recursal/Fanatic-Fandom huggingface dataset:
Mount (Wizard Spell)

* **Level:** 1
* **AoE:** 1 mount
* **Casting Time :** 1 turn
* **Components:** V, S , M
* **Duration: 2 hrs.+ 1 hr./level**
* **Range:** 10 yds.
* **Save**: None
* **School:** Conjuration/Summoning
* **Description:** By means of this spell, the caster conjures a normal animal to serve him as a mount. The animal serves willingly and well, but at the expiration of the spell duration it disappears, returning to its own place. The type of mount gained by this spell depends on the level of the caster; of course, a caster can choose a lesser mount if desired.
Red Knight

## Red Knight - Lady of Strategy

War is won by those with the best planning, strategy, and tactics, regardless of the apparent odds. Any fool can snatch defeat from the jaws of victory with fortune's aid. Only a master strategist can ensure victory and that it will last. War is a series of battles. Losing a battle does not necessarily indicate the war is lost. Seek out your opponent's weakneness and recognize your own; avoid an opponent's strengths and play to your own. Only by focusing one's own strengths on one's opponent's vulnerabilities can triumph be ensured.

**Status:** Demipower

**Alignment:** LN

**Specialty Priests:** Holy Strategists
Lightfoot Halflings

## Lightfoot Halfling

Halflings are the smallest of the major races, and resemble little street urchins, wise beyond their years. Halflings live by an old saying: First there were dragons, then dwarves, then elves, then humans. Now it's our turn! This attitude that all will turn out to their benefit (served up to them on a silver platter, no less) is typical of the halfling mindset cocksure, confident, and with more than a streak of larceny.

Though halflings look like small human children, this belies the fact that their race has the same basic needs as any other. They live in many of the same areas as mankind, and may be considered a competitor. As opposed to being openly hostile, however, halflings have the smug, far-sighted attitude that these lumbering giants (humans) will eventually leave, destroy themselves, or give themselves up, and that which remains will be theirs.

From this, one should not make the mistake of believing halflings to be evil, for they would do nothing to harm another unless harm had been inflicted on them. Yet the tendency in them to take advantage is strong.

Halflings are delighted by the concept of money, a human invention which goes a long way toward redeeming the race in their eyes. They delight in gathering bunches of money, but unlike the dwarves and their ancient hordes, halflings do not see the point in keeping it. They would much rather fritter money away on gifts, parties, and pur�chases. For these little folk, money is a way of keeping score on how well you are doing against lumbering humans and other races.

### Characteristics

Most of the halflings encountered in Faerun are the Lightfoot halflings. They are the most numerous and widely traveled group across Faerun. Their behavior is highly varied, and adaptable to whatever society they find themselves in. No lightfoot can be compared with another, because of these widely diverse view points about the world, leading to a roaming lifestyle where entire families may decide to simply leave on a whim when their minds change.

### Infravision

A halfling has a 15% chance to possess infravision, which negates penalties from fighting in darkness.

### Physical Features

* They have a light covering of hairy down all over their bodies, most noticeably on the backs of their hands and tops of their bare feet.
* Their faces are usually bare, though there are more than a few fullbearded halflings as well.

### Class Options

* Cleric
* Fighter
* Thief
Calladuran Smoothhands

## Calladuran Smoothhands - Deep Brother

Callarduran Smoothhands is the gnome god of the earth's depths. He oversees the deepest mines and provides protection against the horrors of the Under-dark. The Deep Brother is the patron deity of svirfneblin, also known as deep gnomes, who dwell in the lightless tunnels of Deepearth.

**Status:** Intermediate

**Alignment:** TN

**Specialty Priests:** Earthbloods
Sternshield

## Sternshield

Sternshields receive the following traits:

* Required Proficiency: Warhammer
* Required Proficiency: Blind Fight
* Bonus Proficiency: Endurance
* Bonus Weapon Proficiency: Alertness
* Selects any weapon proficiency: True
* Receives 3/2 attacks per round at level 7
* Receives 2 attacks per round at level 13
* Selects from warrior NWPs
* STR 13
* WIS 9
* Receives warrior constitution bonus
* Gnome only
* Single class only
* -2 effective priest level for turning
Mystra

## Mystra - The Lady of Mysteries

Mystra is the goddess of magic and with that the goddess of possibilities, which makes her arguably the most powerful deity in Faerun and possibly throughout Realmspace. Mystra's clergy are given the following charge upon aspiring to the faith:"Remember always that magic is an Art, a Gift of the Lady, and that those who can wield it are privledged in the extreme. Conduct yourself humbly, not proudly, while being mindful of this." "Use magic deftly and efficiently; eschew carelessness and recklessnes in the unleashing of the Art. When magic imperils you, hide it or hurl it away into other planes rather than destroy it, for any destruction of Art is a sin."

**Status:** Greater

**Alignment:** NG

**Specialty Priests:** Dweomerkeepers
Horses

A warhorse or pony can be purchased for 500 danters.

A character receives a horse receipt and may mount their horse at a stable.

The horse can be dismounted at a stable or dismounted with "-dismount" command.

