recursal/Fanatic-Fandom huggingface dataset:
Planar Binding

Casting this spell attempts a dangerous act: to lure a Creature from another plane to a specifically prepared trap, which must lie within the spell's range. The called Creature is held in the trap until it agrees to Perform one service in return for its Freedom.

To create the trap, you must use a magic circle spell, focused inward. The kind of Creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual's proper name in casting the spell.

The target Creature is allowed a Will Saving Throw. If the Saving Throw succeeds, the Creature resists the spell. If the Saving Throw fails, the Creature is immediately drawn to the trap (spell Resistance does not keep it from being called). The Creature can escape from the trap by successfully pitting its Spell Resistance against your Caster Level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your Caster Level + your Charisma modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the Creature prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle against evil) to make the trap more secure.

If the Creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the Creature to Perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature's Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the Creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the Creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you ever roll a natural 1 on the Charisma check, the Creature breaks free of the spell's effect and can escape or attack you.

Once the requested service is completed, the Creature need only to inform you to be instantly sent back whence it came. The Creature might later seek revenge. If you assign some open-ended task that the Creature cannot complete through its own actions, the spell remains in effect for a maximum of 1 day per Caster Level, and the Creature gains an immediate chance to break free (with the same chance to resist as when it was trapped). Note that a clever recipient can subvert some instructions.

When you use a calling spell to call an air, Chaotic, earth, evil, fire, good, Lawful, or water Creature, it is a spell of that type.

[[]]

# PLANAR BINDING

Sorcerer/wizard 6

* School: Conjuration (calling) [see text]
* Casting Time: 10 minutes
* Range: Close (25 ft. + 5 ft./2 levels); see text
* Target: Up to three elementals or outsiders, totaling no more than 12 HD, no two of which can be more than 30 ft. apart when they appear
* Duration: Instantaneous
* Saving Throw: Will negates
* Spell Resistance: No And Yes; See Text
Antonius

**Antonius** – przedstawiciel Thélème, pełniący funkcję ambasadora w Sérène, a także postać występująca w Greedfall.

## Udział

Antonius pełni funkcję ambasadora Thélème w Sérène i z tego powodu jest również jedną z pierwszych osób, które zostają poinformowane o wyprawie de Sardeta na wyspę Teer Fradee, która będzie mieć miejsce za godzinę. Kardynał stwierdza, że słyszał o tym jakieś plotki i gratuluje głównemu protagoniście nabycia tytułu legata Kongregacji Kupieckiej. Mężczyzna uważa, że jest to niezwykle zaszczytne stanowisko i jest pewien, że posiada go właściwa osoba, która będzie wywiązywać się ze swoich obowiązków z werwą i polotem. Dodaje również, że Matka Kardynalina Cornelia z przyjemnością będzie współpracować w przyszłości z głównym protagonistą i jego kuzynem, Constantinem. Jedynie czego żałuje, to faktu szybkiego i nagłego wyjazdu.

Kardynał zaznacza, że chciał się zwrócić do de Sardeta w pewnej delikatnej sprawie, co aktywuje zadanie poboczne  Polowanie na heretyków. Główny protagonista chętnie wysłuchuje ambasadora, twierdząc, że być może przed wypłynięciem zdoła rozwiązać trapiącą go kwestię. Antonius oznajmia, że w Sérène znalazła schronienie grupka niebezpiecznych heretyków. Zaznacza również, że członkowie Thélème doskonale są świadomi tego, że jego wuj, d’Orsay toleruje obecność pogan w swoim mieście. Według kardynała istnieją jednak pewne osoby, które mogą zostać uznane za wyjątek, zwłaszcza takie, które w szczególny spokój zakłócają spokój wyznawców Thélème. Ambasador podkreśla, że de Sardet wyświadczyłby ogromną przysługę jego organizacji gdyby aresztował heretyków i przekazał ich straży. Główny protagonista stwierdza, że herezja nie jest zbrodnią w Sérène, a Antonius dobrze o tym wie. Mimo tego, de Sardet jest przekonany, że jego wuj zrobiłby wyjątek i przychylił do takich argumentów. Nie rozumie jednak dlaczego jest potrzebna akurat jego interwencja, na co Antonius odpowiada, że formalności zajęłyby mnóstwo czasu, którego on nie ma. Dodaje również, że według źródeł członków Thélème, heretycy już skontaktowali się z pewnym przemytnikiem, który ma ich zabrać w nieznane miejsce. De Sardet rozumie tę kwestię i wyraża nadzieję, że uda mu się znaleźć zbiegów zanim dotrą do wrogiego miasta. Stwierdza też, że muszą ukrywać się w porcie skoro planują podróż statkiem.

Po podjęciu wyboru związanego z heretykami, de Sardet zgłasza postęp misji. Podczas rozmowy może kierować się zarówno prawdą jak i kłamstwem, a w zależności od podjętej decyzji traci lub zyskuje u niego poparcie. Jeżeli główny protagonista pomógł heretykom znaleźć azyl u Sojuszu Mostu, wtedy ambasador będzie rozczarowany, ale nie zredukuje to punktów reputacji.

Oprócz tego, główny protagonista może zdobyć informacje na temat działań Thélème. De Sardet może się również dowiedzieć, jak wyglądają ich relacje z innymi organizacjami.

## Zadania

* Wielka wyprawa
* Polowanie na heretyków
Blight

This spell withers a single plant of any size. An affected plant Creature takes 1d6 points of Damage per level (maximum 15d6) and may attempt a Fortitude Saving Throw for half Damage. A plant that isn't a Creature doesn't receive a save and immediately withers and dies.

This spell has no effect on the soil or surrounding plant life.

