recursal/Fanatic-Fandom huggingface dataset:
Blackguard Spells

## Blackguard Spells

**Level 1:**

* Corrupt Weapon
* Cure Light Wounds
* Demonflesh
* Doom
* Inflict Light Wounds
* Magic Weapon
* Scare
* Summon Creature I

**Level 2:**

* Bull's Strength
* Cure Moderate Wounds
* Darkness
* Eagle's Splendor
* Inflict Moderate Wounds
* Summon Creature II

**Level 3:**

* Abyssal Might
* Contagion
* Cure Serious Wounds
* Damning Darkness
* Inflict Serious Wounds
* Protection from Elements
* Summon Creature III

**Level 4:**

* Claws of the Savage
* Cure Critical Wounds
* Freedom of Movement
* Inflict Critical Wounds
* Poison
* Summon Creature IV
* Unholy Sword
Disguise

**Ability:** Charisma.

**Requires Training:** No.

**Classes:** Assassin, Bard, Beguiler, Master of Many Forms, People's Champion, Rogue, Shadowdancer, Warlock

Disguise allows the character to disguise their name and description to assume a new identity. A character can store one disguise, and for every five ranks in this skill (not including Charisma bonus or other modifiers) the character can store one extra disguise, and then apply one with a single command.

**Check:** The character must succeed at an opposed test against an observing creature's Spot check (using the Examine function). Failure means the observing creature has identified the character's true identity.

**Special:** 5 or more ranks in Influence grants a +1 synergy bonus on Disguise checks. 5 or more ranks in Perform grants a +1 synergy bonus on Disguise checks.
Disguise does not allow a character to look like another race. Disguise
does not allow a character to assume another player or non-player
character's identity unless approved by a Dungeon Master.

**Use:** Type @disguise help in the chat bar to view all Disguise commands.
Divine Energy Focus

**Type of Feat:** Special

**Prerequisite:** Turn Undead or Turn Spirit, Cha 13+.

**Specifics:** The character has a gift for channeling positive energy. He gains a +2 bonus on turning checks to determine the maximum HD of undead and spirit turned and on the number of Hit Dice turned. Also, treat the character's divine caster level as two higher than normal for the purpose of determining if he destroys undead and spirit rather than just turning them.

**Use:** Automatic.
Chain Lightning

**Chain Lightning**

Spell Level: Wizard / Sorcerer 6; Warmage 6; Air domain cleric 6

Innate Level: 6

School: Evocation

Descriptor: Electricity

Component: Verbal, Somatic

Range: Long

Area of Effect / Target: Gargantuan

Duration: Instant

Additional Counter Spells:

Save: Reflex Half

Spell Resistance: Yes

The caster fires a powerful bolt of lightning at a single
target for 1d6 points of electricity damager per caster level (max 20d6). The
electricity arcs to all enemies in the target area, dealing 1d6 points of
electricity damage for every 2 caster levels (max 10d6) to each secondary
target.
Bless Weapon

**Bless Weapon**

Spell Level: Paladin 1

Innate Level: 1

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Creature or Weapon

Duration: 1 Hour + 2 Turns / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

You empower the touched weapon with a 2d6 divine damage
bonus versus undead and a +1 enhancement bonus.
Agrippa's Fundamental Guards

**Type of Feat:** General
**Prerequisite:** Thibault's Geometry , Dex 16+, Int 14+, Base Attack Bonus +11
**Specifics:** The character can employ a melee weapon as skillfully in defense as in attack. When fighting with only a one-handed melee weapon equipped, the character gains a +3 shield bonus to his Armor Class.
**Use:** Automatic.

**Notes**: This feat won't break Monk AC bonuses, but will not work with fists. You have to equip a main hand, one-handed melee weapon to activate the feat.
Displacement

**Displacement**

Spell Level: Bard 3; Beguiler 3; Voodan 4; Wizard / Sorcerer 3

Innate Level: 3

School: Illusion

Descriptor:

Component: Verbal

Range: Touch

Area of Effect / Target: Single

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The target gains 50% concealment, displacing the target's
image several feet to the side.
Armored Mage

**Type of Feat:** Class
**Prerequisite:** Warmage level 1.
**Specifics:** A warmage's limited focus and specialized training allows him to avoid arcane spell failure from light armor and small shields when casting warmage spells. At 8th level, a warmage learns to use medium armor with no chance of arcane spell failure.
**Use:** Automatic.
Power Word Daze

**Power Word: Daze**

Spell Level: Beguiler 6; Wizard / Sorcerer 6

Innate Level: 6

School: Enchantment

Descriptor: Mind-Affecting

Component: Verbal

Range: Short

Area of Effect / Target: Single

Duration: See Text

Additional Counter Spells:

Save: None

Spell Resistance: Yes

Dazes a single target for a duration based on the target's
current Hit Points:

Under 50 Hit Points: 2d4 + 2 rounds

51-100 Hit Points: 1d4 + 1 rounds

101-150 Hit Points: 1 round
Bull's Strength

**Bull’s Strength**

Spell Level: Bard 2; Blackguard 2; Cleric 2; Druid 2; Favored Soul 2; Hexblade 2; Paladin 2; Ranger 2; Voodan 2; Wizard / Sorcerer 2

Innate Level: 2

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The target creature's Strength is increased by 1d4+1.
Delayed Blast Fireball

**Delayed Blast Fireball**

Spell Level: Wizard / Sorcerer 7; Warmage 7

Innate Level: 7

School: Evocation

Descriptor: Fire

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Huge

Duration: 1 Round / 2 Levels

Additional Counter Spells:

Save: Reflex Half

Spell Resistance: Yes

The caster creates a small, glowing magical zone that can
detect the passage of enemy creatures. When the field is activated, it
explodes, doing 1d6 points of fire damage per caster level to all within the
area of effect, to a maximum of 20d6.
Implosion

Spell Level: Cleric 9; Favored Soul 9; Voodan 9; Warmage 9

Innate Level: 9

School: Evocation

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Medium

Duration: Instant

Additional Counter Spells:

Save: Fortitude Negates

Spell Resistance: Yes

The caster creates a vortex of destruction that tears
asunder all living things within its area of effect, killing them instantly
unless they succeed at a Fortitude saving throw.
Clarity

**Clarity**

Spell Level: Bard 2; Beguiler 2; Cleric 3; Favored Soul 3; Paladin 2; Voodan 3; Wizard / Sorcerer 3; Law domain cleric 1

Innate Level: 2

School: Abjuration

Descriptor: Mind-Affecting

Component: Somatic

Range: Medium

Area of Effect / Target: Single

Duration: 1 Turn + 5 Rounds + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

This spell removes the effects of Charm, Confusion, Fear, Daze,
Sleep, and Stun, and protects against all mind-effects until it expires. For
every effect removed by the spell, the target creature sustains 1 point of
damage.
Augment Healing

**Type of Feat:** General
**Prerequisite:** Ability to cast healing spells, Heal 4 ranks.
**Specifics:** The character's conjuration healing spells are more powerful. The character adds 2 points per spell level to the amount of damage healed by any Conjuration healing spell that he casts. For example, a Cure Light Wounds spell cast by a cleric would heal 2 extra hit points, a Mass Heal spell would heal 16 extra hit points per target.
**Use:** Automatic.
Enervating Shadow

Invocation Grade: Greater

Equivalent Spell Level: 5

Descriptor:

Component(s): Somatic

Range: Personal

Area of Effect / Target: Self

Duration: 5 Rounds

Additional Counter Spells: Continual Flame, Light

Save: None

Spell Resistance: No

Obscure forces cloak the warlock and shield him from harm while draining vitality from nearby foes. This invocation grants the warlock total concealment in any area that isn't brightly lit (it will not work in daylight or if the warlock emits light).
In addition, any living enemy adjacent to the warlock with this ability must make a Fortitude save once per round or take -4 penalty to Strength for 5 rounds.
Destruction Retribution

**Type of Feat:** General
**Prerequisite:** Corpsecrafter.
**Specifics:** Each undead the character raises or creates releases a burst of negative energy upon its destruction. All enemies within a 10 foot spread are struck with negative energy that causes 1d8 points of damage, +1d8 per two hit die. Negative energy has a reverse effect on undead, healing them instead of harming them.
**Use:** Automatic.
Animate Dead

Spell Level: Cleric 3; Favored Soul 3; Voodan 3; Wizard / Sorcerer 5; Undeath domain cleric 2

Innate Level: 3

School: Necromancy

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Point

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

Animate Dead summons forth an undead minion. The type of undead summoned is dependent upon the caster level. For the purpose of choosing which undead to summon, the favored soul or cleric's level is doubled.

Levels 1 to 5: Tyrantfog Zombie

Levels 6 to 9: Skeletal Warrior

Level 10+: Skeletal Chieftain
Cone of Dimness

**Cone of Dimness**

Spell Level: Beguiler 3; Wizard / Sorcerer 3

Innate Level: 3

School: Illusion

Descriptor: Mind-Affecting

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Cone

Duration: Instant

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

A creature in the cone must succeed on a Will save or
believe darkness has engulfed it, rendering it blind for 2d4+1 rounds.
Create Evasive Equipment

Craft Level: Black Powder Avenger 1

Range: Personal

Area of Effect / Target: Self

Duration: Special

Additional Counter Spells:

Save: None

Spell Resistance: No

The black powder avenger prepares several pieces of equipment used to help with escaping from battle and hinder any would be pursuers, or equally, the escape of fleeing foes.

When the black powder avenger creates a black craft, the spell slot remains unusable until the black craft has expired after its lifespan, which corresponds to the time left until the black powder avenger can once again rest normally.
Create Firework

Craft Level: Black Powder Avenger 2

Range: Personal

Area of Effect / Target: Self

Duration: Special

Additional Counter Spells:

Save: None

Spell Resistance: No

The black powder avenger prepares fireworks using a combination of fast burning gunpowder and various powdered metals. They can be used for many purposes including a signal flare or spectacle.

When the black powder avenger creates a black craft, the spell slot remains unusable until the black craft has expired after its lifespan, which corresponds to the time left until the black powder avenger can once again rest normally.
Empower Curse

**Type of Feat:** Hex

**Prerequisite:** Hexblade's curse ability.

**Specifics:** The hexblade's curses are more potent. The hexblade's curses bestow penalties 1 point greater than normal. Thus, the hexblade's curses impose -3 penalties instead of -2, the greater hexblade's curses impose -5 penalties, and the dire hexblade's curses impose -7 penalties.

