recursal/Fanatic-Fandom huggingface dataset:
Alertness (TcRaH)

## Alertness

(TcRaH) 1 Slot - Wisdom - +1 Mod

A character with this proficiency is exceptionally attuned
to his  surroundings, able to detect disturbances and notice discrepancies. A successful proficiency check reduces his chance of being surprised
by 1. (This replaces the description of this proficiency in *The Complete Thief's*
Handbook*.)*
Allergy Field (PHBR11)

Allergy Field (Alteration)

Sphere: Plant

Range: 10 yards/level

Components: V, S, M

Duration: 3 rounds +1/level

Casting Time: 4

Area of Effect: 5-foot/level cube

Saving Throw: Neg.

This spell causes characters entering the affected area to suffer extreme allergic reactions. It may be cast on any field, meadow, forest or other outdoor area with an abundance of plant life, causing the plants to produce pollen, antigens, or similar allergens. Characters coming in contact with the affected area who fail their saving throws vs spell, experience swelling of the eyes, fits of sneezing and dull headaches for the next 2-5 (1d4+1) turns. During that time, they make all attack rolls and ability checks at a -1 penalty.

The spell affect a cubic volume whose sides are 5 feet long per level of the caster; thus a 9th-level caster could affect a 45'x45'x45' cube. The spell lasts until the end of the indicated duration, or until the first frost, whichever comes first.

The material component for this spell is a pinch of ragweed.

Source: Swan, R. (1993). *The Complete Ranger's Handbook*. Cambridge, UK: TSR
Emotion Read (ToM)

Emotion Read (Divination)

Sphere: Thought

Range: 5 yards/level

Components: V, S, M

Duration: Instantaneous

Casing Time: 3

Area of Effect: One creature

Saving Throw: Neg

This spell allows the priest to perform an instantaneous reading of a single subject's emotional state. It can be used on any subject possessing Intelligence of 3 or better. This reading is neither deep nor specific and cannot pick out mixed emotions or intricate details. For example, it might tell the priest that the subject is fearful, but the spell cannot reaveal what the subject is afraid of or why he is afraid.

Emotion read does not reveal individual thoughts or the subjects motivation. Thus, the spell might reaveal that the subject is coldly un-emotional at the moment but not the fact that subject is contemplating the clod-blooded murder of the priest.

Note that this reading is instantaneous. It reveals only the emotion that is strongest at the instant the spell is used. While this will usually be related to the subject's overall emotional state, it is always possible that the subject might be distracted for a moment or remember and respond to past events.

The subject is allowed a normal saving throw vs. spells to resist the spell. If the saving throw is successful, the priest receives no reading at all. If the subject's roll exceeds the necessary number six or more, the priest perceives an emotion diametrically opposite of the subject's true emotion.

The material component is a square of unmarked white wax.

Source: Cook, D., Findley, N., Herring, A., Kubasik, C., Sargent, C., & Swan, R. (1991). *Tome of Magic*. Cambridge, UK: TSR
Detect Magic (PHB)

Detect Magic (Divination)

Sphere: Divination

Range: 0

Duration: 1 turn

Area of Effect: 10 ft. x 30 yds

Components: V, S, M

Casting Time: 1 round

Saving Throw: None

When the detect magic spell is cast, the priest detects magical radiations in a path 10 feet wide and up to 30 yards long, in the direction he is facing. The intensity of the magic can be detected (dim, faint, moderate, strong, or overwhelming). The cater has a 10% chance per level to determine the sphere of the magic, but unlike the wizard version of the spell, the type of magic (alteration, conjuration, etc.) cannot be divined. The caster can turn, scanning a 60 degree arc per round. The spell is blocked by solid stone at least 1 foot thick, solid metal at least 1 inch thick, or solid wood at least 1 yard thick.

The spell requires the use of the priest's holy symbol.

Source: Cook, D. (1989). *Players Handbook*. Cambridge, UK: TSR.
Jogo da Vida

Acampantes aguardando na fila do Zoológico

O **Jogo da Vida** é um dos jogos da **Gincores**, tradicional das temporadas de inverno. É inspirado no jogo homônimo para tabuleiro e propõe que os acampantes explorem o Sítio em busca de tarefas para completarem suas fichas, sendo esses tarefas realizadas em lugares que fariam parte da vida de um adulto, como uma padaria, uma mecânica e um zoológico, por exemplo. É um dos jogos mais aclamados da temporada e de muito apreço por parte dos acampantes.

## Regras

O jogo se inicia na **arquibancada**, onde cada equipe faz a contagem de seus jogadores. Em seguida, cada participante recebe uma pasta ou um envelope com o seu dinheiro (que não é suficiente para todas as tarefas) e a sua "vida", essa última consistindo em um papel com as cinco tarefas que devem ser feitas.

Feito isso, com todas as equipes organizadas e sentadas, o apresentador explica as regras e os limites do jogo, que geralmente é toda a área "para o lado de cá do rio". Dada a largada, cada participante traça seu caminho até a tarefa que julgar mais próxima, mais rápida ou mais barata, dependendo de sua estratégia. Uma tabela com a relação entre localidades e tarefas pode ser encontrada no fim do presente artigo.