[[]]

# BLIGHT

Druid 4, Sorcerer/wizard 5

* School: Necromancy
* Casting Time: 1 standard action
* Range: Touch
* Target: Plant touched
* Duration: Instantaneous
* Saving Throw: Fortitude half; see text
* Spell Resistance: Yes
Resonant Spiritual Armament

**Resonant Spiritual Armaments** (共鳴霊的武装, *Kyōmei Reiteki Busou*?), colloquially known as **Devices** (デバイス, *Debaisu*?), are an item, usually a weapon, that a Blazer can manifest from their souls.

## Summary

Devices are the materialization of a Blazer's soul as a weapon, which can be used in battle. A Device takes on an assortment of different forms and abilities based on the Blazers themselves. The shapes that a Device can take on range from simple weapons like swords or spears to more modern weapons such as firearms or chainsaws. A Device is able to take form as other types of items related to the Blazer's abilities. There are also some Blazers who are able to summon more than one Device or multiple copies of the same Device.

Being the manifestation of a Blazer's soul, Devices are able to withstand a great deal of damage without bending, much less breaking. However, there are cases when a *Device* does break which results in the Blazer losing consciousness. It is, however, possible to develop resistance against this, however, it needs an extremely strong mental constitution.

A Device can be deployed in «Illusionary Form», as opposed to «Real Form» for practice and/or mock battles, causing damage to a person's stamina instead of actual physical damage. It can also be used if the Blazer doesn't intend to cause real damage to their opponent. Despite a Device not being able to cause damage to an opponent or kill them, attacks that are overwhelming enough can put people in a comatose state.

A Device also serves as a medium for Blazers to utilize their Noble Phantasms, which are their trump cards in battles.

There are rare occurrences where a Device and change or evolve because their Device reflects their inner spirit and everything about them. Therefore, if a Blazer completely "rebuilds" themselves, their Device will change as well. This also includes how many of their Devices they can summon and the size of the device.
Inflict Moderate Wounds

# Mass Inflict Moderate Wounds

Negative energy spreads out in all directions from the point of origin, dealing 2d8 points of Damage + 1 point per Caster Level (maximum +30) to nearby living enemies.

Like other inflict Spells, mass inflict moderate wounds cures Undead in its area rather than damaging them. A Cleric capable of spontaneously casting inflict Spells can also spontaneously cast mass inflict Spells.

[[]]

# MASS INFLICT MODERATE WOUNDS

Cleric 6

* School: Necromancy
* Casting Time: 1 standard action
* Range: Close (25 ft. + 5 ft./2 levels)
* Target: One creature/level, no two of which can be more than 30 ft. apart
* Duration: Instantaneous
* Saving Throw: Will half
* Spell Resistance: Yes
Eyebite

Each round, you can target a single living Creature, striking it with waves of power. Depending on the target's HD, this attack has as many as three effects.

The effects are cumulative and concurrent.

*Sickened*: Sudden pain and fever sweeps over the subject's body. A Creature affected by this spell remains sickened for 10 minutes per Caster Level. The effects cannot be negated by a *Remove Disease*or *heal*spell, but a *Remove Curse*is effective.

*Panicked*: The subject becomes panicked for 1d4 rounds. Even after the panic ends, the Creature remains shaken for 10 minutes per Caster Level, and it automatically becomes panicked again if it comes within sight of you during that time. This is a fear effect.

*Comatose*: The subject falls into a catatonic coma for 10 minutes per Caster Level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a *sleep*effect, and thus elves are not immune to it.

You must spend a Swift Action each round after the first to target a foe.

[[]]

# EYEBITE

Bard 6, Sorcerer/wizard 6

* School: Necromancy
* Casting Time: 1 standard action
* Range: Close (25 ft. + 5 ft./2 levels)
* Target: One living creature
* Duration: 1 round/level
* Saving Throw: Fortitude negates
* Spell Resistance: Yes
Circle of Death

*Circle of death*snuffs out the life force of living creatures, killing them instantly. The spell slays 1d4 HD worth of living creatures per Caster Level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No Creature of 9 or more HD can be affected, and HD that are not sufficient to affect a Creature are wasted.

[[]]

# CIRCLE OF DEATH

Sorcerer/wizard 6

* School: Necromancy [death]
* Casting Time: 1 standard action
* Range: Medium (100 ft. + 10 ft./level)
* Duration: Instantaneous
* Saving Throw: Fortitude negates
* Spell Resistance: Yes
Darkness

This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain Concealment (20% miss chance) in dim light. All creatures gain total Concealment (50% miss chance) in darkness. Creatures with Darkvision can see in an area of dim light or darkness without Penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than*darkness*.

If *darkness* is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.

This spell does not stack with itself. *Darkness* can be used to counter or dispel any light spell of equal or lower spell level.

[[]]

# DARKNESS

Bard 2, Cleric 2, Sorcerer/wizard 2

* School: Evocation [darkness]
* Casting Time: 1 standard action
* Range: Touch
* Target: Object touched
* Duration: 1 min./level (D)
* Saving Throw: None
* Spell Resistance: No
Bane

# Bane Spell 1

Enchantment Mental
**Source** *Core Rulebook pg. 320*
**Traditions** divine, occult
**Cast**  somatic, verbal
**Area** 5-foot emanation; **Targets** enemies in the area
**Saving Throw** Will; **Duration** 1 minute

You fill the minds of your enemies with doubt. Targets that fail their Will saves take a –1 status penalty to attack rolls as long as they are in the area. Once per turn, starting the turn after you cast *bane*, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet and force enemies in the area that weren't yet affected to attempt another saving throw. *Bane* can counteract *bless*.
Kodeks: Nádaig meneimen

Aktualizacje odblokowywane są w miarę rozwijania fabuły i odnajdywania notatek profesora.

## Treść wpisu

Ten Nádaig wygląda jak ogromny pó ptak, pół człowiek potrafiący latać dzięki swym potężnym skrzydłom. Z górami i szczytami łączy go mocna więź.