**Use:** Automatic. This applies to the hexblade's curse and all hex feats.
Bard Spells

## Bard Spells

**Level 0:**

* Amanuensis
* Cure Minor Wounds
* Daze
* Fine-tuning
* Flare
* Light
* Minor Disguise
* Open/Close
* Resistance

**Level 1:**

* Alarm
* Amplify
* Balagarn's Iron Horn
* Charm Person
* Cure Light Wounds
* Disguise Self
* Expeditious Retreat
* Grease
* Identify
* Ironguts
* Mage Armor
* Magic Weapon
* Protection from Alignment
* Remove Fear
* Scare
* Sleep
* Summon Creature I

**Level 2:**

* Blade Weave
* Blindness/Deafness
* Blood Frenzy
* Bull's Strength
* Cat's Grace
* Clarity
* Cloud of Bewilderment
* Cure Moderate Wounds
* Curse of Impending Blades
* Darkness
* Delusions of Grandeur
* Eagle's Splendor
* Fox's Cunning
* Ghostly Visage
* Gust of Wind
* Hold Person
* Invisibility
* Lesser Dispel
* Light Step
* Owl's Wisdom
* Ray of Hope
* See Invisibility
* Silence
* Sonic Weapon
* Sound Burst
* Summon Creature II
* Tasha's Hideous Laughter
* Torrent of Tears
* Ultravision

**Level 3:**

* Bestow Curse
* Charm Monster
* Clairaudience/Clairvoyance
* Confusion
* Crushing Despair
* Cure Serious Wounds
* Deep Slumber
* Dispel Magic
* Displacement
* Fear
* Find Traps
* Glibness
* Good Hope
* Greater Magic Weapon
* Haste
* Invisibility Sphere
* Keen Edge
* Magic Circle against Alignment
* Mass Curse of Impending Blades
* Mass Mage Armor
* Remove Curse
* Remove Disease
* Slow
* Sound Lance
* Summon Creature III
* Vision of the Omniscient Eye
* Weapon of Impact
* Wounding Whispers

**Level 4:**

* Boreal Wind
* Cure Critical Wounds
* Dominate Person
* Freedom of Movement
* Healing Circle I
* Hold Monster
* Improved Invisibility
* Legend Lore
* Mass See Invisibility
* Neutralize Poison
* Summon Creature IV
* War Cry

**Level 5:**

* Coma
* Ethereal Visage
* Greater Dispelling
* Healing Circle II
* Ice Storm
* Mind Fog
* Summon Creature V

**Level 6:**

* Dirge
* Healing Circle III
* Mass Bull's Strength
* Mass Cat's Grace
* Mass Charm
* Mass Eagle's Splendor
* Mass Fox's Cunning
* Mass Haste
* Mass Owl's Wisdom
* Shockwave
* Summon Creature VI
Entangle

**Entangle**

Spell Level: Druid 1; Ranger 1; Travel domain Cleric 1; Voodan 1

Innate Level: 1

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Long

Area of Effect / Target: Large

Duration: 1 Round / Level (Max 10 Rounds)

Additional Counter Spells:

Save: Reflex Partial

Spell Resistance: No

A mass of clinging vegetation wraps around all creatures in
the area of effect. Those affected are immobilized, though still able to fight
and cast spells. Victims who make a reflex save still have their movement
reduced by half.
Beshadowed Blast

Invocation Grade: Lesser

Equivalent Spell Level: 4

Descriptor:

Component: Somatic

Range: Long

Area of Effect / Target: Single

Duration: Instant

Save: Fortitude Partial

Spell Resistance: Yes

The warlock changes his eldritch blast into a beshadowed blast. In addition to the normal damage from the blast, any living creature struck by a beshadowed blast must succeed on a Fortitude save or be blinded for 1 round.
Dirge of Woe

**Type of Feat:** Class
**Prerequisite:** Bard Song, Perform 9 ranks.
**Specifics:** The character can sing the songs that cause the living to lament and the dead to shed tears. He may spend one of his bard song uses to make enemies quake with dread, fear, and sadness. All good-aligned creatures within 30 feet of the character must make a Will save against a DC of 10 + his bard class level + Charisma bonus. Those failing the save must subtract the character's Charisma bonus from all checks, attack rolls, damage rolls, armor class, and saves for 10 rounds. Neutral characters must make the same save against half the above DC (round down). Evil characters are still moved by the music and might shed tears or lower their heads in somber silence, but suffer no other effects. Deafened creatures are not affected by the bard's singing.
**Use:** Selected.
Acid Splash

**Acid Splash**

Spell Level: Wizard / Sorcerer 0; Warmage 0

Innate Level: 0

School: Conjuration

Descriptor: Acid

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: Yes

The caster fires a small orb of acid at the target. The orb
deals 1d3 points of acid damage.
Bear's Endurance

**Bear’s Endurance**

Spell Level: Cleric 2; Druid 2; Favored Soul 2; Ranger 2; Voodan 2; Wizard / Sorcerer 2

Innate Level: 2

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: None

The target creature's Constitution is increased by 1d4+1.
Create Acid Bomb

Craft Level: Black Powder Avenger 3

Range: Personal

Area of Effect / Target: Self

Duration: Special

Additional Counter Spells:

Save: None

Spell Resistance: No

The black powder avenger prepares a volatile, acidic solution that when exposed to air generates a noxious cloud of gas. Creatures inside the cloud have their movement speed reduced by 75%. Each round a creature spends in the cloud, it suffers 1d4 acid damage for every 2 black powder avenger levels, + the black powder avenger's Intelligence modifier. The area of effect is doubled if the bomb is fully loaded with black powder.

When the black powder avenger creates a black craft, the spell slot remains unusable until the black craft has expired after its lifespan, which corresponds to the time left until the black powder avenger can once again rest normally.
Black Blade of Disaster

**Black Blade of Disaster**

Spell Level: Wizard / Sorcerer 9

Innate Level: 9

School: Evocation

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Point

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The caster creates a black blade shaped planar rift,
resembling a greatsword. The blade cannot be harmed by physical attacks, but it
can be affected by dispel magic or similar effects. The spell requires the
caster to concentrate on it - casting spells or performing any other action
than moving or talking may result in a concentration failure and end the spell.

The blade has the following properties:

-Limited to one attack per round

-BAB is equal to the caster's BAB with an attack bonus equal the caster's Int/Cha modifier (based upon the class of the caster).