O banco, embora na grande maioria das vezes não faça parte da lista da v**ida**, tem uma função importantíssima no jogo, visto que o dinheiro não é suficiente para todas as tarefas. Tende a ser uma das tarefas mais demoradas, uma vez que o acampante deve ir até lá, para em seguida encontrar o avalista e só então retornar ao banco para retirar seu empréstimo. Em temporadas onde o **Carroção Card** é utilizado, não é necessário ir ao avalista, visto que o cartão (geralmente exclusivo para veteranos), te dá direito a fazer um saque sem a autorização do avalista.

O jogo tem duração de aproximadamente uma hora (tempo que não é suficiente, se incluir a passagem no banco), e além das tarefas, ainda há os ladrões para te atrapalhar. Os ladrões recebem nomes divertidos e tem a função no jogo de atrapalhar o acampante. Geralmente eles roubam seu dinheiro ou pedem para o acampante pagar alguma prenda. Caso o acampante não obedeça ao ladrão, ele pode rasgar a v**ida** do acampante, zerando a pontuação deste.

O fim do jogo é anunciado pelos alto-falantes do Sítio, e nesse momento, todas as atividades são encerradas e todos os acampantes devem retornar ao respectivo QG na **Arquibancada**. Aqueles que ingressaram em suas atividades antes do fim do jogo recebem o seu carimbo. A pontuação é contabilizada com base na média de tarefas resolvidas pelos integrantes de cada equipe.

Abaixo, segue a tabela com a relação entre locais e postos do jogo.
Fortitude of Uthgar (P&P)

Fortitude of Uthgar (Enchantment/Charm)

Sphere: Charm

Range: Touch

Components: V, S, M

Duration: Special

Casting Time: 10 rounds

Area of Effect: One being

Saving Throw: None

This spell fortifies the recipient with strength of mind and body that enables him or her to endure pain or adversity with courage. A shaman of Uthgardt may cast this spell upon himself or any other member of his tribe. A fortitude of Uthgar spell has no effect on beings not formally inducted into the shaman's tribe.

While under the effects of a fortitude of Uthgar spell, the recipient automatically passes all Constitution ability checks. In addition the recipient receives a +2 bonus to all Strength and Wisdom checks. Finally the recipient receives a +1 magical defense adjustment, identical to (and cumulative with) the bonus received for a high Wisdom ability score, against magical spells that attack the mind such as beguiling, charm, fear, hypnosis, illusions, possession, suggestion, etc.

The spell lasts one day for every two levels of the caster(round up). A small token of the beat totem, such as a bear claw or raven feather, must be carried by the spell recipient. If the token is lost for any reason during the normal duration of a fortitude of Uthgar spell, the spell effect ends immediately.

The material component of this spell is the priest's holy symbol (or the shaman's sacred bundle).
Detect Metals and Minerals (P&P)

Detect Metals and Minerals (Divination)

Sphere: Divination, Elemental (Earth)

Range: 0

Components: V, S, M

Duration: 1 turn + 1 round/level

Casting Time: 1 round

Area of Effect: 10-foot x 120-foot path

Saving Throw: None

This spell allows its casters to divine the location of a single type of ore or mineral deposit. Casting priests concentrate on finding a specific type of metal or minerals. Priests can detect different types of metals and minerals(Including gems) during the spell's duration, but only one type can be detected per round. If the substance is within a path 10 feet wide and 120 feet long, the exact location and approximate quantity of the metal or mineral is revealed. Casters can find metals and minerals of any type and can determine whether they are in a pure, refined form (pure silver, for example), raw ore (iron ore), or ally form (adamantine). Casting priests can move at a walk and maintain the spell but they cannot engage in strenuous activity and maintain it.

The material component of this spell is the priest's holy symbol.

Source: Boyd, E. L. (1997). *Powers & Pantheons*. Renton, WA: Wizards of the Coast, Inc.
Invisibility to Animals (PHB)

## Invisibility to Animals

(PHB)

Range: Touch

Casting Time: 4

Duration: 1 turn +1 rd/level

Save: None

Area of Effect: 1 creature/level

When an invisibility to animals spell is cast, the creature
touched becomes totally undetectable by normal animals with
Intelligences under 6. Normal animals includes giant-sized varieties,
but it excludes any with magical abilities or powers. The enchanted
individual is able to walk among such animals or pass through them as if
 he did not exist.

For example, this individual could stand before
 the hungriest of lions or a tyrannosaurus rex and not be molested or
even noticed. However, a nightmare, hell hound, or winter wolf would
certainly be aware of the individual. For every level the caster has
achieved, one creature can be rendered invisible. Any recipient
attacking while this spell is in effect ends the spell immediately (for
himself only).

The material component of this spell is holly rubbed over the recipient.
Detect Living (P&P)

Detect Living (Divination, Necromancy)

Sphere: Divination, Necromantic)

Range: 0

Components: V, S

Duration: 1 round/level

Casting Time: 4

Area of Effect: 60' radius sphere, centered on caster

Saving Throw: None

This spell discovers emanations of life, making all living things within the area of effect glow with an easily discernible aura visible only to the caster. Intelligence is the main quality upon which the spell focuses, because more intelligent creatures glow more brightly. The spell does not allow mental contact and does not detect magically or psionically shielded creatures or the wills of "not present" scryers such as wizards using wizard eyes or crystal balls. Being hidden in extra-dimensional space are considered "not present". This spell can detect life that is invisible, concealed, disguised (even trapped within solid objects or magical forms), astral, or ethereal, but does not reveal the state of the life. This spell gives no hint of the nature, thoughts or inclination (in other words, hostile, or friendly) of the life detected.