**Aktualizacja #1**: Według obserwacji profesora opiekun ten nie ma pancerza, a jego ciało jest podatne na ataki ostrzami. Możesz nawet zatruć swą broń, by zadawać jeszcze większe rany.

**Aktualizacja #2**: Udało się znaleźć wiadomość opisującą atak jednej z tych bestii, która walczyła za pomocą ogromnego miecza. Jeśli faktycznie tak jest, to na pewno można parować jej ataki, a ciężki pancerz powinien ochronić przed odniesieniem poważnych ran.

**Aktualizacja #3**: W twoje ręce wpadło pewnego rodzaju potwierdzenie dostarczenia amunicji zamówionej przez profesora na wyprawę. Bez wątpienia broń palna pozwoli ci zmierzyć się z tym okropnym stworzeniem bez konieczności uciekania się do walki wręcz.
Vile Death

(Heroes of Horror)

Conjuration (Calling) [Evil]
Level: Dread Necromancer 7, Cleric 9, Sorcerer 9, Wizard 9,
Components: V, S, M, XP,
Casting Time: 1 hour
Range: Touch
Target: One corporeal undead creature
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: Yes

You summon the spirit of a fiend from the depths of Hell or the Abyss and bind it into the body of a corporeal undead creature.
Binding the fiend applies the fiendish template (see page 108 of the Monster Manual) to the undead creature.
The resulting creature is independent of you and can act on its own.
Its initial attitude toward you is indifferent.
Material Component: A bit of brimstone and a bloodstone worth at least 500 gp.
XP Cost: 100 XP.
Fear

An invisible cone of terror causes each living Creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked Creature begins cowering. If the Will save succeeds, the Creature is shaken for 1 round.

[[]]

# FEAR

Bard 3, Sorcerer/wizard 4

* School: Necromancy [fear, mind-affecting]
* Casting Time: 1 standard action
* Range: 30 ft.
* Duration: 1 round/level or 1 round; see text
* Saving Throw: Will partial
* Spell Resistance: Yes
Animate Dead

This spell turns corpses into Undead skeletons or zombies that obey your spoken commands.

The Undead can be made to follow you, or they can be made to remain in an area and attack any Creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.

Regardless of the type of Undead you create with this spell, you can't create more HD of Undead than twice your Caster Level with a single casting of *animate dead*. The *Desecrate*spell doubles this limit.

The Undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of Undead creatures per Caster Level. If you exceed this number, all the newly created creatures fall under your control, and any excess Undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.

*Skeletons*: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.

*Zombies*: A zombie can be created only from a mostly intact corpse. The corpse must be that of a Creature with a physical anatomy.

[[]]

# ANIMATE DEAD

Cleric 3, Sorcerer/wizard 4

* School: Necromancy [evil]
* Casting Time: 1 standard action
* Range: Touch
* Target: One or more corpses touched
* Duration: Instantaneous
* Saving Throw: None
* Spell Resistance: No
テトスへの手紙

## 第一章

1神の選ばれた者たちの信仰と，信心深さに一致する真理の知識に従う，神のしもべでありイエス・キリストの使徒であるパウロは，
2嘘をつくことのできない神が，時の始まる前に約束してくださった永遠の命を望んでいます，
3しかし彼は自分の時に，私たちの救い主である神の命令に従って私に委ねられた説教によって，彼の言葉を明らかにされました，
4共通の信仰に従うわたしの真の子テトスへ。父なる神とわたしたちの救い主である主イエス・キリストの恵みとあわれみと平和がありますように。

5あなたをクレタに残したのは，あなたが不足しているものを整えて，各都市に長老を任命してもらうためです。わたしがあなたに指示したように，
6非の打ちどころなく，一人の妻の夫で，その子供も信者であり，小さな事ですら訴えられてない人を選んで立てなさい。
7なぜなら，監督は神の執事として非の打ち所なく，おごらず，すぐに怒らず，酒におぼれず，暴力をふらず，不正な利得にも貪欲でなく，
8もてなしが良く，善を愛し，冷静で，公正で，聖く，自制心があり，
9教えによる忠実な言葉を守る人でなければなりません。そうすれば彼は健全な教えで人に勧め，反対する者に罪を悟らせることができるでしょう。

10なぜなら，たくさんの従わない者，無駄話をする者，欺く者が，特に割礼を受けている人の中にいるからです。
11そのような者たちの口は封じなければなりません。彼らは不正な利得のために不適切なことを教えて，全家を破壊しています。
12彼らのうちの一人，彼ら自身の預言者は言いました，「クレタ人はいつも嘘つきで，邪悪な獣で，食いしん坊の怠け者だ。」
13この証言は真実です。このために，彼らが信仰のうちに健全であるように，彼らを厳しく責めて，
14ユダヤ人の寓話や，真実に背く人々の戒めに注意を払わせないようにさせなさい。
15清い者にはすべてのものが清いのですが，汚れた者や不信仰者にとって清いものは何一つありません。彼らの思いと彼らの良心は汚れています。
16彼らは神を知っていると公言していますが，その行いによっては否定しており，忌まわしく，不従順で，どんな良い業にもふさわしくありません。

## 第二章

1しかし，健全な教義に適した事柄を語りなさい。
2老人には，節制があり，分別があり，冷静な思いを持ち，信仰と愛と忍耐力が強くあるようにと，
3同じように老婦にも，行いには敬意を払い，中傷したり酒のとりこになったりせず，善の教師であるようにと勧めなさい，
4そうすれば，若い妻たちに夫を愛し，子供を愛するように導いて，
5冷静な思いを持ち，貞潔で，家で働き，親切で，自分の夫に服従する者へとさせることができます。これは神の言葉が冒涜されないためです。