### Horse Benefits:

* Increased speed; only those with Riding Proficiency can take the steed to a full gallop
* +1 to hit opponents who are not mounted
* Opponents who are not mounted take a -1 to hit a mounted target

### Unhorsing:

* If an attacker does 10 or more damage in melee to a mounted target, the defender must make a Riding Proficiency check (wisdom, +3) to remain on horseback.
* Unhorsed defenders take 1d6 damage from falling to the ground.
Shocking Grasp

* **Level:** 1
* **AoE:** Creature touched
* **Casting Time :** 1
* **Components:** V, S
* **Duration:** Special
* **Range:** Touch
* **Save**: None
* **School:** Alteration
* **Description:** When the wizard casts this spell, he develops a powerful electrical charge that gives a jolt to the creature touched. The spell remains in effect for one round per level of the caster or until it is discharged by the caster touching another creature. The shocking grasp delivers 1d8 points of damage, plus 1 point per level of the wizard (for example, a 2nd-level wizard would discharge a shock causing 1d8+2 points of damage). While the wizard must come close enough to his opponent to lay a hand on the opponent's body or upon an electrical conductor that touches the opponent's body, a like touch from the opponent does not discharge the spell.
Cyrrollalee

## Cyrrollalee - The Hand of Fellowship

Cyrrollalee is the halfling power of friendship and trust. She is also a protective deity, like Yondalla, but whereas the concern of the Protector and Provider lies with the overall race, Cyrrollalee cares more for the sanctity of the home itself. The Hearthkeeper is specifically a goddess who protects the hearth and home while keeping the inhabitants from being too defensive and closed in.

**Status:** Intermediate

**Alignment:** LG

**Specialty Priests:** Homesteaders
Ambush & Surprise

Ambush & Surprise are conditions that can affect any creature in combat.

### Ambush

A creature is ambushed when it is attacked by a creature from stealth or invisibility. Even if the attacker is not in stealth or invisibility, the victim of the attack must make a surprise roll next. Ambush cannot be avoided via any roll.

### Surprise

To determine if a creature is surprised, the creature rolls a d10. The surprise roll is only made when attack is made on a creature that hasn't perceived its attacker yet. A result of 1-3 results in surprise. Various modifiers affect a creature's resistance to being surprised, such as reaction modifier from dexterity score. Some monsters also impose additional penalties on surprise, such as giant frogs which have a camouflage trait.

Additional measures to lower the chance of being surprised include:

* Carrying a torch
* Walking
* Already being in combat

Note: The victim of Ambush & Surprise can suffer both conditions, which results in losing all actions for 2 rounds total.
Urogalan

## Urogalan - He Who Must Be

Urogalan is the protector of the dead and god of the underground. His deathly aspect is as a protector of the souls of the dead and as an adviser-judge with Yondalla. His earthy aspect is one of reverence for the very earth itself and protection from threats beneath the surface, rather than concern with natural growth.

**Status:** Demipower

**Alignment:** LN

**Specialty Priests:** Grimwardens
Shevarash

## Shevarash - The Black Archer

Shevarash, who embodies the hatred the Fair Folk hold for the drow, is the elven god of vengeance and military crusades. He is venerated by elves and half-elves who have suffered the loss of loved ones through violence, particularly those who burn with revenge against the drow, and by those who have sworn to destroy the Spider Queen and the other evil gods of the dark elves.

**Status:** Demipower

**Alignment:** CN

**Specialty Priests:** Dhaeraowathila
Halcyon

## Halcyon

* Maximum AC from armor: 2
* Required Proficiency: Animal Training
* Required Proficiency: Bowyer/Fletcher
* Bonus Proficiency: Animal Lore
* Bonus Proficiency: Musical Instrument
* Bonus Weapon: Longbow
* Bonus Weapon: Shortbow
* Bonus Weapon: Dagger
* Bonus Weapon: Dart
* Bonus Weapon: Javelin
* Bonus Weapon: Staff
* Bonus Weapon: Spear
* DEX 13
* WIS 14
* Limited Weapons: True

if Silver Elf (Angharradh worshiper: Aerdrie Faenya aspect)

* WIS 16
* CHA 16
* Bonus Proficiency: Singing
Cure Disease

Level: 3

**Components**: V, S

**Range**: Touch

**AoE**: 1 creature

**Save**: None

**Casting** **Time**: 1 rd.

**Duration**: Permanent

This spell enables the caster to cure most diseases by placing his hand upon the diseased creature. The affliction rapidly disappears thereafter, making the cured creature whole and well in from one turn to 10 days, depending on the type of disease and the state of its advancement when the cure took place. (The DM must adjudicate these conditions.) The spell is also effective against parasitic monsters such as green slime, rot grubs, and others. When cast by a priest of at least 12th level, this spell cures lycanthropy if cast within three days of the infection. Note that the spell does not prevent reoccurrence of a disease if the recipient is again exposed. The reverse of the cure disease spell is cause disease. To be effective, the priest must touch the intended victim, and the victim must fail a saving throw vs. spell. The severity of the disease is decided by the priest (debilitating or fatal). The exact details of the disease are decided by the DM, but the following are typical: Debilitating: The disease takes effect in 1d6 turns, after which the creature loses 1 point of Strength per hour until his Strength is reduced to 2 or less, at which time the recipient is weak and virtually helpless. If a creature has no Strength rating, it loses 10% of its hit points per Strength loss, down to 10% of its original hit points. If the disease also affects hit points, use the more severe penalty. Recovery requires a period of 1d3 weeks. Fatal: This wasting disease is effective immediately. Infected creatures receive no benefit from cure wound spells while the disease is in effect; wounds heal at only 10% of the natural rate. The disease proves fatal within 1d6 months and can be cured only by magical means. Each month the disease progresses, the creature loses 2 points of Charisma, permanently. The inflicted disease can be cured by the cure disease spell. Lycanthropy cannot be caused.
Aversion

**Description:** When a character makes a horror check against a creature to which they have Aversion, they are automatically Fearstruck.