This spell was developed by Scriveners of Doom who understood that mortals often flee from eternal rest, too blinded by fear and ignorance to realize that a priest is trying to help them. The spell also serves as a defense against living adversaries who might try to ambush the spellcaster.

Source: Boyd, E. L. (1997). *Powers & Pantheons*. Renton, WA: Wizards of the Coast, Inc.
Mithral Hall Wiki

## Welcome to the Mithral Hall Wiki

This website was created as a means for me and my friends to catalog everything we know and have in books and context about Advanced Dungeons and Dragons 1st and 2nd Edition as a method of sharing the information between each other and those that are looking for that piece of information maybe they can't find somewhere else.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Cure Light Wounds (PHB)

Cure Light Wounds (Necromancy)

Reversible

Sphere: Healing

Range: Touch

Duration: Permanent

Area of Effect: Creature touched

Component: V, S

Casting Time: 5

Saving Throw: None

When casing this spell and laying his hand upon a creature, the priest cures 1d8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin.

The reverse of the spell, cause light wounds, operates in the same manner, inflicting 1d8 points of damage. If a creature is avoiding this touch, an attack roll is needed to determine if the priest's hand strikes the opponent and causes such a wound.

Curing is permanent only insofar as the creature does not sustain further damage, caused wounds will heal or can be cured just as any normal injury.

Source: Player's Handbook - Source: Cook, D. (1989). *Players Handbook*. Cambridge, UK: TSR.
Animal Training

1 Slot - Wisdom

Characters with this proficiency can train one type of creature (declared
when the proficiency
is chosen) to obey simple commands and perform tricks.

A character can spend additional proficiencies to train other types of creatures
or can improve his skill with an already chosen type. Creatures
typically trained are dogs, horses, falcons, pigeons, elephants,
ferrets, and parrots.
A character can choose even more exotic creatures and monsters with animal intelligence (although these are difficult to control).

A trainer can work with up to three creatures at one time. The trainer may choose to teach general tasks or specific tricks. A general task gives the creature
the ability to react to a number of nonspecific commands to do its job. Examples of tasks include guard and attack, carry a rider, perform heavy labor, hunt, track, or fight alongside
soldiers (such as a war horse or elephant). A specific trick teaches the trained creature
to do one specific action. A horse may rear on command, a falcon may pluck a designated object,
a dog may attack a specific person, or a rat may run through
a particular maze. With enough time, a creature can be trained
to do both general tasks and specific
tricks.

Training for a general task requires
three months of uninterrupted work. Training for a specific
trick requires 2d6 weeks. At the end of the training time, a proficiency check is made. If successful, the animal is trained. If the die roll fails, the beast is untrainable. An animal can be trained
in 2d4 general tasks or specific tricks, or any combination of the two.

An animal trainer can also try to tame wild animals
(preparing them for training later on).
Wild animals can be tamed only when they are very young. The taming requires one month of uninterrupted work with the creature. At the end of the month, a proficiency check is made. If successful, the beast is suitable for training. If the check fails, the
creature retains enough of its wild behaviour
to make it untrainable. It can be kept, though it
must be leashed or caged. *(Please read the following from the Players Option Skills & Powers handbook, too.)*
Invisibility to Undead (PHB)

## Invisibility to Undead

Range: Touch

Casting Time: 4

Duration: 6 rounds

Save: Special

Area of Effect: 1 creature

This spell causes affected undead to lose track of and ignore
the warded creature for the duration of the spell. Undead of 4 or fewer
Hit Dice are automatically affected, but those with more Hit Dice
receive a saving throw vs. spell to avoid the effect. Note that a priest
 protected by this spell cannot turn affected undead. The spell ends
immediately if the recipient makes any attack, although casting spells
such as cure light wounds, augury, or chant does not end the ward.

The material component is the priest's holy symbol.
Actores

## Actores que se hicieron presentes en la operación

Los principales actores de la operación fueron, en un bando, las fuerzas militares colombianas en su combinación, acompañadas de grupos paramilitares denominados Autodefensas Unidas de Colombia (AUC), y en el otro las guerrillas de las Fuerzas Armadas Revolucionarias de Colombia (FARC), el Ejército de Liberación Nacional (ELN) y los Comandos Armados del Pueblo (CAP). Estos últimos tenían una fuerte presencia en la zona.

### Las fuerzas militares del estado

Conformando las fuerzas del estado se encontraban miembros de las Fuerzas Militares de Colombia, actuaron en conjunto con la Fiscalía General de la Nación, el Departamento Administrativo de Seguridad (DAS)  y la Policía Nacional de Colombia con apoyo de la Fuerza Aérea de Colombia

### Autodefensas

Las fuerzas paramilitares estaban en alianza extraoficial con el las fuerzas del estado, esta alianza es comprobable tanto por testimonios de todos quienes vivieron esta operación, como por fotos, grabaciones e incluso confesiones de los capturados lideres paramilitares como "Don berna". ESta es la parte más criticada de la operación, pues no era necesaria la participación de los paramilitares y estos sirvieron como una mano extendida del estado para violar normas.