6同じように，若い人に冷静な思いを持つように勧めなさい。
7全ての事柄において，あなた自身で善いわざの例を示しなさい。あなたの教えの中で誠実で，真剣で，腐敗なきことを示せば，
8その非難もできない発言の健全さから，あなたに反対する者たちが恥をかいて，私たちについて悪いことを言えなくなるでしょう。

9召使いたちには，自分の主人に服従し，すべてのことにおいて満足させ，文句を言わず，
10盗まず，むしろ全き忠誠さを示すように勧めなさい，わたしたちの救い主である神の教えを飾るためです。
11神の恵みが現われました，この恵みは全ての人に救いをもたらし，
12わたしたちを導いて，不信心とこの世の欲望を捨てさせ，この時代において，慎み深く，正しく，信心深く生きて，
13祝福に満ちた希望であり，わたしたちの偉大な神，救い主イエス・キリストの栄光の現われを求めるようにさせます，
14彼はわたしたちのためにご自身をお与えになりました，それはわたしたちをあらゆる悪から贖い，善いわざに熱心な，ご自身のものである，ご自身の人々を清めるためです。
15十分な権威をもってこれらのことを語り，強く説き，戒めなさい。誰にも見くびられないように。

## 第三章

1彼らに思い出させなさい，支配者や権威者に服従し，従順で，あらゆる善いわざに備えて，
2誰に対しても悪口を言わず，争わず，穏やかで，あらゆる人に対して謙遜さを示すべきだということを。
3わたしたちもかつては愚かで，不従順で，騙されていて，様々な欲望と喜びに仕え，悪意と嫉妬に満ちて生き，憎しみ，互いに憎しみ合っていました。
4しかし，わたしたちの救い主である神の優しさと，人間への愛が現れたとき，
5わたしたちが自ら行った義の業によるのではなく，彼の憐れみによって，再生の洗いと聖霊の更新によって私たちを救ってくださいました。
6聖霊は，わたしたちの救い主イエス・キリストを通して豊かに私たちの上に注がれました。
7キリストの恵みによって義とされるのは，永遠の命の望みに従って相続人となるためです。
8この言葉は正確です。神を信じた人々が良い行いを続けようと心がけるようになるため，わたしはあなたが自信を持って強く主張してほしいと望んでいます。これらのことは人にとって善いことで，また有益です。
9しかし，愚かな疑問，系図，争い，律法についての論争を避けなさい。それらは無益で無駄だからです。
10党派心の強い人には一度目と二度目の警告をして，その後は避けなさい，
11知っているようにそのような人はゆがんでいて罪深く，自分で自分を非難しています。

12わたしがアルテマスやティキカスをあなたのもとに遣わすとき，私のいるニコポリスに来るよう急いでください。 わたしはそこで冬を過ごそうと決心しましたから。
13法学者ゼナスとアポロを急いで旅につかせ，何一つ足りないことがないようにしてあげなさい。
14わたしたちの人々にも，必要なものを満たすために良い業を続けることを学ばせなさい。彼らが実りのないものとならないようにするためです。

15わたしと共にいる者はみな，あなたによろしくと言っています。信仰をもってわたしたちを愛する人々によろしく伝えてください。

　恵みがあなた方全てと共にありますように。アーメン。

注釈
--

1. ↑ 「キリスト」とは「油注がれた者」を意味する。
False Life

You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain Stamina equal to 1d10 + 1 per Caster Level (maximum +10).

[[]]

# FALSE LIFE

Sorcerer/wizard 2

* School: Necromancy
* Casting Time: 1 standard action
* Range: Personal
* Target: You
* Duration: 1 hour/level or until discharged; see text
Język yecht fradí

**Język yecht fradí** – język stosowany przez rdzennych mieszkańców Teer Fradee, stworzony na potrzeby *GreedFall* przez Antoine’a Henriego.

## Fonetyka

Yecht Fradí jako tacy są niepiśmienni. Jedyny używany przez tubylców system pisma to tajne pismo *doneigad*. Pod względem fonetycznym zbliżony jest do języka polskiego – samogłoski i większość zbitek, jak np. „ch”, wymawia się podobnie jak w polszczyźnie. Wyjątkami są litera „w”, wymawiana jako [ł], oraz „j”, wymawiana jak w języku hiszpańskim – jako [h].

## Niekonsekwencje

Zapis niektórych słów jest niekonsekwentny, przykładowo *on ol menauí* zapisywane bywa również jako *on ol menauí*, a *tierna harh cadachtas* jako *tierna haj kadachtas*. Również część innych słów, prawdopodobnie w toku wieloletniego etapu produkcji, zapisywana bywa inaczej. Przykładowo, według tłumaczenia z gry, nazwa klanu Síory – gaís rad – oznacza ‘czerwone włócznie’. Ponieważ nazwa rejonu Vedrad tłumaczona jest jako ‘czerwony las’, a Vedleug jako ‘las błyskawic’, można ustalić, że *ved* oznacza ‘las’, *rad* ‘czerwony’, zaś *gaís* – ‘włócznię’. Tym niemniej, nazwę wioski Siory – Vedrhais – tłumaczy się jako ‘las włóczni’. Człon *ved* pozostaje niezmienny, jednak słowo „włócznie” zapisywane jest już nie jako „gaís”, a „rhais”.

Innym przykładem może być słowo „kość” – nazwa wioski Vígnámrí oznacza ‘kości króla’, zaś rejonu Glendgnámvár – ‘wybrzeże długich kości’. W obu przypadkach wspólnym członem jest *gnám*, który jednak nie pojawia się w nazwie klanu sísaíg cnámeis, oznaczającej ‘tworzących kształty z kości’.