### **Notes:**

* The character makes no saving throw vs. paralyzation when the creature they are averse to attacks. They automatically enter the Fearstruck condition.
* Aversion persists for one in game month.
Armor

* **Level**: 1
* **AoE**: 1 creature
* **Casting Time** : 1 rd.
* **Components**: V, S, M (Cured Leather)
* **Range**: Touch
* **Save**: None
* **School:** Conjuration/Summoning
* **Duration**: Special
* **Description:** By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). The spell has no effect on a person already armored or a creature with Armor Class 6 or better. It is not cumulative with the shield spell, but it is cumulative with Dexterity and, in case of fighter/mages, with the shield bonus. The armor spell does not hinder movement or prevent spellcasting, and adds no weight or encumbrance. It lasts until successfully dispelled or until the wearer sustains cumulative damage totaling greater than 8 points + 1 per level of the caster. (It is important to note that the armor does not absorb this damage. The armor merely grants an AC of 6; the wearer still suffers full damage from any successful attacks.) Thus, the wearer might suffer 8 points from an attack, then several minutes later sustain an additional 1 point of damage. Unless the spell were cast by a wizard of 2nd level or higher, it would be dispelled at this time. Until it is dispelled, the armor spell grants the wearer full benefits of the Armor Class gained. The material component is a piece of finely cured leather that has been blessed by a priest.
Fujimi Academy

**Fujimi Academy** is one of several high schools located in **J-City** and this is also the school that **Yukito Minami** attends.

## Overview

Fujimi Academy is on a large campus with multiple buildings in a fenced and gated area. The main building and at least two other buildings are four stories tall and connected to each other by walkways on the 2nd and 4th floors. In addition to the main building where most classes are held, there is an administration office building, a dorm building, and a number of smaller buildings. The largest of these smaller buildings appears to be a gymnasium. On top of the administration office building there is an observatory which extends above the rest of the school and contains a large telescope and a room for Astronomy students to sleep in. The interior of the school looks like a typical school in that there are hallways lined with classrooms running throughout the building and many stairways in different locations around the school.

Fujimi Academy has students in the first through third years (Sophomores, Juniors, and Seniors) of high school, and students range in age from about 15 to 18. The sailor blouses are white with green collars and a black bow on the front and are paired with a green skirt. The gakuran are black and consist of a long-sleeved jacket and matching pants although some students have been shown without the jacket. While some characters wear long-sleeved white dress shirts underneath the jacket, there does not appear to be a strict dress code, as others wear a variety of shirts instead.

## Students

* **Yukito Minami**
* **Rei Miyamoto**
* **Saeko Busujima**
* **Saya Takagi**
* **Miku Yuuki**
Fighter

The fighter is a warrior, an expert in weapons and, if he is clever, tactics and strategy. There are many famous fighters in legend: Hercules, Perseus, Hiawatha, Beowulf, Siegfried, Cuchulain, Little John, Tristan, and Sinbad.

### Characteristics

* They can use any weapon
* They can use any armor
* They cannot perform magical spells
* They can use magic items

### Requirements

* Ability Requirements: Str 9
* Prime Requisite: Strength
* Allowed Races: All
* Alignments: All

### Abilities

* As a master at weapons , the fighter is the only class able to have weapon specialization
* High strength scores will give a fighter a better chance to hit an opponent
* A strength score of 16 or more gains a 10% bonus to experience points he earns

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

* Followers are not presently supported.
Clangeddin Silverbeard

## Clangeddin Silverbeard - The Father of Battle

Clangeddin Silverbeard is the Father of Battle and primary dwarven war god. All dwarves who must fight, especially dwarves who are warriors by profession, worship Clangeddin, their patron and exultant leader in war. The Father of Battle is the deity of choice among lawful neutral dwarven warriors.

**Status:** Intermediate

**Alignment:** LG

**Specialty Priests:** Alaghors
Rillifane Rallathil

## Rillifane Rallathil - The Leaflord

Rillifane Rallathil is protector of the woodlands and guardian of the harmony of nature. He is often likened by his priests to a giant ethereal oak tree, so huge that its roots mingle with the roots of every other plant in the Realms. The great tree draws into itself all the ebb and flow of seasons and at the same time, it defends and sustains those lands against disease, predation, and assaults of all kinds.

**Status:** Intermediate

**Alignment:** NG

**Specialty Priests:** Druids
Dugmaren Brightmantle

## Dugmaren Brightmantle - The Gleam in the Eye

Dugmaren Brightmantle is the patron of dwarven scholars and the embodiment of the chaotic and exploratory spirit that consumes some of the Stout Folk. He is venerated by dwarves and a few gnomes, all of whom are scholars, inventors, engineers, tinkers, and fiddlers. His worshipers are consumed with the acquiring of knowledge simply for its own sake rather than for any practical purpose.