Al mismo tiempo que el Gobierno Nacional declaraba públicamente que las Fuerzas Militares estaban recuperado el orden y la seguridad en la Comuna 13, los paramilitares de las Autodefensas Unidas de Colombia (AUC) bajo el mando de alias ‘Don Berna ’ aplicaban un régimen de terror tendiente a exterminar cualquier vestigio insurgente que dejó un saldo de personas desaparecidas aún por establecer, pues si bien la Fiscalía 45 de Justicia y Paz ha logrado documentar cerca de 50 casos, organizaciones no gubernamentales como la Corporación Jurídica Libertad tienen plenamente identificados por los menos 92.

### Las guerrillas

Los habitantes de la comuna 13, víctimas de la exclusión social, arrojados a la economía sumergida, han mostrado una gran capacidad de organización comunitaria y un firme sentido de sus reivindicaciones. Por eso, la cohabitación con las milicias de las Fuerzas Armadas Revolucionarias de Colombia (FARC) y sobre todo con el Ejército de Liberación Nacional (ELN), el más presente en la zona, no da lugar a demasiadas fricciones.

A esos tradicionales protagonistas armados se añade, en la Comuna 13, un grupo independiente, los Comandos Armados del Pueblo (CAP), que no dependen de las FARC ni del ELN pero comparten con ellos la opinión de que hay que enfrentarse al Estado. Al principio esas milicias no inquietaron demasiado a las autoridades. Supliendo las carencias del Estado garantizaban la seguridad luchando contra las bandas de delincuentes, mejorando las viviendas, construyendo caminos, etc.

## Referencias

1. ↑ *La tenebrosa máquina de guerra que dirigió ‘Don Berna’ | Verdad Abierta*. (2014). *Verdad Abierta*. Retrieved 27 March 2018, from https://verdadabierta.com/la-tenebrosa-maquina-de-guerra-que-dirigio-don-berna/
Cloak of Dark Power (Menzo)

Cloak of Dark Power (Evocation, Alteration)

Sphere: Necromantic

Range: 0

Components: V, S

Duration: 1 round/level

Casting Time: 4

Area of Effect: The caster

Saving Throw: None

This spell creates a dark aura of coursing, swirling, power around the caster. The priest's body and anything worn or carried (by the caster only) are protected by this aura from the effects of full sunlight, even under the open, daytime sky of the surface world (arms and armor imbued with the radiations of the Underdark don't begin to lose their power, and the drow caster suffers no "bright light" combat penalties). This magic specifically fashioned to prevail against a light spell.

A priest shrouded in a cloak of dark power functions as if one experience level higher, in all dealings with undead. Arachnids (and others using arachnid forms) attack a cloak - wearer at -3.

Source: Source: Greenwood, E. (1992). *Forgotten Realms Menzoberranzan*. UK: TSR
Ebony Hand (CBoN)

Ebony hand (Evocation, Necromancy)

Sphere: Necromantic

Range: 0

Components: V, S, M

Duration: 3 rounds +1/level

Area of Effect: Personal

Saving Throw: None

This minor meditation focuses a baneful, necromantic aura in the caster's chosen hand, enveloping the fingers in a dark, flickering radiance. The aura of the ebony hand enhances the delivery of harmful, touch-related spells (such as cause light wounds or cause disease) by providing a +1 bonus on the priest's attack roll for every three levels of experience past the first (+2 to hit at 4th level, +3 at 7th level, to a maximum of +4 to hit at 10th level).

Once the ebony hand is cast, the magic of the touch delivered spell is no longer conducted through physical contact with the caster's fingertips, but through the flickering aura of the ebony hand.

The companion touch-delivered spell(s) may be cast either before or after the creation of the ebony hand which does not expire with a single successful touch and may be used to deliver multiple attacks if the spell duration permits. Note that the ebony hand does not enhance attacks with weapons or other ranged spells.

The material component varies from religion to religion, but it is usually a piece of apparel or jewelry which is worn on the caster's hand to help focus the meditation (often a block glove or simple silver or onyx ring). Regardless of the actual focus employed the material component is not consumed by the spell and may be employed in multiple castings. As the spell description implies, the ebony hand may only be granted by malevolent deities to their evil priests.

Source: Kurtz, S. (1995). *The Complete Book of Necromancers*. Lake Geneva, WI.
Detect Snares & Pits (PHB)

Detect Snares & Pits (Divination)

Sphere: Divination

Range: 0

Duration: 4 rds/level

Area of Effect: 10 x 40 ft.

Components: V, S, M

Casting Time: 4

Saving Throw: None

Upon casting this spell, the caster is able to detect snares, pits, deadfalls, and similar hazards along a path 10 feet wide and 40 feet long. Such hazards include simple pits, deadfalls, snares of wilderness creatures (for example, trapdoor spiders, giant sundews, ant lions, etc.), and primitive traps constructed of natural materials (mantraps, missile trips, hunting snares, etc.). The spell is directional, the caster must face the desired direction to determine if a pit exists or a trap is laid in that direction. The caster experiences a feeling of anger from the direction of a caster detected hazard, which increases as the danger is approached. The caster learns the general nature of the danger (put, snare, or deadfall) but not its exact operation, nor how to disarm it. Close examination, however, enables the caster to sense what intended actions might trigger it. The spell detects certain natural hazards-quicksand (snare), sinkholes(pit), or unsafe walls of natural rock (deadfall). Other hazards, such as a cavern that floods during rain, an unsafe construction, or a naturally poisonous plant, are not revealed. The spell does not detect magical traps (save those that operate by pit, deadfall, or snaring; see the 2nd-level spell trip and the 3rd-level spell snare), nor those that are mechanically complex, nor those that have been rendered safe or inactive.