## Słownik

Poniżej znajduje się lista słów z języka tubylców, których znaczenia są znane. Tłumaczenia zapisane w cudzysłowie to tłumaczenia dosłowne, podawane w grze, zaś pozostałe są opisowe, których dosłowne znaczenie nie jest znane.
Fire in the Blood

(Heroes of Horror)

Transmutation
Level: Cleric 5, Dread Necromancer 5, Spite (HH) 5,
Components: V, S, M,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
 This unsettling spell enables you to make deadly weapons of your own arteries and veins.
Once the spell is cast, your blood takes on a mystical potency that makes it more corrosive than the strongest acid to anyone who draws it from you.
From then on, until the spell's duration has elapsed, anyone who deals slashing or piercing melee damage on you is sprayed with your blood in retribution.
The blood deals a cumulative 1d6 points of damage per attack upon your attacker, with no save or spell resistance applicable, up to a maximum of 5d6.
Thus, the first time a foe hits you with a slashing or piercing weapon, he instantly takes 1d6 points of damage from the sanguinary backlash.
The second time that same foe strikes you, he takes 2d6 points of damage.
As soon as any single foe has taken 5d6 points of damage in a single spray from your corrosive blood, the spell ends.
Opponents striking you with magical attacks that do not manifest in a slashing or piercing manner, or those striking you with only bludgeoning weapons, do not trigger the retributive blood spray.
The arc and direction of the blood spray is magical in nature, and the spray does not splatter adjacent squares or parties, no matter how close together they might be.
Each spray strikes only the one responsible for the wound.
Material Component: A drop of your own blood.
The Realm of Onestt

## **History**

The realm of Onestt was originally founded by gnomes, but over time it came to be ruled by the master craftsman of all kinds: from artificers to masons to horologists, the people in the peak of their field govern the realm of Onestt together. Onesett is welcome to all races and very friendly to strangers, especially those who have something to offer in terms of knowledge. A vast majority of the races you will see are comprised of Gnomes and Dragonborn, as they are notoriously curious and techno-magically inclined. Orcs are a rare sight, but there are a few notable orcish scholars that call Onsett their home.

## **Sedale, the City of Gears**

Sedale is the capital of the realm of Onestt, and home to some of the most impressive technology in the world.
Halt Undead

This spell renders as many as three Undead creatures immobile. A nonintelligent Undead Creature gets no saving throw; an intelligent Undead Creature does. If the spell is successful, it renders the Undead Creature immobile for the Duration of the spell (paralyzed and frozen in place, it is aware but cannot take any actions, even speech). The effect is broken if the *halted*creatures are attacked or take Damage.

[[]]

# HALT UNDEAD

Sorcerer/wizard 3

* School: Necromancy
* Casting Time: 1 standard action
* Range: Medium (100 ft. + 10 ft./level)
* Target: Up to three undead creatures, no two of which can be more than 30 ft. apart
* Duration: 1 round/level
* Saving Throw: Will negates (see text)
* Spell Resistance: Yes
Insect Plague

You Summon a number of swarms of wasps (one per three levels, to a maximum of six swarms at 18th level). The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You may Summon the wasp swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms are stationary after being summoned, and won't pursue creatures that flee.

[[]]

# INSECT PLAGUE

Cleric 5, Druid 5

* School: Conjuration (summoning)
* Casting Time: 1 round
* Range: Long (400 ft. + 40 ft./level)
* Duration: 1 min./level
* Saving Throw: None
* Effect: One swarm of wasps per three levels, each of which must be adjacent to at least one other swarm
* Spell Resistance: No
Poison

Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. This poison deals 1d3 Constitution Damage per round for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the Damage and end the affliction.

[[]]

# POISON

Cleric 4, Druid 3

* School: Necromancy
* Casting Time: 1 standard action
* Range: Touch
* Target: Living creature touched
* Duration: Instantaneous; see text
* Saving Throw: Fortitude negates; see text
* Spell Resistance: Yes
Plague of Undead

(Heroes of Horror)

Necromancy [Evil]
Level: Cleric 9, Dread Necromancer 9, Sorcerer 9, Wizard 9,
Components: V, S, M,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One or more corpses within range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell unleashes great necromantic power, raising a host of undead creatures.
Plague of undead turns the bones or bodies of dead creatures within the spell's range into undead skeletons or zombies with maximum hit points for their Hit Dice.
The undead remain animated until destroyed.
(A destroyed skeleton or zombie can't be animated again).
Regardless of the specific numbers or kinds of undead created with this spell, a single casting of plague of undead can't create more HD of undead than four times your caster level.
The undead you create remain under your control indefinitely and follow your spoken commands.
However, no matter how many times you use this spell or animate dead (see page 198 of the Player's Handbook), you can only control 4 HD worth of undead creatures per caster level; creatures you animate with either spell count against this limit.
If you exceed this number, newly created creatures fall under your control and any excess undead from previous castings of this spell or animate dead become uncontrolled.
Anytime this limit causes you to release some of the undead you control through this spell or animate dead, you choose which undead are released.
The bones and bodies required for this spell follow the same restrictions as animate dead.
All the material to be animated by this spell must be within range when the spell is cast.
Material Component: A black sapphire worth 100 gp or several black sapphires with total value of 100 gp
Create Undead

A much more potent spell than *Animate Dead,*this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of Undead you can create are based on your Caster Level, as shown on the table below.

You may create less powerful Undead than your level would allow if you choose. Created Undead are not automatically under the control of their animator. If you are capable of commanding Undead, you may attempt to Command the Undead Creature as it forms.

This spell must be cast at night.