**Status:** Lesser

**Alignment:** CG

**Specialty Priests:** Xothors
Firemane

## Firemane

* Maximum AC from armor: 1
* Required Proficiency: Fire-Building
* Required Proficiency: Hunting
* Required Proficiency: Running
* Bonus Proficiency: Animal Lore
* Bonus Proficiency: Survival
* Bonus Proficiency: Set Snares
* Bonus Weapon: Spear
* Selects from warrior NWPs
* STR 11
* WIS 12
* CHA 11
* Human or elf
* Single class only
GAZ TIGR

The GAZ TIGR is a Russian armored vehicle which entered military service in the late 1990s. In the game, it appears in two variants: with a soldier in the turret, and without a soldier in the turret.

A TIGR stops just before a burning vehicle.Three parked TIGRs with their crews.A TIGR parked at a road checkpoint.A TIGR guards an intersection.A TIGR opening fire during an ambush.
The Realm of Penumbra Wiki

**Welcome to the The Realm of Penumbra Wiki!**
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Goldheart

## Goldheart

Goldhearts receive the following traits:

* Maximum AC from armor: 5 (chainmail)
* Required Proficiency: Etiquette
* Required Proficiency: Herbalism
* Bonus Proficiency: Artistic Ability
* Bonus Proficiency: Dancing
* Bonus Proficiency: SInging
* Limited weapon selection: True
* Bonus Weapon: Whip
* Bonus Weapon: Shortbow
* Bonus Weapon: Dart
* Bonus Weapon: Staff
* Bonus Weapon: Sling
* Bonus Weapon: Light Mace
* Bonus Weapon: Light Flail
* WIS 12
* CHA 16
* Elf or half-elf
* Single class only
* -2 effective priest level for turning

if Silver Elf:

* WIS 16
* CHA 16
Chill Touch

* **Level**: 1
* **AoE**: The Caster
* **Casting Time** : 1
* **Components**: V, S
* **Damage:** 1d4
* **Range**: 0
* **Save**: None
* **School:** Necromancy
* **Duration**: 3 rds.+ 1 rd./level
* **Description:** When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. The touched creature must roll a successful saving throw vs. spell or suffer 1d4 points of damage and lose 1 point of Strength. If the save is successful, the creature remains unharmed. Creatures not rated for Strength suffer a -1 penalty to their attack rolls for every other successful touch. Lost Strength returns at the rate of 1 point per hour. Damage must be cured magically or healed naturally. This spell has a special effect on undead creatures. Undead touched by the caster suffer no damage or Strength loss, but they must successfully save vs. spell or flee for 1d4 rounds+ 1 round per level of the caster.
Grease

* Level: 1
* AoE: 10 ft. x 10 ft. square area
* Casting Time : 1
* Components: V, S, M
* Duration: 3 rds.+ 1 rd./level
* Range: 10 yds.
* Save: Special
* School: Conjuration/ Summoning
* Description: A *grease* spell covers a material surface with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. spell or slip, skid, and fall. Those who successfully save can reach the nearest non*greased* surface by the end of the round. Those who remain in the area are allowed a saving throw each round until they escape the area. The DM should adjust saving throws by circumstance; for example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured! The spell can also be used to create a greasy coating on an item—a rope, ladder rungs, weapon handle, etc. Material objects not in use are always affected by this spell, while creatures wielding or employing items receive a saving throw vs. spell to avoid the effect. If the initial saving throw is failed, the creature immediately drops the item. A saving throw must be made each round the creature attempts to use the greased item. The caster can end the effect with a single utterance; otherwise, it lasts for three rounds plus one round per level. The material component of the spell is a bit of pork rind or butter.
Silver Elf

## Silver Elves

The elves once ruled large portions of the Realms- after the time of dragons and before the coming of humans. Elven numbers in the Realms have since dwindled, as the majority have retreated before the onslaught of mankind, seeking quieter forests. Elves are of human height but much more slen-der, with light, strong bones. Their delicately tapered fingers and hands are half-again as long as those of humans. Elven faces are thin and serene; their ears are pointed. Elven lifespans are counted in centuries, not in mere decades. There are five known elven sub-races in the Forgotten Realms, and four of them live in relative harmony.

### Characteristics

Silver elves, often called moon or grey elves, are more tolerant of humans than the other elven subraces. Silver elves are considered the most noble and serious-minded among Elves. They are the most common sort of elves in Faerun, and most half-elves are descended from Silver Elves. These elves are a minority in Tethyr and might be regarded as soft or alien by the Copper and Green elves that inhabit the Wealdath.

### Woodland Stealth

A silver elf has a 100% chance to hide and move silently in wooded areas. Additionally, if the elf is wearing light armor, a penalty is imposed upon those the elf surprises.

### Infravision

An elf possesses infravision, which negates penalties from fighting in darkness.

### Physical Features

* They have fair skin and hair of silver-white, black or blue
* Their eyes are blue or green with gold flecks

### Class Options

* Cleric
* Fighter
* Wizard
* Thief
* Ranger
* Druid

Multi-Class Combinations:

* Fighter/Mage
* Fighter/Thief
* Fighter/Mage/Thief
* Mage/Thief
Remove Paralysis

**Level**: 3

**Components**: V, S

**Range**: 10 yds./level

**AoE**: 1d4 creatures in 20-ft. cube

**Save**: None

**Casting** **Time**: 6

**Duration**: Permanent

By the use of this spell, the priest can free one or more creatures from the effects of any paralyzation or from related magic (such as a ghoul touch, or a hold or slow spell). If the spell is cast on one creature, the paralyzation is negated. If cast on two creatures, each receives another saving throw vs. the effect that afflicts it, with a +4 bonus. If cast on three or four creatures, each receives another saving throw with a +2 bonus. There must be no physical or magical barrier between the caster and the creatures to be affected, or the spell fails and is wasted.
Deep Duerra

## Deep Duerra - Queen of the Invisible Art

Deep Duerra is the duergar demigoddess of psionics, conquest, and expansion. She is venerated by gray dwarves skilled in the Invisible Art as well as duergar warriors who seek to conquer much of the Underdark and chafe at the defensive mindset of Laduguer's priests.