The caster must have his holy symbol to complete the spell.

Source: Cook, D. (1989). *Players Handbook*. Cambridge, UK: TSR.
Entangle (PHB)

Entangle (Alteration)

Sphere: Plant

Range: 80 yards

Duration: 1 turn

Area of Effect: 40-ft. cube

Components: V, S, M

Casting Time: 4

Saving Throw: 1/2

By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatutres, holding them fast for the duration of the spell. Any creature entering the area is subject to this effect. A creature that rolls a successful saving throw vs. spell can escape the area, moving at only 10 feet per round until out of the area. Exceptionally large (gargantuan) or strong creatures may suffer little or no distress from this spell, at the DM's option, based on the strength of the entangling plants.

The material component is the caster's holy symbol.
Doc

Image is from the comic and was drawn by Ushio, the original author

"Doc" is a nameless side character BotD. He is one, if not the main leader of the humans and the only living doctor that we know of. He typically wears a solid colored tee shirt and pants. The doctor has white skin, grey eyes, and dirty blonde hair

## Personality

The doctor is typically no-nonsense, he never laughs but he isn't exactly a downer. He was very cautious of the zombies at the beginning but hasn't seen them as a real threat since meeting N. He is often annoyed by the stupidity of the group around him, but he still has a heart. He even sort-of tried to set up Lily and K in Ep. 161 - Lily Pads.

## History

We don't know much about the doctor before the apocalypse other than he was a doctor. He doesn't talk about himself much at all. We do know that he read scientific journals.

## Skills and Equipment

Utility Belt

Gun

Doctor
Command (PHB)

Command (Enchantment/Charm)

Sphere: Charm

Range: 30 yards

Duration: 1 round

Area of Effect: 1 creature

Component: V

Casting Time: 1

Saving Throw: None

This spell enables the priest to command another creature with a single word. The command must be uttered in a language understood by the creature. The subject will obey to the best of his/its ability only as long as the command is absolutely clear and unequiveocal; thus, a command of "Suicide!" is ignored. A command to "Die!" causes the creature to fall in a faint or cataleptic state for one round, but thereafter the creature revives and is alive and well. Typical commands are back, halt, flee run, stop, fall go, leave surrender, sleep, rest, etc. No command affects a creature for more than one round; undead are not affected at all. Creatures with intelligence of 13(high) or more, or those with 6 or more Hit Dice (or experience levels) are entitled to a saving throw vs spell, adjusted for Wisdom. (Creatures with 13 or higher intelligence and 6 Hit Dice/levels get only one saving throw!)

Source: Source: Cook, D. (1989). *Players Handbook*. Cambridge, UK: TSR.
Create Water (PHB)

Create Water (Alteration)

Reversible

Sphere: Elemental(Water)

Range: 30 yards

Duration: Permanent

Area of Effect: Up to 27 cu. ft.

Components: V, S, M

Casting Time: 1 round

Saving Throw: None

When the priest casts a create water spell, up to four gallons of water are generated for every experience level of the caster(for example, a 2nd-level priest creates up to 8 gallons of water, a 3rd level priest up to 12 gallons, etc). The water is clean and drinkable(it is just like rain water). The created water can be dispelled within a round of its creation; otherwise its magic fades, leaving normal water that can be used, spilled, evaporated, etc. The reverse of the spell, destroy water, obliterates without trace (no vapor, mist,m fog, or steam) a like quantity of water. Water can be created or destroyed in an area as small as will actually contain the liquid, or in an area as large as 27 cubic feet (1 cubic yard).

Note that water can neither be created nor destroyed within a creature. For reference purposes, water weighs about 8.5 lbs per gallon, and a cubic foot of water weighs approximately 64 pounds.

The create water spell requires at least a drop of water, the destroy water spell, at least a pinch of dust.

Source: Cook, D. (1989). *Players Handbook*. Cambridge, UK: TSR.
Combine (PHB)

Combine (Evocation)

Sphere: All

Range: Touch

Duration: Special

Area of Effect: Circle of Priests

Components: V, S

Casting Time: 1 round

Saving Throw: None

Using this spell, three or five priests combine their abilities so that one of them casts spells and turns undead at an enhanced level. The highest-level priest (or one of them, if two or more are tied for highest) stands alone, while the others join hands in a surrounding circle. The central priest casts the combine spell. He temporarily gains one level for each priest in the circle, up to a maximum gain of four levels. The level increase affects turning undead and spell details that vary with the caster's level. Note that the central priest gains no additional spells and that the group is limited to his currently memorized spells.

The encircling priests must concentrate on maintaining the combine effect. The lose all Armor Class bonuses for shield and Dexterity. If any of them has his concentration broken, the combine spell ends immediately. If the combine spell is broken while the central priest is in the act of casting a spell, the spell is ruined just as if the caster were disturbed. Spells cast in combination have the full enhanced effect, even if the combine is broken before the duration of the enhanced spell ends. Note that the combination is not broken if only the central caster is disturbed.