[[]]

# CREATE UNDEAD

Cleric 6, Sorcerer/wizard 6

* School: Necromancy [evil]
* Casting Time: 1 hour
* Range: Close (25 ft. + 5 ft./2 levels)
* Target: One corpse
* Duration: Instantaneous
* Saving Throw: None
* Spell Resistance: No
Slay Living

You can attempt to slay any one living Creature. When you cast this spell, your hand seethes with eerie dark fire. You must succeed on a melee touch attack to touch the target. The target takes 12d6 points of Damage + 1 point per Caster Level. If the target's Fortitude Saving Throw succeeds, it instead takes 3d6 points of Damage + 1 point per Caster Level. The subject might die from Damage even if it succeeds on its Saving Throw.

[[]]

# SLAY LIVING

Cleric 5

* School: Necromancy [death]
* Casting Time: 1 standard action
* Range: Touch
* Target: Living creature touched
* Duration: Instantaneous
* Saving Throw: Fortitude partial
* Spell Resistance: Yes
Ghoul Touch

Imbuing you with negative energy, this spell allows you to paralyze a single living Humanoid for the Duration of the spell with a successful melee touch attack.

A paralyzed subject exudes a carrion Stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A *Neutralize Poison*spell removes the effect from a sickened Creature, and creatures immune to Poison are unaffected by the Stench. This is a Poison effect.

[[]]

# GHOUL TOUCH

Sorcerer/wizard 2

* School: Necromancy
* Casting Time: 1 standard action
* Range: Touch
* Target: Living humanoid touched
* Duration: 1d6+2 rounds
* Saving Throw: Fortitude negates
* Spell Resistance: Yes
Ray of Exhaustion

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

The subject is immediately exhausted for the spell's Duration. A successful Fortitude save means the Creature is only fatigued.

A character that is already fatigued instead becomes exhausted.

This spell has no effect on a Creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell's Duration expires.

[[]]

# RAY OF EXHAUSTION

Sorcerer/wizard 3

* School: Necromancy
* Casting Time: 1 standard action
* Range: Close (25 ft. + 5 ft./2 levels)
* Duration: 1 min./level
* Saving Throw: Fortitude partial; see text
* Effect: Ray
* Spell Resistance: Yes
Inflict Moderate Wounds, Mass

# Mass Inflict Moderate Wounds

Negative energy spreads out in all directions from the point of origin, dealing 2d8 points of Damage + 1 point per Caster Level (maximum +30) to nearby living enemies.

Like other inflict Spells, mass inflict moderate wounds cures Undead in its area rather than damaging them. A Cleric capable of spontaneously casting inflict Spells can also spontaneously cast mass inflict Spells.

[[]]

# MASS INFLICT MODERATE WOUNDS

Cleric 6

* School: Necromancy
* Casting Time: 1 standard action
* Range: Close (25 ft. + 5 ft./2 levels)
* Target: One creature/level, no two of which can be more than 30 ft. apart
* Duration: Instantaneous
* Saving Throw: Will half
* Spell Resistance: Yes
Level 5

Create Greater Undead

Blight

Cloudkill

Fire in the Blood

Greater Dispel Magic

Insect Plague

Lesser Planar Binding

Magic Jar

Inflict Serious Wounds, Mass

Nightmare

Oath of Blood

Slay Living

Summon Undead V

Undeath to Death

Unhallow

Waves of Fatigue

Acid Fog

Circle of Death

Eyebite

Geas/Quest

Harm

Inflict Critical Wounds, Mass

Planar Binding

Waves of Exhaustion
Horrid Wilting

This spell evaporates moisture from the body of each subject living Creature, causing flesh to wither and crack and crumble to dust. This deals 1d6 points of Damage per Caster Level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of Damage per Caster Level (maximum 20d8).

[[]]

# HORRID WILTING

Sorcerer/wizard 8

* School: Necromancy
* Casting Time: 1 standard action
* Range: Long (400 ft. + 40 ft./level)
* Target: Living creatures, no two of which can be more than 60 ft. apart
* Duration: Instantaneous
* Saving Throw: Fortitude half
* Spell Resistance: Yes
Greater Harm

## Harm, Greater

(Heroes of Horror)

Necromancy
Level: Cleric 7, Dread Necromancer 7,
Components:
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature

As harm (see page 239 of the Player's Handbook), except as noted above and in that this spell deals 1d12 points of damage per caster level, to a maximum of 20d12 at 20th le
All Supers Go to Heaven 2

sequel to All Supers Go to Heaven

## Cast

* Robin (Teen Titans) as Charlie Barkin
* Beast Boy (Teen Titans) as Itchy Itchiford
* Starfire (Teen Titans) as Sasha LaFleur
* Edmond (Rock-A-Doodle) as David
* Ganondorf (The Legend of Zelda) as Red
* Jasper (Steven Universe) as Carface Caruthers
* Marceline (Adventure Time) as Annabelle
* Dani (Danny Phantom) as Gavin
* Ludo (Star VS the Forces of Evil) as Jingles
* Sawyer (Cats Don't Dance) as Claire
* Danny (Cats Don't Dance) as Tom
Greater Dispel Magic

*Greater dispel magic*can end more than one spell on a target and it can be used to target multiple creatures.

You choose to use *greater Dispel Magic*in one of three ways: a targeted dispel, area dispel, or a counterspell:

*Targeted Dispel*: This functions as a targeted *Dispel Magic*, but it can dispel one spell for every four caster levels you possess, starting with the highest level Spells and proceeding to lower level Spells.

Additionally, *greater Dispel Magic*has a chance to dispel any effect that *Remove Curse*can remove, even if *Dispel Magic*can't dispel that effect. The DC of this check is equal to the curse's DC.

*Area Dispel*: When *greater Dispel Magic*is used in this way, the spell affects everything within a 20-foot-radius burst. Roll one dispel check and apply that check to each Creature in the area (1d20 + your caster level) and compare that to the spell with highest Caster Level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest Caster Level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell. For each object within the area that is the target of one or more Spells, apply the dispel check as with creatures. Magic items are not affected by an area dispel.