-Massive critical damage = 2d6 per caster level (to reflect a Disintegrate effect on a critical hit)

-1d12 slashing damage

\*Notes:

Automatic planar rift on hit is no longer an effect.
Back to the Wall

**Type of Feat:** General
**Prerequisite:** Base attack bonus of +2 or higher.
**Specifics:** The character is at his best when his situation is at its worst. The minions of evil may overwhelm him, but the gods be damned if he doesn't take a few of them down with him. He gains a +2 bonus to attack rolls and Armor Class when he is at one quarter or less of his maximum hit points.
**Use:** Automatic.
Continual Flame

**Continual Flame**

Spell Level: Beguiler 2; Cleric 3; Druid 2; Favored Soul 3; Monster Hunter 2; Voodan 2; Wizard / Sorcerer 2; Warmage 2

Innate Level: 2

School: Evocation

Descriptor: Light

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Huge

Duration: Permanent

Additional Counter Spells: Darkness

Save: None

Spell Resistance: No

Continual Flame illuminates each nearby ally with a color of
light. The color scatters and changes between each target as if the light were
cast through a prism. The effect persists indefinitely until the illuminated
target rests.
Drown

**Drown**

Spell Level: Druid 6; Voodan 6

Innate Level: 6

School: Conjuration

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: Fortitude Negates

Spell Resistance: Yes

The caster creates water in the lungs of a living creature.
If the target creature fails a fortitude save, it is incapacitated for one
round. After one round, the target creature's hit points are reduced to -1.
Crafting

The Prisoners of the Mist server uses a custom crafting system. It can be divided in two parts, support crafts which produces crafting components from raw resources and the main crafts which produces equipment and adventuring consumable items.

**Support Crafts:**

* Carpentry
* Hide Curing
* Leather Boiling
* Smelting
* Weaving

**Main Crafts:**

* Alchemy
* Enchanting
* Herbalism
* Gilding
* Leatherworking
* Smithing
* Tailoring
* Woodworking
Dragon Disciple

**Note:** As of February 10th, 2023 the Dragon Disciple Prestige class is no longer available. PCs may not take this class anymore.

It is rumored that the magical powers of sorcerers, bards and hexblades are somehow connected to the presence of dragon blood in their family tree. Dragon Disciples are sorcerers, hexblades, and sometimes bards, who use their magical power as a catalyst to ignite their dragon blood, realizing its fullest potential. They prefer a life of exploration to a cloistered existence. Already adept at magic, many pursue adventure, especially if it furthers their goal of finding out more about their draconic heritage. They often feel drawn to areas known to harbor dragons.

The Dragon Disciple's abilities are tied to the color of their draconic ancestor. Available colors are Black (Acid), Blue (Electricity), Green (Acid), Red (Fire), White (Cold), Brass (Fire), Bronze (Lightning), Copper (Acid), Gold (Fire) and Silver (Cold).

**Note:** You can find more information on the roleplay aspects of this class on our forums by clicking here.

- **Base Attack Bonus:** +3 / 4 Levels.
- **Hit Die:** d6 to d10 (see below)
- **Primary Saving Throws:** Fortitude, Will.
- **Proficiencies:** A dragon disciple does not gain any additional weapon or armor proficiencies.
- **Skill Points:** 2+ Int Modifier.

**Class Skills:** Concentration, Discipline, Heal, Influence, Listen, Lore, Parry, Search, Speak Language, Spellcraft, Spot.
**Unavailable Skills:** Animal Empathy, Use Magic Device.

**Class:** Bard, Hexblade or Sorcerer
**Skills:** Lore 8 ranks.
**Languages:** Draconic (Drc)

**Racial Origins:** Dragon Disciples *cannot* be native to Ravenloft, Cerilia (Birthright), Krynn (Dragonlance), Athas (Dark Sun), Wildspace (Spelljammer) or Gothic Earth. Other restrictions may also apply.

**ABILITIES:**

**Level**
1: Draconic Armor +1 - Base AC increases by 1.
Hit Die (d6) - Roll d6 for hit points.
2: Draconic Abilities - Strength +2.
Claws and Bite - Gains claw and bite attacks.
3: Breath Weapon 2d10 - Breathe a cone of elemental damage depending on color.
4: Draconic Abilities - Strength +2.
Hit Die (d8) - Roll d8 for hit points. This change is not retroactive.
5: Draconic Armor +2.
6: Hit Die (d10) - Roll d10 for hit points. This change is not retroactive.
7: Breath Weapon 4d10.
Draconic Abilities - Constitution +2.
8: Draconic Armor +3.
9: Draconic Abilities - Intelligence +2.
Wings - The dragon disciple grows wings.
10: Breath Weapon 6d10.
Darkvision - Able to see in unlit areas.
Draconic Abilities - Strength +4, Charisma +2.
Draconic Armor +4.
Immune to one elemental damage type depending on color.
Immune to paralysis.
Immune to sleep.
Racial type changes to Dragon.
Enervation

**Enervation**

Spell Level: Hexblade 4; Wizard / Sorcerer 4; Death domain Cleric 5; Evil domain cleric 5.

Innate Level: 4

School: Necromancy

Descriptor: Negative Energy

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: 1 Hour / Level (max 15)

Additional Counter Spells:

Save: None

Spell Resistance: Yes

The caster fires a ray of crackling negative energies. If
the caster succeeds at a ranged touch attack against a living creature, the
creature temporarily gains 1d4 negative levels. These levels will be regained
if the creature rests. An undead creature targeted by the ray is not harmed,
and instead gains 1d4 x 5 temporary hit points.
Disguise Self

**Spell Level:** Assassin 1; Beguiler 1; Bard 1; Hexblade 1; Voodan 1; Wizard / Sorcerer 1
**Innate Level:** 1
**School:** Illusion
**Descriptor(s):** Glamer
**Component(s):** Verbal, Somatic
**Range:** Personal
**Area of Effect / Target:** Caster
**Duration:** 1 Hour + 1 Hour / Level
**Additional Counter Spells:**
**Save:** None
**Spell Resistance:** No

You make yourself - including clothing, armor, weapons, and equipment - look different, gaining a +10 skill bonus to Disguise .
Evocation

Evocation

Spells from the **evocation** spell school manipulate energy or create something from nothing. Many of the best offensive spells can be found within this school of magic.