**Status:** Demipower

**Alignment:** LE

**Specialty Priests:** Norothors
Senseless Rage

**Description:** When a character receives a result of Senseless Rage on their failed horror check, they receive benefits against the subject of their rage.

### Senseless Rage Effects:

* +2 to attack rolls
* +2 to damage rolls
* Doubled attacks per round

### **Notes:**

* When the subject of the character's Senseless Rage attacks, the character makes a roll at a -2 penalty. If successful, the character is free of the Senseless Rage effect.
Animal Friendship (Priest Spell)

* **Level:** 1
* **AoE:** 1 animal
* **Casting Time:** 1 hr
* **Components:** Verbal, Somatic, Holy Symbol
* **Duration:** Permanent (?)
* **Range:** 1o yrds.
* **Save**: Negate
* **School:** Enchantment
* **Sphere**: Animal
* **Description:** Upon casting *Animal Friendship* the priest is able to show any animal of animal intelligence to semi-intelligence (i.e intelligence 1-4) that they desire friendship. If the animal does not roll a successful saving throw vs. spell immediately when the spell is begun, it stands quietly while the caster finishes the spell. After the spell's completion, the animal will follow the caster. The spell functions only if the caster genuinely wishes to be the animal's friend. Ulterior motives will always be sensed by the animal; which is to say, if the caster intends to eat or else wise harm the animal, the creature will be aware. The caster can teach the befriended animal three specific tricks or tasks for each point of Intelligence it possesses. Tasks could include fetch, stay, follow, "speak", and so on.

*From the adnd2e fandom wiki.*
Sehanine Moonbow

## Sehanine Moonbow - Daughter of the Night Skies

Sehanine Moonbow is the elven goddess of the moon or, more specifically, the full moon. She governs divinations, omens, and subtle magics and protects against madness. She watches over the dreams of the elves, and she watches over the passage of elven spirits from the world as the protectress of the dead.

**Status:** Intermediate

**Alignment:** CG

**Specialty Priests:** Starsingers
Windwalker

## Windwalker

* Maximum AC from armor: 5
* Required Proficiency: Herbalism
* Required Proficiency: Longsword
* Bonus Proficiency: Direction Sense
* Any Weapon Proficiency: True
* Receives Warrior NWPs
* Receives hide/ms like a ranger: True
* Receives 3/2 attacks per round at level 7
* Receives 2 attacks per round at level 13
* CON 11
* WIS 14
* STR 13
* Human, half-elf only
* Ranger/cleric or single class
Gold Dwarf

## Gold Dwarves

Dwarves are strong and brave. They enjoy beer, ale, mead, and even stronger drink. Their chief love, however, is precious metal. Particularly gold. They prize gems, of course, especially diamonds and opaque gems (though they hate pearls). Dwarves like the earth and dislike the sea. Not overly fond of elves, they have a fierce hatred of orcs and goblins. Their short builds make them ill-suited for riding horses or other large mounts (although ponies present no difficulty), so they tend to be a trifle dubious and wary of these creatures. They are ill-disposed toward magic and have little talent for it, but revel in fighting, warcraft, and scientific arts such as engineering.

### Characteristics

Unlike the Shield Dwarves, the Gold Dwarves maintained their Great Kingdom in the Rift and did not decline in terrible wars against evil humanoids. While they practiced some magic, they never acquired the hubris that caused the downfall of some human nations. Confident and secure in their remote home the Gold Dwarves gained a reputation for haughtiness and pride.

### Infravision

A dwarf possesses infravision, which negates penalties from fighting in darkness.

### Physical Features

* Dwarves are a short, stocky people who look as if they have sprung from the earth itself.
* They are easily identified by their size and shape.
* They average 4 to 4.5 ft tall.
* Their skin tones range in shade and hue from a rich earth-red to a granite-stone grey.
* Both dwarven males and females have beards, though the females usually shave.

### Class Options

* Cleric
* Fighter
* Thief

### Multi-Class Combinations

* Fighter/Cleric
* Fighter/Thief
Detect Magic (Wizard Spell)

* **Level**: 1
* **AoE**: 10 x 60 ft.
* **Casting Time** : 1
* **Components**: V, S
* **Duration:** 2 rds./level
* **Range**: 0
* **Save**: None
* **School:** Divination
* **Description:** When the *detect magic* spell is cast, the wizard detects magical radiations in a path 10 feet wide and up to 60 feet long, in the direction he is facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and the wizard has a 10% chance per level to recognize if a certain type of magic (alteration, conjuration, etc.) is present. The caster can turn, scanning a 60-degree arc per round. A stone wall of 1 foot or more thickness, solid metal of 1 inch thickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker radiations. Note that this spell does not reveal the presence of good or evil, or reveal alignment. Otherplanar creatures are not necessarily magical.
Specialty Priests