Source: Cook, D. (1989). *Players Handbook*. Cambridge, UK: TSR.
Detect Poison (PHB)

Detect Poison (Divination)

Sphere: Divination

Range: 0

Duration: 1 turn + 1 rd/level

Area of Effect: Special

Components: V, S, M

Casting Time: 4

Saving Throw: None

This spell enables the priest to determine if an object has been poisoned or is poisonous. One object, or one 5-foot cubic mass, can be checked per round. The priest has a 5% chance per level of determining the exact type of poison.

The material component is a strip of specially blessed vellum, which turns black if poison is present.

Source: Cook, D. (1989). *Players Handbook*. Cambridge, UK: TSR.
Analyze Balance (ToM)

Analyze Balance (Divination)

Sphere: Numbers, Divination

Range: 80 yards

Components: V, S, M

Duration: 5 rounds + 1 round/level

Casting Time: 1 round

Area of Effect:: One creature, object, or 10' square

Saving Throw: None

This spell allows a priest to sense how far a character, creature, object, or area is from a condition of balance-in other words, the degree to which it's alignment is removed from true Neutral. The spell gives no indication of the "direction" in which the alignment is removed from true Neutral except under certain conditions which follow. The spell does, however indicate along which axis or axes of alignment the variation lies.

For example, a priest uses this spell to analyze the balance of a Chaotic Neutral creature. The spell indicates that the creature is removed from Neutral by one grade, and the variation is along the Law/Chaos axis; thus the creature must be either Chaotic Neutral or Lawful Neutral. If the creature were Chaotic Evil, the spell would indicate that it is removed form balance by two grades, one along each axis; thus the creature must be Chaotic Evl, Choatic Good, Lawful Evil, or Lawful Good.

A pirest has a 5% chance per level of correctly determining the direction of variation along one randomly chosen axis. This means that a 10th level priest evaluating the balance of a Chaotic Neutral creature would have a 50% chance of learning that the creature is Chaotic (and hence Chaotic Neutral, since it is only one step away from balance.)

Similar to spells such as detect evil, this spell will not yield a result on a hidden trap. If cast on a creature with an intelligence level of "animal" or "non-" it will always read true Neutral(i.e. zero steps removed from balance.)

The material components are four iron coins which the priest tosses in his hand while concentrating on the spell. The coins are not consumed in the casting.

Source: Cook, D., Findley, N., Herring, A., Kubasik, C., Sargent, C., & Swan, R. (1991). *Tome of Magic*. Cambridge, UK: TSR
Assess Value (P&P)

Assess Value (Divination)

Sphere: Divination

Range: Touch

Components: V, S

Duration: Instantaneous

Casting Time: 4

Area of Effect: 1 object

Saving Throw: None

This spell enables the caster to determine the fair market value of an object based on the materials used in its construction simply by handling it. The spell does not enable the caster to assess the artistic or cultural value of an object, its magical properties, or even determine if the object is magical.

The object to be evaluated must be physically smaller in size than the caster. The spell enables the caster to determine the item's value to the nearest gold piece in value to within (plus or minus) 2d10% minus the caster's level. Hence at 20th level and above, there is no possibility of error.

Source:Boyd, E. L. (1997). *Powers & Pantheons*. Renton, WA: Wizards of the Coast, Inc.
Boating (TcRaH)

## Boating

(TcRaH) 1 slot - Wisdom - Modifier(+1)

This
proficiency allows the character to pilot any small boat, such as a kayak or canoe, operating it at maximum speed. It also allows make minor repairs and improvements in these boats, such as waterproofing them and patching
holes. A successful
proficiency check enables the character
to handle the craft in treacherous situations; for instance, maneuvering the boat though
choppy water without capsizing it, or avoiding
collisions when guiding it through
a narrow channel choked with rocks or ice. Note that while the navigation and seamanship proficiencies deal with ships in oceans, seas, and other large bodies of water, the boating proficiency is confined to small craft on rivers, lakes, on oceans close to shore, and over
similar terrain, usually on relatively calm waters.

*(editors  note:  This  replaces  the  description  of  this  proficiency  in  The  Complete*
 Thief's Handbook,  since the Rangers Handbook  outdates  the
Thieves  Handbook  according
 to the official rules.) (Please read the following
from the Players Option Skills & Powers handbook, too.)
Artistic Ability

1 slot - Wisdom

Player characters
with artistic ability are naturally
accomplished in various forms of the arts. They
have an inherent understanding  of color, form,
space, flow, tone,
pitch, and rhythm. Characters with artistic
ability must select one art form (painting,
sculpture, composition, etc.) to
be proficient in. Thereafter they can attempt to
create art works or musical compositions in their given field. Although
it is not necessary
to make a proficiency check, one can be made to determine the quality of the work. If a 1 is rolled on the check, the artist has created
a work with some truly lasting value. If
the check fails, the artist has created something aesthetically
unpleasing or just plain bad.

Artistic ability also confers a +1 bonus to all proficiency checks requiring artistic
skill--music or dance--and to attempts to appraise objects of art.
Pulse Echo and Doppler

Pulse Echo and Doppler

**The Doppler Effect:**

When a source, such as a sound wave, moves towards an observer, the observed frequency increases and the wavelength decreases. Similarly, when a source moves away from an observers, the observed frequency decreases and the wavelength increases. This is known as the Doppler effect and can be explained in terms of the wave crests. As the wave source moves towards the observer, each wave crest that is emitted is closer to the observer than the previous wave. This means the wave takes less time to reach the observer than the previous wave. Therefore the time between waves arriving at the observer is decreased, causing an increase in frequency.