**Prohibited school:** conjuration
**Prohibited to:** no one

Note that these are the spells level for Wizards/Sorcerors. Some may change for Bard or Cleric.

Spell per innate level:

Level 0

* Light
* Flare
* Electric Jolt
* Ray of Frost

Level 1:

* Burning Hands
* Horizikaul’s Boom
* Ice Dagger
* Magic Missile
* Shelgarn’s Persistent Blade
* Shocking Grasp

Level 2:

* Frost Breath
* Continual Flame
* Gust of Wind
* Darkness
* Cloud of Bewilderment
* Combust
* Flame Weapon
* Gedlee’s Electric Loop
* Rainbow Beam

Level 3:

* Scintillating Sphere
* Lightning Bolt
* Great Thunderclap
* Fireball
* Sound Lance
* Energy Vortex

Level 4:

* Isaac’s Lesser Missile Storm
* Fire Shield
* Wall of Fire
* Ice Storm
* Shackle

Level 5:

* Prismatic Ray
* Firebrand
* Cone of Cold
* Bigby’s Interposing Hand
* Ball Lightning
* Boreal Wind

Level 6:

* Isaac’s Greater Missile Storm
* Chain Lightning
* Bigby's Forceful Hand

Level 7:

* Prismatic Spray
* Delayed Blast Fireball
* Bigby's Grasping Hand
* Radiant Assault

Level 8:

* Polar Ray
* Bigby’s Clenched Fist
* Sunburst

Level 9:

* Meteor Swarm
* Detonate
* Bigby’s Crushing Hand
Call Lightning

**Call Lightning**

Spell Level: Druid 3; Voodan 3; Air domain cleric 3

Innate Level: 3

School: Evocation

Descriptor: Electricity

Component: Verbal, Somatic

Range: Long

Area of Effect / Target: Large

Duration: Instant

Additional Counter Spells:

Save: Reflex Half

Spell Resistance: Yes

Each enemy within the area of effect is struck by lightning.
A lightning bolt deals 1d4 damage per caster level, to a maximum of 10d4. If
cast outdoors, the damage die increases to d6. If cast outdoors during a storm,
the damage die increases to d8.
Corpsecrafter

**Type of Feat:** General
**Prerequisite:** Spell Focus (Necromancy).
**Required for:** Bolster Resistance, Deadly Chill, Destruction Retribution, Hardened Flesh, Nimble Bones.
**Specifics:** Each undead the character raises or creates gains a +4 enhancement bonus to Strength and two extra hit points per hit dice.
**Use:** Automatic.
Circle of Doom IV

Spell Level: Cleric 7; Favored Soul 7; Voodan 7

Innate Level: 7

School: Necromancy

Descriptor(s): Negative Energy

Component(s): Verbal, Somatic

Range: Medium

Area of Effect / Target: Medium

Duration: Temporary

Additional Counter Spells:

Save: Will Half

Spell Resistance: Yes

All enemies within the area of effect are struck with negative energy that causes 4d8 points of damage, +1 point per caster level (to a maximum of +25). If the targets of this spell fail their Will saves, they also suffer 1 point of temporary Strength damage. Inflict spells have a reverse effect on undead, healing instead of harming them.
Lightning Bolt

**Lightning Bolt**

Spell Level: Wizard / Sorcerer 3; Warmage 3

Innate Level: 3

School: Evocation

Descriptor: Electricity

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Straight Line

Duration: Instant

Additional Counter Spells:

Save: Reflex Half

Spell Resistance: Yes

The caster fires a bolt of lightning that passes through all
creatures in a straight line from the caster. The bolt does 1d6 points of
electricity damage per caster level, to a maximum of 10d6.
Charm Person or Animal

**Charm Person or Animal**

Spell Level: Druid 2; Ranger 2; Voodan 2

Innate Level: 2

School: Enchantment

Descriptor: Mind-Affecting

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: 1 Turn / Level

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

In the eyes of the target animal or humanoid, the personal
reputation of the caster is improved by 50%.
Creeping Cold

**Creeping Cold**

Spell Level: Druid 2; Voodan 2

Innate Level: 2

School: Transmutation

Descriptor: Cold

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: 3 Rounds

Additional Counter Spells:

Save: Fortitude Half

Spell Resistance: Yes

The subject takes 1d6 cumulative points of cold damage per
round (that is, 1d6 on the 1st round, 2d6 on the second, and 3d6 on the third).
Only one save is allowed against the spell; if successful, it halves the the
damage each round.
Corrupt Weapon

**Corrupt Weapon**

Spell Level: Blackguard 1

Innate Level: 1

School: Transmutation

Descriptor: Negative Energy

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Creature or Weapon

Duration: 1 Hour + 2 Turns / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The touched weapon gains a +1 enhancement bonus and deals an additional 1d6 points of negative energy damage on each successful attack.
Combat Stability

**Type of Feat:** Combat Form

**Prerequisite:** Combat Focus, Strength 12, Fighter 6.

**Specifics:** When maintaining his combat focus, the character becomes difficult to dislodge. His muscles lock into an unyielding position, granting him superior ability to resist attempts at disarming him or knocking him off his feet. He gains a +2 bonus to Discipline for each Combat Form feat he has up to a maximum of +10. If he has three or more Combat Form feats, he gains the benefits of Back to the Wall.