For each ongoing area or effect spell whose point of origin is within the area of the *greater Dispel Magic*spell, apply the dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the *greater Dispel Magic*spell, apply the dispel check to end the effect, but only within the overlapping area.

If an object or Creature that is the effect of an ongoing spell (such as a Monster summoned by *Summon Monster*) is in the area, apply the dispel check to end the spell that conjured that object or Creature (returning it whence it came) in addition to attempting to dispel one spell targeting the Creature or object.

You may choose to automatically succeed on dispel checks against any spell that you have cast.

*Counterspell*: This functions as *Dispel Magic,*but you receive a +4 bonus on your dispel check to counter the other spellcaster's spell.

[[]]

# GREATER DISPEL MAGIC

Bard 5, Cleric 6, Druid 6, Sorcerer/wizard 6

* School: Abjuration
* Casting Time: 1 standard action
* Range: Medium (100 ft. + 10 ft./level)
* Target: One spellcaster, creature, or object; or a 20-ft.-radius burst
* Duration: Instantaneous
* Saving Throw: None
* Spell Resistance: No
Crushing Despair

An invisible cone of despair causes great sadness in the subjects. Each affected Creature takes a –2 Penalty on attack rolls, Saving Throws, ability checks, Skill Checks, and weapon Damage rolls.

*Crushing despair* counters and dispels *Good Hope*.

[[]]

# CRUSHING DESPAIR

Bard 3, Sorcerer/wizard 4

* School: Enchantment (compulsion) [mind-affecting]
* Casting Time: 1 standard action
* Range: 30 ft.
* Duration: 1 min./level
* Saving Throw: Will negates
* Spell Resistance: Yes
Imprison Soul

(Heroes of Horror)

Necromancy [Evil]
Level: Cleric 9, Dread Necromancer 9, Spite (HH) 9,
Components: V, S, M, AF,
Casting Time: 1 standard action; see text
Range: Touch
Target: Creature touched
Duration: Permanent; see text
Saving Throw: Will negates
Spell Resistance: Yes

By casting imprison soul, you place the subject's soul in a receptacle, such as a gem, ring, or some other miniscule object, leaving her body lifeless.
While trapped, the subject takes 1d4 points of Constitution damage per day until dead or freed.
The rituals to prepare the receptacle require three days.
Destroying or opening the receptacle ends the spell, releasing the soul.
To cast the spell, you must know the name of the target.
The receptacle must be within spell range and you must know where it is.
Material Component: A portion of the target's body (a fingernail, a strand of hair, or some other small part).
Focus: A Tiny or smaller object to be the receptacle for the subject's soul.
Note: This updated version of this spell supersedes earlier published descriptions.
Nightmare

You send a hideous and unsettling phantasmal Vision to a specific Creature that you name or otherwise specifically designate.

The *nightmare*prevents Restful Sleep and causes 1d10 points of Damage. The *nightmare*leaves the subject fatigued and unable to regain Arcane Spells for the next 24 hours.

The difficulty of the save depends on your Knowledge the subject and the physical connection (if any) you have to that Creature.

*Dispel Evil*cast on the subject while you are casting the spell dispels the *nightmare*and causes you to be stunned for 10 minutes per Caster Level of the *Dispel Evil*.

If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration Check as if you were in the midst of casting a spell or the spell ends.

If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.

You are defenseless, both physically and mentally, while in the trance. (You always fail Reflex and Will Saving Throws, for example.)

Creatures who don't sleep (such as outsiders) or dream are immune to this spell.

# Items Based On This

Cauchemar

Show Attribute List

# NIGHTMARE

Bard 5, Sorcerer/wizard 5

* School: Illusion (phantasm) [mind-affecting, evil]
* Casting Time: 10 minutes
* Range: Unlimited
* Target: One living creature
* Duration: Instantaneous
* Saving Throw: Will negates; see text
* Spell Resistance: Yes
Create Greater Undead

A much more potent spell than *Animate Dead,*this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of Undead you can create are based on your Caster Level, as shown on the table below.

You may create less powerful Undead than your level would allow if you choose. Created Undead are not automatically under the control of their animator. If you are capable of commanding Undead, you may attempt to Command the Undead Creature as it forms.

This spell must be cast at night.

[[]]

# CREATE GREATER UNDEAD

Cleric 8, Sorcerer/wizard 8

* School: Necromancy [evil]
* Casting Time: 1 hour
* Range: Close (25 ft. + 5 ft./2 levels)
* Target: One corpse
* Duration: Instantaneous
* Saving Throw: None
* Spell Resistance: No
Finger of Death

This spell instantly delivers 10 points of Damage per Caster Level. If the target's Fortitude Saving Throw succeeds, it instead takes 3d6 points of Damage + 1 point per Caster Level. The subject might die from Damage even if it succeeds on its Saving Throw.

[[]]

# FINGER OF DEATH

Druid 8, Sorcerer/wizard 7

* School: Necromancy [death]
* Casting Time: 1 standard action
* Range: Close (25 ft. + 5 ft./2 levels)
* Target: One creature
* Duration: Instantaneous
* Saving Throw: Fortitude partial
* Spell Resistance: Yes
Giant Vermin

You turn a number of normal-sized centipedes, scorpions, or spiders into their giant counterparts. Only one type of Vermin can be transmuted (so a single casting cannot affect both a centipede and a spider). The number of Vermin which can be affected by this spell depends on your Caster Level, as noted on the table below.

Giant Vermin created by this spell do not attempt to harm you, but your control of such creatures is limited to simple commands (“Attack,” “Defend,” “Stop,” and so forth). Orders to attack a certain Creature when it appears or guard against a particular occurrence are too complex for the Vermin to understand. Unless commanded to do otherwise, the giant Vermin attack whomever or whatever is near them.