## Specialty Priest Options

### Main Gods

* Akadi - Airwalker
* Amaunator - Sunlord/Sunlady
* Auril - Icepriests/Icepriestesses
* Azuth - Magistrati
* Bane - Dreadmaster
* Beshaba - Doommasters
* Bhaal - Deathstalker
* Chauntea - Druid
* Cyric - Strifeleader
* Deneir - Glyphscribe
* Eldath - Druid
* Gond - Gondsmen
* Grumbar - Earthwalker
* Helm - Watcher
* Ibrandul - Darkwalker
* Ilmater - Painbearer
* Istishia - Waterwalkers
* Kossuth - Firewalkers
* Lathander - Morninglord
* Leira - Mistcaller
* Lliira - Joydancer
* Loviatar - Pain
* Malar - Talon
* Mask - Demarchs/Demarchesses
* Mielikki - Druid
* Mielikki - Shadoweir
* Milil - Tuneservant
* Moander - Darkbringer
* Myrkul - Gray One
* Mystra - Dweomerkeeper
* Oghma - Lorekeeper
* Selune - Silverstar
* Shar - Nightcloak
* Shaundakul - Windwalker
* Silvanus - Druid
* Sune - Heartwarder
* Talona - Malagent
* Talos - Stormlord
* Tempus - Battleguard
* Torm - Holy Champion
* Tymora - Luckbringer
* Tyr - Holy Justice
* Umberlee - Waveservant
* Waukeen - Goldeye

### Elven Pantheon:

* Aerdrie Faenya - Halcyon
* Angharradh - Circle Singer
* Angharradh - Totem Sister
* Corellon Larethian - Feywarden
* Erevan Ilesere - Mischiefmaker
* Fenmarel Mestarine - Lone Wolf
* Hanali Celanil - Goldheart
* Khalreshaar - Druid
* Khalreshaar - Shadoweir
* Labelas Enoreth - Chronologian
* Rillifane Rallathil - Druid
* Sehanine Moonbow - Starsinger
* Shevarash - Dhaeraowathila
* Solonor Thelandira - Ranger
* Tethrin Veralde - Tethryl
* Zandilar - Sensate

### Dwarven Pantheon

* Abbathor - Aetharnor
* Berronar Truesilver - Faernor
* Clangeddin Silverbeard - Alaghor
* Deep Duerra - Norothor
* Dugmaren Brightmantle - Xothor
* Dumathoin - Delvesonn
* Gorm Gulthyn - Barakor
* Haela Brightaxe - Luckmaiden
* Laduguer - Thuldor
* Marthammor Duin - Trailblazer
* Moradin - Sonnlinor
* Sharindlar - Thalornor
* Vergadain - Hurndor

### Gnomish Pantheon

* Baervan Wildwanderer - Fastpaw
* Baravar Cloakshadow - Hoodwinker
* Calladuran Smoothhands - Earthblood
* Flandal Steelskin - Pyrosmith
* Gaerdal Ironhand - Sternshield
* Garl Glittergold - Glitterbright
* Nebelun - Gondsman
* Segojan Earthcaller - Earthfriend
* Urdlen - Bloodstalker

### Halfling Pantheon

* Arvoreen - Truesword
* Brandobaris - Misadventurer
* Cyrrollalee - Homesteader
* Sheela Peryroyl - Druid
* Tymora - Luckbringer
* Urogalan - Grimwarden
* Yondalla - Horn Guard

### Demigods

* Finder Wyvernspur - Finder
* Garagos - Bloodreaver
* Gargauth - Malefactor
* Gwaeron Windstrom - Ranger
* Hoar - Doombringer
* Lurue - Silvermaid
* Nobanion - Firemane
* Red Knight - Holy Strategist
* Savras - Sibylite
* Sharess - Sensate
* Shiallia - Druid
* Siamorphe - Highborn
* Valkur - Wavetamer
* Velsharoon - Necrophant
Kossuth

Kossuth, spoken like a whispering flame, is the patron of all fire elementals as well as any who view fire as a purifying and revitalizing force. He is normally depicted as a huge pillar of flame boiling skyward. He represents the burning away of the old to make way for the new with the cognizance that the way to change is harsh and measured.

**Status:** Greater

**Alignment:** TN

**Specialty Priests:** Firewalkers
Shield

* **Level:** 1
* **AoE:** Special
* **Casting Time :** 1
* **Components:** V, S
* **Duration:** 5 rds./level
* **Range:** 0
* **Save**: None
* **School:** Evocation
* **Description:** When this spell is cast, an invisible barrier comes into being in front of the wizard. This shield totally negates magic missile attacks. It provides the equivalent protection of AC 2 against hand-hurled missiles (axes, darts, javelins, spears, etc.), AC 3 against small device-propelled missiles (arrows, bolts, bullets, manticore spikes, sling stones, etc.), and AC 4 against all other forms of attack. The shield also adds a +1 bonus to the wizard's saving throws against attacks that are basically frontal. Note that these benefits apply only if the attacks originate from in front of the wizard, where the shield can move to interpose itself.
The Village of Brost

Brost is a small waystation and trading post on the northern edge of the Forest of Tethir. It is also connected by a well traveled trail to the Tethir Road just to the north.