**Use:** Automatic.
Camouflage

**Camouflage**

Spell Level: Druid 1; Ranger 1; Voodan 1

Innate Level: 1

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Hour / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The target's coloring changes to match the surroundings,
gaining a +10 skill bonus to Hide.
Bonus Spells

Spellcasters receive bonus spell slots
 for high casting abilities. As with most in-game effects of abilities,
these bonuses are determined by the modifier for the relevant ability: intelligence for assassins, beguilers, monster hunters, warmages, and wizards; wisdom for blackguards, clerics, druids, paladins, rangers, and voodan; and charisma for bards, hexblades, and sorcerers. In order to receive a bonus spell slot of a given level, the caster must have spell slots of that level by virtue of class level. For this purpose, having "0" spell slots counts (but having "-" spell slots does not).

As a general rule, the number of bonus spell slots of a given level is (modifier − spell level)/4 + 1, rounded down. There are never bonus spell slots for cantrips (level 0 spells).
Entropic Shield

**Entropic Shield**

Spell Level: Cleric 1; Favored Soul 1; Hexblade 1; Voodan 1

Innate Level: 1

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

A magical field appears around the caster, granting 20%
concealment against ranged attacks.
Bestow Curse

**Bestow Curse**

Spell Level: Bard 3; Cleric 3; Favored Soul 3; Hexblade 2; Voodan 3; Wizard / Sorcerer 4

Innate Level: 3

School: Necromancy

Descriptor: Curse

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: Permanent

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

Bestow Curse lowers all of the target creature's ability
scores by 2.
Eldritch Line

Invocation Grade: Greater

Equivalent Spell Level: 5

Descriptor:

Component(s): Somatic

Range: Long

Area of Effect / Target: Straight Line

Duration: Instant

Save: Reflex Half

Spell Resistance: Yes

The warlock invokes his eldritch blast as a 60-foot line. The eldritch line deals the normal eldritch blast damage to all targets withing the area. This is not a ray attack, so it requires no ranged touch attack. Any creature in the line can attempt a Reflex save for half damage.
Contagion

**Contagion**

Spell Level: Blackguard 3; Cleric 3; Druid 3; Favored Soul 3; Voodan 3; Wizard / Sorcerer 4; Warmage 4

Innate Level: 3

School: Necromancy

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single Living Creature

Duration: Instant

Counter Spells: Remove Disease

Save: Fortitude Negates

Spell Resistance: Yes

The target creature is inflicted with a disease, the effects
of which strike immediately (no incubation period). The DC noted is for any
subsequent saves made by the disease; the DC for infection is that of the spell
itself. The disease inflicted is chosen randomly from the list below:

\*Blinding Sickness: 1d4 Str; DC 16

Cackle Fever: 1d6 Wis; DC 16

Filth Fever: 1d3 Dex and 1d3 Con; DC 12

Mindfire: 1d4 Int; DC 12

Red Ache: 1d6 Str; DC 15

Shakes: 1d8 Dex; DC 13

Slimy Doom: 1d4 Con; DC 14

\*If Blinding Sickness deals 2 or more strength damage, the
target must make a fortitude save or become permanently blinded (the blindness
can only be magically removed).
Energy Vortex

Spell Level: Cleric 4; Druid 3; Favored Soul 4; Voodan 3; Wizard / Sorcerer 3; Warmage 4

Innate Level: 3

School: Evocation

Descriptor: Acid, Cold, Electicity, Fire

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Large

Duration: Instant

Additional Counter Spells:

Save: Reflex Half

Spell Resistance: Yes

When casting Energy Vortex, the caster chooses one of four
energy types: acid, cold, electricity, or fire. A pulse of that energy type
bursts in all directions from the caster, dealing 5d10 points of damage +1
point per caster level (maximum +20) to all creatures in the area of effect.
The caster takes half damage from the spell, and doesn't get a reflex save,
although spell resistance applies.
Dominate Animal

**Dominate Animal**

Spell Level: Druid 3; Voodan 3

Innate Level: 3

School: Enchantment

Descriptor: Mind-Affecting

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: 1 Turn / Level

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

The target animal temporarily becomes a faithful and loyal
servant of the caster.
Opening Tap

**Type of Feat:** General
**Prerequisite:** Open Lock 12 ranks.
**Specifics:** The character has no time to waste on lock picking. A sharp tap is enough to open a lock. As a free action, the character can make an Open Lock check by tapping a lock with a hard, blunt object such as the pommel of a weapon. As long as the character has a weapon equipped, he can use this ability any number of times per day until he fails an Open Lock check made in this way. After a failure, the character can't use Opening Tap again until he has rested.
**Use:** Selected.
Confusion

**Confusion**

Spell Level: Bard 3; Beguiler 4; Hexblade 3; Voodan 4; Wizard / Sorcerer 4; Chaos Domain cleric 5

Innate Level: 3

School: Enchantment

Descriptor: Mind-Affecting

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Large

Duration: 1 Round / Level

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

Affected creatures become confused. Confusion causes a
creature to either wander aimlessly, attack a random target, or simply stand
still.
Endure Exposure

Invocation Grade: Least

Equivalent Spell Level: 3

Descriptor:

Component: Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 24 Hours

Save: None

Spell Resistance: Yes

The target creature gains damage resistance 10/- against all elemental forms of damage. The spell ends after absorbing 20 points of damage from any single elemental type.
Eldritch Doom

Invocation Grade: Dark

Equivalent Spell Level: 8

Descriptor:

Component(s): Somatic

Range: Personal

Area of Effect / Target: Single

Duration: Instant

Save: Reflex Half

Spell Resistance: Yes

The warlock invokes his eldritch blast as the dreaded eldritch doom. This causes bolts of mystical power to lash out and savage nearby targets. An eldritch doom deals eldritch blast damage to all enemies within 20 feet. This is not a ray attack, so it requires no ranged touch attack. Each target can attempt a Reflex save for half damage.
Experienced Haggler

**Type of Feat:** General
**Prerequisite:** Mercantile Aptitude, Appraise 10 ranks.
**Required for:** Seasoned Trader
**Specifics:** The character's well honed haggling skills allow him to favorably negotiate with merchants. When selling to merchants, the character receives 10% more gold. He also pays 10% less when buying from merchants. The maximum price offered by merchants increases by 10%.
**Use:** Automatic.
Conjuration

Conjuration

Spells from the **conjuration** spell school can bring creatures to the caster, normally in the form of summoned allies. This is also the school with the primary curative spells, including the spells that cure death.

**Prohibited school:** Transmutation

**Prohibited to:** Abjuration, Evocation, and Transmutation

Note that these are the spells level for Wizards/Sorcerors. Some may change for Bard or Cleric.

Spell per innate level:

Level 0

* Acid Splash

Level 1

* Grease
* Mage Armor
* Summon Creature I

Level 2

* Summon Creature II
* Melf’s Acid Arrow
* Web

Level 3

* Stinking Cloud
* Mestil’s Acid Breath
* Flame Arrow
* Mass Mage Armor
* Summon Creature III

Level 4

* Greater Mage Armor
* Evard’s Black Tentacles
* Blast of Sand
* Summon Creature IV

Level 5

* Mestil’s Acid Sheath
* Lesser Planar Binding
* Cloudkill
* Summon Creature V

Level 6

* Planar Binding
* Acid Storm
* Acid Fog
* Summon Creature VI

Level 7

* Summon Creature VII

Level 8

* Incendiary Cloud
* Greater Planar Binding
* Deadly Lahar
* Summon Creature VIII

Level 9

* Gate
* Summon Creature IX
Elemental Shape

**Type of Feat:** Class
**Prerequisite:** Master of Many Forms level 9, Druid level 16 (automatic).
**Specifics:** The master of many forms can use his wild shape ability to assume one of the following four elemental forms: Air Elemental, Earth Elemental, Fire Elemental or Water Elemental (huge elemental at first; an elder upon reaching a combined 20th level of master of many forms and druid). The transformation has a duration of 1 hour per combined druid and master of many forms level. Upon transforming, the master of many forms regains lost hit points as if he had rested for a night. This is only effective once per day.
**Use:** Selected. After choosing the ability, the master of many forms must select which kind of elemental he wants to transform into.

## Notes

* This form of shapeshifting cannot be dispelled.
* All equipment except weapons merges into elemental shape. The AC value on equipment doesn't stack, it uses the highest only and is converted to Natural AC rather than Deflection AC in PotM (so this will not stack with Barkskin or other sources of Natural AC.)
* All huge elemental shapes have damage reduction 10/+2, while the elder elemental shapes have 15/+3.
* All of these shapes have the usual elemental immunities to critical hits, disease, mind-affecting spells, paralysis, poison, and sneak attacks.

\*Dodge Bonus to AC varies from the base game. Confirmed in the polymorph.2da
Dead Man Walking

**Type of Feat:** General
**Prerequisite:** None.
**Specifics:** After a brush with the horrors of the night, the character accepts that he is living on borrowed time. Upon making a successful Fear save, he receives a +2 bonus to all saving throws and skill checks for a duration of one turn and one round per level due to the icy calm with which he faces mortal danger. The recognition of man's mortality sometimes can be a source of strength.
**Use:** Automatic. Does not stack with itself and only applies to fear effects created by monstrous and non player characters.
Dread Seizure

Invocation Grade: Lesser

Equivalent Spell Level: 4

Descriptor:

Component(s): Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: 3 Rounds

Save: Fortitude Negates

Spell Resistance: Yes

The warlock speaks a word that sends wracking pain through the limbs of a single target creature.

Though these seizures are not powerful enough to immobilize the creature, they do reduce its movement speed by 50%. The target also takes a -5 penalty on ranged attacks.
Cast in Stone

**Cast-in-Stone**

Spell Level: Druid 9; Voodan 9

Innate Level: 9

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Large

Duration: Permanent

Additional Counter Spells:

Save: Fortitude Negates

Spell Resistance: Yes

A wave of transmuted energy expands from your location. All
creatures caught in the area of effect must succeed on a fortitude saving throw
or be turned to stone.
Abjuration

Abjuration

Spells from the **abjuration** spell school shield the caster and his allies from magical and physical attacks.

**Prohibited school:** Conjuration

**Prohibited to:** no one

Note that these are the spells level for Wizards/Sorcerors. Some may change for Bard or Cleric.

