination.
* Helzbelt's Lord of the Arcane.
	+ Magister of Armageddon Island.
	+ Succeeded by Jarrak.

## **War Against The Desecrator**

* During the preparation for defending Helzbelt against The Desecrator, Jarrak and Lamorak worked in tandem to build an intricate magical bulwark.
* Survived The End of an Age.

## **Notes from the Field**

* The Road to Old Eladramere.
* Kuollutt Lehmä.
Almariah

Almariah was a city founded by Kara-turians, it had a close relationship to the Druid Grove and The Lady of the Isle. This city represented neutrality, many traders flocked here as they could sell to the other cities freely. Although Almariah represented neutrality it was common for them to have a close alliance with Eladremere.

After the last attack from The Desecrator it was reclaimed by the Forest, ultimately ruined it is now nothing but a memory from the Old World.

**Additional Links**

* Foul Signs of Talona
* The Balance of Health
Animate dead

**Spell level:** cleric 3; sorcerer/wizard 5

**Innate level:** 3

**School:** necromancy

**Descriptor:** evil

**Components:** verbal, somatic

**Range:** short (8 meters)

**Area of effect:** point

**Duration:** 24 hours

**Save:** none

**Spell resistance:** no

**Additional counterspells:** sunbeam

**Description:** Animate dead summons forth an undead minion. The type of undead summoned is dependent upon the caster level.

 6 to 9
 10+
Create undead

**Spell level:** cleric 6; sorcerer/wizard 8

**Innate level:** 6

**School:** necromancy

**Descriptor:** evil

**Components:** verbal, somatic

**Range:** short (8 meters)

**Area of effect:** point

**Duration:** 24 hours

**Save:** none

**Spell resistance:** none

**Additional counterspells:** sunbeam

**Description:** The caster brings an undead creature into being. The type of undead is based upon the caster's level.

 12-13
 14-15
 16+
Agaros Xamaroth - The Fox of the Moon

When I met the woman who hid her face underneath a hood, she barely spoke above a whisper.

She introduced herself as ‘Styxx.’ She had sworn fealty to Eladramere. Her full name is

Rayclast’ Styxx. It is with her permission did I learn and share this text.

Never could I have imagined how pivotal a role she would play.

The Isles always attracted a wide variety of unique individuals. I came to affectionately refer to it

as the Bazaar of the Bizarre. Styxx had a fox’s tail. I inquired as to what she was. Her hushed

voice replied, “I am a Kitsune.” I found this information exhilarating. My thirst for knowledge was

ceaseless. I inquired further, and made time to speak to this magnificent individual.

This information, dear reader, is truly special. It was thanks to Rayclast’ Styxx that I learned

more about myself, the more I got to know her.

A Kitsune is a fox spirit from the far east lands of Kara-Tur. They are a type of yōkai. The

translation being ‘supernatural creature.’ She was a *‘zenko,’* a celestial, benevolent fox spirit.

I asked her if other kitsune existed. For lack of a better term, there are two primary ‘breeds.’ The

aforementioned *zenko*, and the malevolent nogitsune. Kitsune can become corrupted through

their own immoral actions. Their fall is evidenced upon their skin It stains their skin from ivory

white to as black as a Chultan night.

As I plumbed to learn more, she patiently responded, her tail idly swishing to and fro. On

occasion it would bristle - in reaction to a sudden surprise, or when a particularly vile act

occurred. We would venture together, exploring the isles, and protecting Eladramere from

enemies within and without.

Her faith? Our Silver Lady, Selûne. I pondered how the Moonmaiden’s faith had reached all the

way to Kara-Tur. She told me, “faith has no geographical boundaries.” I couldn't agree more.

What was her profession? A bard. Peculiar I thought. I asked what a bard was in her homeland.

She told me, “A bard is a bard.”

It was these simple, yet, profound explanations that settled matters of debate.

What drew her here? Many here are uncertain why or how they arrived here. I suspect it has

something to do with the relics here. She was much the same. uncertain as to why, yet,

interested and eager to experience this mysterious archipelago.

Perhaps, the greatest honor I experienced with her was to learn her first name. In Kara-Tur, the

surname is treated as the forename, hence Styxx. To speak a first name is to show a greater

degree of trust and intimacy. It is akin to being considered family.

It was this quiet, inconspicuous kitsune who set in motion the chain of events that shaped our

current time.

The signature of Agaros Xamaroth (*Suspicious Activity*) appears at the end of this book.
The Lady of the Isle

The Lady resides in the Druid Grove, just off Almariah. Her appearance is that of a forest dryad, eyes of sparkling green, and a spirit that animates all but the most foul of creatures. Often she is seen humming to herself whilst in a waking dream, stroking at the ground around where she sits. her physical touch - as in when she caresses the ground or steps on natural land - causes the powers of nature to spring up into verdant growth.

This NPC has a roll associated with it

**Lore 10 :** She is an exarch of Chauntea;

**Lore 30 :** The Lady and the Isles rise and fall as one (as in this);

**Lore 50 :** She resides in a realm within the core of the Earth, only appearing as a projection for short bursts of time;

**Lore 70 :** Upon her appointment, she received the blessing of Jazirian;

**Lore 90 :** She lost a child at the dawn of the Isles;

**Lore 110 :** The Lady's name is Liliandra, but she has never spoken it.

Sense the destruction of the relics she has not been seen on the Isles.
Eladremere

Eladremere or City of Light was a city in the Old world, it followed the triad and stood for law, it was generally the city where paladins and other lawful or good folk resided. It was burned down by Aurora Thorne after it was devastated by the last attack from The Desecrator. With no evidence or proof Aurora was not brought up on any charges, and thus has become but a memory of the Old world.