Several merchants and craftsmen in town have begun trading with a band of elves that live in the nearby forest. The elves are still very cautious around humans, and only visit certain people they've come to trust, and then only at night. This trade is very profitable, and the businessmen who have been left out are understandably upset; they've recently begun using spies to find out more about the elves and their dealings. The people of Brost are desperate for an end to the strife affecting Tethyr, with some residents supporting a petition to the Council of Six to have Brost become an Amnian possession.

Also called "The Mushroom Village," Brost's primary exports include mushrooms and a famous ale made with mushrooms called Tethir Shade Ale.
Protection from Evil

* **Level:** 1
* **AoE:** Creature Touched
* **Casting Time :** 1
* **Components:** V, S , M
* **Duration: 2 rds./level**
* **Range:** Touch
* **Save**: None
* **School:** Abjuration
* **Description:** When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects: First, all attacks made by evil (or evilly enchanted) creatures against the protected creature suffer -2 penalties to attack rolls; any saving throws caused by such attacks are made with +2 bonuses. Second, any attempt to possess (as by a *magic jar* attack) or to exercise mental control over (as by a vampire's *charm* ability) the protected creature is blocked by this spell. Note that the protection does not prevent a vampire's *charm* itself, but it does prevent the exercise of mental control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place before the protection is cast. Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creatures to recoil, if such attacks require touching the protected being. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature. To complete this spell, the wizard must trace a 3-foot-diameter circle on the floor (or ground) with powdered silver. This spell can be reversed to become **protection from good**; the second and third benefits remain unchanged. The material component for the reverse is a circle of powdered iron.
Burning Hands

* **Level**: 1
* **AoE**: The caster
* **Casting Time** : 1
* **Components**: V, S
* **Damage: Max of 1d3+20 points of fire damage**
* **Range**: 0
* **Save**: 1/2
* **School:** Alteration
* **Duration**: Instantaneous
* **Description:** When the wizard casts this spell, a jet of searing flame shoots from his fingertips. His hands must be held so as to send forth a fanlike sheet of flames: The wizard's thumbs must touch each other and the fingers must be spread. The burning hands send out flame jets 5 feet long in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 points of damage, plus 2 points for each level of experience of the spellcaster, to a maximum of 1d3+20 points of fire damage. Those successfully saving vs. spell receive half damage. Flammable materials touched by the fire burn (for example, cloth, paper, parchment, thin wood, etc.). Such materials can be extinguished in the next round if no other action is taken.
Deneir

## Deneir - Lord of All Glyphs and Images

Deneir is the patron of the artist, the illuminator, the scribe, and the cartographer. His is the power to accurately tender and describe, to write and to read, and to pass on information.Followers of Deneir believe that information that is not recorded and saved to be used later is information that is lost. Anyone who defaces or destroys a book should be punished in proportion to the value of the information lost unless she or he makes full replacement of it.

**Status:** Lesser

**Alignment:** NG

**Specialty Priests:** Glyphscribes
Loviatar

## Loviatar - Maiden of Pain

Loviatar, one of the Dark Gods, appears in her religion's art as a pale maiden dressed in white, pleated armor and carrying a bone-white wand, a whip, or a scourge that she uses as a weapon against her foes. She is venerated by torturers, sadists, and other twisted and evil people and creatures, including some nonhumans who love to bully other nonhumans. Loviatar teaches that the world is filled with pain and torment, and the best that one can do is to suffer those blows that cannot be avoided and deal as much pain back to those who offend. They (chillingly) believe that true pleasure is only won through pain. In the Loviatan faith, the strong are those who taste pain and strive on.

**Status:** Lesser

**Alignment:** LE

**Specialty Priests:** Pains
Holy Strategist

## Holy Strategist

* Required Proficiency: Etiquette
* Required Proficiency: Riding
* Bonus Proficiency: Engineering
* Bonus Proficiency: Gaming
* Bonus Proficiency: Hunting
* Selects any weapon proficiency: True
* Receives 3/2 attacks per round at level 7
* Receives 2 attacks per round at level 13
* Selects from warrior NWPs
* INT 13
* WIS 13
* CHA 10
* Human only
* Single class only
Class Standing

A character must select between upper, middle, or lower class in their society of origin.

For humans and half-elves, a claim of nobility in Tethyr's current political climate could have strong implications.

For demihuman races, their class standing in their society of origin may have little or no bearing in Tethyrian politics, but it is a defining trait of a character even so.
Bloodstalker

## Bloodstalker

Bloodstalkers receive the following traits:

* Bonus Weapon Proficiency: Blind Fight
* Selects any weapon proficiency: True
* Bonus Weapon: Longsword
* Bonus Weapon: Shortsword
* Bonus Weapon: Light Pick
* Bonus Weapon: Scimitar
* Bonus Weapon: Rapier
* Bonus Weapon: Sickle
* Bonus Weapon: Dagger
* Bonus Weapon: Shortbow
* Bonus Weapon: Light Crossbow
* Bonus Weapon: Handaxe
* Bonus Weapon: Battleaxe
* STR 11
* WIS 9
* -2 effective priest level for turning
Magic Missile

* **Level:** 1
* **AoE:** 1 - 5 targets - PHB *(1 or more targets in a 10-ft. cube - WSC)*
* **Casting Time :** 1
* **Components:** V, S
* **Duration:** Instantaneous
* **Range:** 60 yds.+ 10 yds./level
* **Save**: None
* **School:** Evocation
* **Description:** Use of the **magic missile** spell creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a magic missile to “Strike the commander of the legion,” unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts 1d4+1 points of damage. For every two extra levels of experience, the wizard gains an additional missile—he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a total of five missiles at 9th level. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.
Bard

The bard makes his way in life by his charm, talent, and wit. A good bard should be glib of tongue, light of heart, and fleet of foot (when all else fails). A bard by his nature tends to learn various skills. He is a jack of all trades but master of none.