Spells per innate level:

Level 0

* Resistance

Level 1

* Alarm
* Endure Elements
* Protection from Alignment
* Ironguts
* Shield

Level 2

* Resist Elements
* Lesser Dispel
* Protection from Curses
* Protection from Elements

Level 3

* Magic Circle against Alignment
* Dispel Magic
* Clarity

Level 4

* Minor Globe of Invulnerability
* Lesser Spell Breach
* Stoneskin
* Mass Protection from Curses
* Mass Resist Elements
* Remove Curse

Level 5

* Lesser Spell Mantle
* Lesser Mind Blank
* Energy Buffer
* Dismissal
* Wall of Dispel Magic
* Mass Protection from Elements

Level 6

* Greater Spell Breach
* Greater Stoneskin
* Globe of Invulnerability
* Greater Dispelling

Level 7

* Spell Mantle
* Protection from Spells
* Banishment

Level 8

* Mind Blank
* Wall of Greater Dispelling

Level 9

* Mordenkainen's Disjunction
* Greater Spell Mantle
Greater Dispelling

Spell Level: Bard 5; Beguiler 6; Cleric 6; Druid 6; Favored Soul 6; Voodan 6; Wizard / Sorcerer 6

Innate Level: 5

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single or Large

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: No

Greater Dispelling attempts to strip all magical effects
from a single target. It can also target a group of creatures, attempting to
remove the most powerful spell effect from each creature. To remove an effect,
the caster makes a dispel check of 1d20, +1 per caster level (to a maximum of
+15) against a DC of 12 + the spell effect's caster level.
Cure Critical Wounds

Spell Level: Bard 4; Blackguard 4; Cleric 4; Druid 5; Favored Soul 4; Voodan 4

Innate Level: 4

School: Conjuration

Descriptor: Healing

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: Will Half

Spell Resistance: Yes

The target creature is healed of 4d8 points of damage, + 1
point per caster level to a maximum of +20. Healing spells have a reverse
effect when used on undead, causing the targeted undead to take an amount of
damage equal to what the spell normally heals. A successful touch attack must
first be made when this spell is used against undead.
Mystic Rage

**Type of Feat:** General
**Prerequisite:** Barbarian level 10.
**Specifics:** During rage, the barbarian gains 4 spell resistance, up to a maximum of 28, for each rage feat he has, from the following list: Channeled Rage, Destructive Rage, Extended Rage, Extra Rage, Indomitable Will, Lightning Rage, **Mystic Rage**, Reckless Rage, Stone Rage, and Tireless Rage. Channeled Rage increases the maximum spell resistance to 32.
**Use:** Automatic.
Bard Song

**Type of Feat:** Class
**Prerequisite:** Bard.
**Required For:** Dirge of Woe, Haunting Melody, Subsonics, Chant of Fortitude, Epic of the Lost King, Inspire Spellpower, Song of the Heart.
**Specifics:** Bards are able to sing a song that can bolster their allies. Deafened creatures are not affected by the bard's singing. The song affects all allies within 30 feet and lasts for 10 rounds. The higher the bard's final Perform skill and class level, the better the Bard song. All of the bonuses listed are additive.
1 Perform and Bard Level 1: +1 to Attack and Damage rolls.
5 Perform and Bard Level 3: +1 to All Saves.
6 Perform and Bard Level 4: +1 to Skill rolls, + 1d8 temporary Hit Points.
10 Perform and Bard Level 6: +1 to Dodge Armor Class.
11 Perform and Bard Level 7: +1 to Skill rolls.
13 Perform and Bard Level 8: +1 to Attack and Damage rolls, +1 to All Saves, + 1d8 temporary Hit Points.
16 Perform and Bard Level 10: +1 to Skill rolls.
18 Perform and Bard Level 11: +1 to Dodge Armor Class.
20 Perform and Bard Level 12: + 1d8 temporary Hit Points.
21 Perform and Bard Level 13: +1 to All Saves, +1 to Skill rolls.
26 Perform and Bard Level 16: +1 to Damage rolls, +1 to Skill rolls, +1 to Dodge Armor Class, + 1d8 temporary Hit Points.
30 Perform and Bard Level 18: +1 to All Saves.
31 Perform and Bard Level 19: +1 to Skill rolls.
33 Perform and Bard Level 20: +1d8 temporary Hit Points.
Use: Selected.
Second Battle of Io

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Goals| - Defend vital Saturnian installations
- Stall for time
- Prevent loss of Sol system
- Weaken and possibly cripple invading spearhead
- Cripple Allied war effort
- Capture/destroy Sol system
- Establish forward base to strike deeper into the Confederacy
- Secure bargaining power over Confederacy
- Halt Cor Redor threat

The **Second Battle of Io**, poetically remembered as **Saturn's Tears**, was the pivotal battle of the Cor Redor Incursion that finally managed to reverse the war's momentum in favor of the defending races. Fought in low orbit over Io, a moon of the planet over the planet Saturn— one of the Sol system's primary trade and military hubs (and by extension, one of the most strategically-vital locations in the Local Quadrant), the battle saw some of the fiercest fighting in the entire war, as the exhausted but determined remnants of the Allied naval forces desperately attempted to stall the invader's advance long enough for reinforcements to arrive.
Dead Eye

**Type of Feat:** General

**Prerequisite:** Dex 17+, Point Blank Shot, Weapon Focus (any ranged weapon), base attack bonus +14.

**Specifics:** The character's precision with ranged weapons translates into more telling strikes than he could normally make. He adds his Dexterity bonus on damage rolls made with ranged weapons (bows, crossbows, slings, thrown weapons, and flintlocks) for which he has the Weapon Focus feat.

**Use:** Automatic.
Ice Dagger

**Ice Dagger**

Spell Level: Wizard / Sorcerer 1; Warmage 1

Innate Level: 1

School: Evocation

Descriptor: Cold

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: Yes

You create a piece of ice that flies toward the target and
deals 1d4 points of cold damage per level (max 5d4) on a successful ranged
touch attack. The dagger shatters on impact and deals 1 cold damage to any
creature adjacent to the target.
Heroism

**Heroism**

Spell Level: Monster Hunter 4; Wizard / Sorcerer 3

Innate Level: 3

School: Enchantment

Descriptor: Mind-Affecting

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

This spell imbues a single creature with great bravery. The
target gains a +1 bonus to attack and saving throws, and a +2 bonus to
discipline and concentration.