[[]]

# GIANT VERMIN

Cleric 4, Druid 4

* School: Transmutation
* Casting Time: 1 standard action
* Range: Close (25 ft. + 5 ft./2 levels)
* Target: 1 or more vermin, no two of which can be more than 30 ft. apart
* Duration: 1 min./level
* Saving Throw: None
* Spell Resistance: Yes
A Prized Packed Run

**A Prized Packed Run** is the twenty-seventh episode of the third season of *Paradise Run*. It premiered on January 23, 2018 to an audience of 0.83 million viewers.

## Plot

Contestants take on tough new challenges, a longer zip-line, and a 40-foot volcano with a water slide to win huge prizes worth more than $5,000.
Inflict Serious Wounds

When laying your hand upon a Creature, you channel negative energy that deals 3d8 points of Damage + 1 point per Caster Level (maximum +15).

Since Undead are powered by negative energy, this spell cures such a Creature of a like amount of Damage, rather than harming it.

[[]]

# INFLICT SERIOUS WOUNDS

Cleric 3

* School: Necromancy
* Casting Time: 1 standard action
* Range: Touch
* Target: Creature touched
* Duration: Instantaneous
* Saving Throw: Will half
* Spell Resistance: Yes
Ray of Enfeeblement

A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a Penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject's Strength score cannot drop below 1. A successful Fortitude save reduces this Penalty by half. This Penalty does not stack with itself. Apply the highest Penalty instead.

[[]]

# RAY OF ENFEEBLEMENT

Sorcerer/wizard 1

* School: Necromancy
* Casting Time: 1 standard action
* Range: Close (25 ft. + 5 ft./2 levels)
* Duration: 1 round/level
* Saving Throw: Fortitude half
* Effect: Ray
* Spell Resistance: Yes
Waves of Exhaustion

Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a Creature that is already exhausted.

[[]]

# WAVES OF EXHAUSTION

Sorcerer/wizard 7

* School: Necromancy
* Casting Time: 1 standard action
* Range: 60 ft.
* Duration: Instantaneous
* Saving Throw: No
* Spell Resistance: Yes
Unhallow

*Unhallow*makes a particular site, building, or structure an unholy site. This has three major effects.

First, the site or structure is guarded by a *Magic Circle Against Good*effect.

Second, the DC to resist negative channeled energy within the spell's area of effect gains a +4 sacred bonus and the DC to resist positive energy is reduced by 4. Spell Resistance does not apply to this effect. This provision does not apply to the druid version of the spell.

Finally, you may choose to fix a single spell effect to the *unhallowed*site. The spell effect lasts for 1 year and functions throughout the entire site, regardless of its normal Duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or Alignment, or creatures that adhere to another faith or Alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting *unhallow*again.

Spell effects that may be tied to an *unhallowed*site include *aid, bane, bless, Cause Fear, Darkness, Daylight, Death Ward, Deeper Darkness, Detect Magic, Detect Good, Dimensional Anchor, Discern Lies, Dispel Magic, Endure Elements, Freedom of Movement, Invisibility Purge, Protection from Energy, Remove Fear, Resist Energy, Silence, Tongues,*and *Zone of Truth*.

Saving Throws and Spell Resistance might apply to these spells' effects. (See the individual Spell Descriptions for details.)

An area can receive only one *unhallow*spell (and its associated spell effect) at a time.

*Unhallow*counters but does not dispel *Hallow*.

[[]]

# UNHALLOW

Cleric 5, Druid 5

* School: Evocation [evil]
* Casting Time: 24 hours
* Range: Touch
* Duration: Instantaneous
* Saving Throw: See text
* Spell Resistance: See Text
Kodeks: Księżniczka de Sardet

## Treść wpisu

Księżniczka de Sardet jest siostrą księcia d'Orsaya i twoją matką. Zawsze okazywała ci dużo serdeczności, co nie jest tak oczywiste w kręgach możnych Kongregacji. Niestety, jakiś czas temu księżniczka zachorowała na malichor i od tego czasu żyje w odosobnieniu, a cierpienie i zmiany w wyglądzie nie pozwalają jej sprawować jej dworskich funkcji. Choć może jej być przykro, że opuszczasz Sérène, to woli, by jej jedyne dziecko ruszyło ku bardziej przyjaznym wybrzeżom i szukało lekarstwa dla jej ludu, niż miałoby zostać u jej boku, czekając, aż umrze.
Energy Drain

You point your finger and fire a black ray of negative energy that suppresses the life force of any living Creature it strikes. You must make a ranged touch attack to hit. If you hit, the subject gains 2d4 temporary negative levels (see Special Abilities). Negative levels stack.

Twenty-four hours after gaining them, the subject must make a Fortitude Saving Throw (DC = *energy drain*spell's save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, that negative level becomes permanent.

An Undead Creature struck by the ray gains 2d4 × 5 Temporary Hit Points for 1 hour.

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# ENERGY DRAIN

Cleric 9, Sorcerer/wizard 9

* School: Necromancy
* Casting Time: 1 standard action
* Range: Close (25 ft. + 5 ft./2 levels)
* Duration: Instantaneous
* Saving Throw: Fortitude partial; see text for enervation
* Effect: Ray of negative energy
* Spell Resistance: Yes
Bestow Wound

== Transmutation

**Components:** V, S, M,

**Casting Time:** 1 action

**Range:** Touch

**Target:** Living creature touched

**Duration:** Instantaneous

**Saving Throw:** Fortitude negates

**Spell Resistance:** Yes

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If wounded, you can cast this spell and touch a living creature.
The target takes damage equal to your wounds at the rate of 1 point of damage per your caster level, or the amount needed to bring you up to your maximum hit points, whichever is less.
At the same time, you heal that much damage, as if a cure spell had been cast on you.
Material Component: A small eye agate worth at least 10 gp.