### Characteristics

* A bard by his nature tends to learn many different skills.
* Can wear any armor but still suffers spell failure armor penalties
* Can use any weapon
* Can learn and use arcane spells

### Requirements

* Ability Requirements: Dex 12, Int 13, Cha 15
* Prime Requisite: Dexterity & Charisma
* Allowed Races: Human & Half-elf
* Alignments: All

### Abilities

* Detect Noise
* Pick Pocket
* Influence NPC reactions via performances (RP)
* Bardsong
* Read and Write

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

* Climb Walls ability is not presently supported.
* Bards in the Forgotten Realms 2E cast spells from the Wizard spell list.
Horror

**Description:** When a character suffers from horror it implies a certain amount of revulsion, anguish, and repugnance. It can arrive from the realization of some horrid truth or possibility - usually the character's own mortality. A Horror check is made by rolling a saving throw vs. paralyzation. Failing a horror check always causes a character to be stunned for 1 round. Then, the character suffers from one of six possible effects.

### Horror Effects:

* Aversion
* Revulsion
* Obsession
* Senseless Rage
* Mental Shock
* Fearstruck

### Notes:

* A successful saving throw vs. paralyzation against a particular creature grants a +2 cumulative bonus to horror saves against that type of creature. This bonus can never exceed +10.
* After the initial failed Horror check, a character with a Horror effect defaults to that same effect when the same type of creature attacks in the future.
Velsharoon

## Velsharoon - The Vaunted

Those who are chosen to be the apostles of Velsharoon are an elite fellowship of visionaries worthy of the respect of the common masses and entitled to be held in esteem for their bold excursions to the frontier of life and death. Life and death are the twin faces of external existence. To surrender to either one is to resign oneself to obscurity. True power lies in the twilight zone between life and death. By seeking to explore and extend the mortal condition and form- even mortal life itself- knowledge of the world, in all of its infinite complexity, is extended.

**Status:** Demipower

**Alignment:** NE

**Specialty Priests:** Necrophants
Moander

## Moander - The Darkbringer

Minions of the Darkbringer were charged to feed Great Moander with fresh corpses of their own making. They were to hew down strong plants and trees to feed It. Moander's priests were charged to keep the Abomination and the lands through which it would pass as warm as possible. When a novice was first initiated into the priesthood and possessed by a seed of Moander, the Darkbringer instructed him or her through horrific dreams as follows: "Seek not to question the ways and words of Moander, lest you be stricken by the Eating From Within. Go forth and possess beings of power and influence for me. Slay, and let the rot cover all. Fight against cold with fire and magic. Fear me, and obey."

**Status:** Dead

**Alignment:** CE

**Specialty Priests:** Darkbringer
Valkur

## Valkur - The Mighty

There is nothing more invigorating than challenging the elements. The feel of wind and spray on one's face and the deck pitching beneath one's feet is the greatest feeling in the world. If humankind is to expand its reach, daring men and women must defy the odds and dare the impossible. The thrill of exploration is sweeter than wine or rum. There is always risk, but without risk life is empty. Life is to be lived and damn the consequences.

**Status:** Demipower

**Alignment:** CG

**Specialty Priests:** Wavetamers
Lathander

## Lathander - Morninglord

Lathander's name is used to seal alliances and start new ventures. The charge given to most novice postulants to the faith of Lathander is: "Strive always to aid, to foster new hope, new ideas, and new prosperity for all humankind and its allies. Perfect thyself, and guard ever against pride, for it is a sacred duty to foster new growth, nurture growing things, and work for rebirth and renewal. Be fertle in mind and body. Consider always the consequences of thine actions so that the least effort may bring the greatest and best reward. Wherever you go, so seeds of plants, tend the growing things you find, and plant seeds of hope, new ideas, and plans for a rosy future. Whenever possible, see each dawn."

**Status:** Greater

**Alignment:** NG

**Specialty Priests:** Morninglords
Pyrosmith

## Pyrosmith

* Required Proficiency: Warhammer
* Required Proficiency: Weaponsmithing
* Bonus Proficiency: Endurance
* Bonus Proficiency: Blacksmithing
* Bonus Proficiency: Mining
* Selects any weapon proficiency: True
* Selects from warrior NWPs
* STR 12
* CON 12
* WIS 9
* Receives warrior constitution bonus
* Gnome only
* Single class only
Aetharnor

## **Aetharnor**

* Required Proficiency: Mining
* Bonus Proficiency: Gemcutting
* Bonus Proficiency: Appraising
* Bonus Weapon: Longsword
* Bonus Weapon: Dagger
* Bonus Weapon: Bastard Sword
* Bonus Weapon: Shortsword
* Bonus Weapon: Staff
* Bonus Weapon: Sling
* Bonus Weapon: Light Crossbow
* Bonus Weapon: Shortbow
* Bonus Weapon: Dart
* Bonus Weapon: WHip
* DEX 11
* WIS 9
* Dwarf only
* Single class only
* -4 effective priest level for turning