When the wave is travelling away from the observer, each wave is emitted from a distance greater than the previous wave. This causes an increase in time interval between the waves, reducing the frequency. This causes the change in pitch when a sound passes an observer.

**Pulse Echo:**

Pulse echo technique refers to the emission of a sound wave to an object an unknown distance away. An example of this is being on a boat and wanting to calculate the distance to the ocean floor below you. First, you would send an ultrasound pulse into the water, which would eventually hit the bottom and reflect back upwards to the boat. A detector on the boat could then record the time taken for the wave to complete the trip. Knowing the speed of sound to be 340m/s, you could use s=d/t in order to calculate the distance. This distance is the complete cycle and so to determine the distance from the boat to the ocean floor we must divide by 2.
Hooke`s Law

* Hooke's law is a principle of physics that states that the force (*F*) needed to extend or compress a spring by some distance *X* scales linearly with respect to that distance. That is: *F* = *kX*, where *k* is spring constant, and *X* is the change of length which is small compared to the total possible deformation of the spring.

* Hooke's law is only a first-order linear approximation to the real response of springs and other elastic bodies to applied forces. It must eventually fail once the forces exceed limit of proportionality, since no material can be compressed beyond a certain minimum size, or stretched beyond a maximum size, without some permanent deformation or change of state. Many materials will noticeably deviate from Hooke's law well before those elastic limits are reached.

* Suppose that the spring has reached a state of equilibrium, where its length is not

changing anymore. Let *X* be the amount by which the free end of the spring was displaced from its "relaxed" position (when it is not being stretched).

* Hooke's law states that = *kX* where *k* is a positive real number, characteristic of the spring. Moreover, the same formula holds when the spring is compressed, with *F* and *X* both negative in that case. According to this formula, the graph of the applied force *F* as a function of the displacement *X* will be a straight line passing through the origin, whose slope is *k*.

* Hooke's law for a spring is often stated under the convention that *F* is the restoring force exerted by the spring on whatever is pulling its free end. In that case, the equation becomes *F* = -*kX*, since the direction of the restoring force is opposite to that of the displacement.

* Hooke's law only holds for

some materials under certain loading conditions. Steel exhibits linear-elastic behavior in most engineering applications; Hooke's law is valid for it throughout its elastic range (i.e., for stresses below the yield strength). For some other materials, such as aluminium, Hooke's law is only valid for a portion of the elastic range.

1. ↑ https://phys.org/news/2015-02-law.html
2. ↑ https://en.wikipedia.org/wiki/Hooke%27s\_law
Analyze Opponent (P&P)

Analyze Opponent (Pr 1; Divitination)

Range: 10 yards/level

Components: S, M

Duration: 1 round

Casting Time: 4

Area of Effect: One creature/level

Saving Throw: Neg.

This spell facilitates the quick analysis of a single opponent by the spell-caster. At 1st level, the priest can divine one salient weakness or strength of a single opponent. At 3rd level and every two levels thereafter up to 9th the spellcaster can determine an additional strength or weakness. The target of this spell is entitled to a saving throw vs. spell. If the saving throw is successful, the spell is wasted and nothing is learned.

For example, if this spell was cast by a 5th-level priest on a troll, e might learn that trolls can regenerate (a strength), that they are particularly, susceptible to fire (a weakness), and that this particular troll was partially blind in his left eye. The last nugget of information might translate into a +1 bonus to hit, at the DM's discretion, if the priest attacked so as to exploit the troll's weakness.

According to legend, one of the earliest priests of Tempus to win the Red Knight's favor employed this spell prior to battling a rakshasa. With it he divined that diabolical race's weakness to blessed crossbow bolts, a fact that is now known by many adventurers through the Realms.

The material component of this spell is the priest's holy symbol, which needs simply to be touch to cast the spell.

Source:Boyd, E. L. (1997). *Powers & Pantheons*. Renton, WA: Wizards of the Coast, Inc.
General Proficiencies

## References

TcBaH - The complete Bard Handbook

TcDrH - The complete Druid Handbook (no skills so far)

TcFiH – The complete Fighters Handbook

TcPaH – The complete Paladins Handbook

TcPsiH – The complete Psionics Handbook

TcPrH – The complete Priest Handbook (no skills so far)

TcRaH – The complete Ranger Handbook

TcThiH – The complete Thieves Handbook

TcWizH – The complete Wizard Handbook (no skills so far)

DwH – The complete Dwarves Handbook

EH – The complete Elves Handbook (no skills so far)

Gn&HH – The complete Gnomes and Halflings Handbook (no skills so far)

HH – The complete Humanoids Handbook

DMOHLC – DMs Option –High Level Campaign

DMO:C&T – DMs Option – Combat & Tactics

PlO:S&P – Players Option – Skills & Powers

PlO:S&M – Players Option – Spells & Magic
Everything Else Works

***Everything Else Works*** is a French-American children's CGI-animated sitcom created by Daniel Frossard, premiering in March 2009 on Fun4Reelz.

In May 2022, the series was renewed for an fifteenth season. Frossard also said that season 16 will written shortly after season 15 premieres.

A video game based on the show was released for the Nintendo DS across in summer 2011, selling an estimated 239 million copies worldwide.

## Premise

Three childhood friends work together to solve problems while also coming up with pranks to defeat imaginary enemies. The show takes place in Atlantic City, New Jersey.

## Characters

**Ella Bradley**

Voiced by: Kayla Futagawa-Friar
Ella is the gang's leader.
**Karen Murko**

Voiced by: Monica Rakovski
Karen gets curious at times.
**Natalie Morris**

Voiced by: Gianna Lambrakis
Natalie's responsible for double-checking.
Graphs of Motion

The gradient on a displacement-time graph represents the velocity. This is due to velocity = change in displacement/change in time. When the line is linear, it means that the velocity is constant. The steeper the gradient, the faster the constant velocity is. If the linear line is horizontal, it means that there is no change in the displacement and therefore the velocity is 0. If there is a curved line in the displacement-time graph, then it means that there is either acceleration or deceleration. If the curve gets steeper as time progresses, then it is accelerating. If the curve gets shallower as time progresses, then the object is decelerating. The area underneath the curve does not represent anything.

   The gradient on a velocity-time graph represents the acceleration. This is due to acceleration = change in velocity/ change in time. If the linear line has a positive gradient, then the object is uniformly accelerating. If the linear line has a negative gradient, then the object is uniformly decelerating. If the linear line has a gradient of 0, then the object is not accelerating and has a constant velocity. If there is a curved line in the velocity-time graph, then the object has an increasing velocity. The area underneath a velocity-time graph represents the displacement of the object. This is due to velocity = change in displacement/change in time. Therefore, velocity x time is the change in displacement = area under the line/curve.

 The area underneath an acceleration-time graph represents the velocity of the object. This is due to acceleration = change in velocity/change in time. Therefore, acceleration x time = velocity = area under the line. The gradient of the line does not represent anything.
Excessive Indulgence (P&P)

Excessive Indulgence ( Enchantment/Charm)

Sphere: Charm

Range: Touch

Components: V, S, M

Duration: 1 round/level

Casting Time: 4

Area of Effect: One living creature

Saving Throw: Special

This spell enables a Sharessin to cause its recipient to focus on his or her current activities to the point of overindulgence for the duration of this spell. When the spell is cast, its target receives a saving throw vs. spell to avoid the effect. If the saving throw is failed, the victim's current actions that round become compulsive and excessive for the duration of the spell.

Each round, the target must make an Intelligence check and a Wisdom check (both at -2 penalty) to perform any action besides his or her compulsion. For example, if Blenzer the Bulging was eating when the spell was cast, he feels an overwhelming urge to gorge himself for the duration of the spell. All surprise checks are made with -2 penalty during this period.

If the victim of this spell is attacked while under its effects, the spell is instantly canceled. Likewise, victims do not truly injure or kill themselves while under this spell's effects, although they may come close due to gluttony or some other behavior.

The material components of this spell are the priest's holy symbol and three fresh flower petals.
Refraction and Reflection

Specification points:

* 71 - know and understand that at the interface between medium 1 and medium 2 n1 sinΘ1 = n2 sinΘ2, where refractive index is n=c/v
* 72 - be able to calculate critical angle sin C = 1/n
* 73 - be able to predict whether total internal reflection will occur at an interface
* 74 - understand how to measure the refractive index of a solid material

Refraction

* Refraction - the change in the speed of a wave caused by it passing across an interface (boundary) between media with different optical densities
	+ The optical density refers to the speed of light in a medium - the more optically dense a medium is, the slower waves travel
	+ The speed decreases because the wavelength decreases (frequency is set at the source of the wave, and remains constant)

* Refractive index - ratio of the speed of light in one medium to another 1n2 = v1/v2
	+ Absolute refractive index - the ratio of the speed of light in a vacuum to the speed of light in a medium n = c/v
	+ Snell's Law - 2n1 = n1/n2 = sin(i)/sin(r) = λ2/λ1 = v2/v1
* Critical angle - angle of incidence which produces an angle of refraction of 90°
	+ A critical angle only exists when light is moving from a more dense medium to a less dense medium.
	+ Partial reflection will always occur at any boundary
	+ Angle of reflection is always equal to angle of incidence

###
Elsa

Image is from the comic and was drawn by Ushio, the original author

## Appearance

Elsa has blond hair and blue eyes. She is noted to be really skinny due to her lack of self care and a diet that consists of granola bars and soda.

## Personality

Elsa is shy and secretive. She seems to have medical knowledge and is able to treat the sick but does not have a lot of live training with actual people. She feels really guilty about being the one to invent the zombie fungus is looking for a cure. She is a very helpful person. She also feels guilt over hiding when the fungus broke out for the first time in her lab and allowing N to deal with the zombies, leading to N getting infected, but not Elsa.

## History

Elsa invented the zombie \*spoiler alert\* fungus while trying to develop a new treatment with the cordyceps fungus. One of the members of her team was smuggling untested samples of genetically modified cordyceps fungus. When she confronted him, a scuffle broke out and the vial broke and fell on someone, releasing the virus. The government later changed it into a viral fungus and experimented on children. She may be N's relative or Ex.

## Relationships

In episode 300, Elsa tells Alex she was N's girlfriend before he became a zombie. Alex is distressed at this, but Elsa comforts her, saying that they had not been together for long.

Her dad is a multi-millionaire business man who owns the restaurant that Brandon was the head chef at and N might have been working at.

## Skills and Equipment

Unknown equipment.

She is very smart and is currently trying to find a way to seperate the fungal infection without killing the host.