recursal/Fanatic-Fandom huggingface dataset:
Godzilla vs. The Mysterians

godzilla vs the mysterians (地球防衛軍

対ゴジラ,''***Chikyū Bōeigun tai gojira''***) is an 1957 unmade kaiju film.

## Plot

35 years after the events of *The Mysterians*, a rogue faction has set up shop under the Nevada Desert, where they plot, creating a new monster.

Elsewhere in Tokyo, a mother picks her son up from a kaiju matinee to take him on a family vacation to the US.

The mysterians then unleash Hira-Jin, a hybrid of gila monster, human, and Moguera (Showa).

## History

A sequel to the classic Toho alien invasion flick, THE MYSTERIANS (1957) conceived by music video director Mick Anger right after a viewing of GODZILLA Vs. BIOLLANTE while on tour with Whitney Houston in Japan. While eating dinner with an advertising exec, Anger talked about his love of all things Godzilla, and the executive, knowing some people at Toho got him a tour of the production facilities. While there Mr. Anger met ,and hit it off with SFX director on the G-Films of the Heisei Era, Kochi Kawataka. Mick Anger actually got a chance to pitch an idea inspired by his visit to the studios for a Godzilla film. Unfortunately, after eighteen months of development, and despite having Kawataka in his corner, Godzilla film producer, Tomoyuki Tanaka, wasn't all that wild about having a *"gaijin"*/foreigner involved in the making of a G-Film. So sadly, the project fell through. The full story of Mick Anger's development, and banishment to development hell of *Godzilla Vs. The Mysterians.*

The story of GODZILLA Vs. THE MYSTERIANS involved a rogue faction of the aliens from the original 1957 flick, setting up shop under the Nevada Desert. Over the years the Mysterians conducted experiments on the local flora and fauna in their labs to try ,and combat the conundrum of their race's sterility. The results were a menagerie of genetic, and cybernetic abominations that brought them no closer to their goals of correcting their sterility. The mightiest of which, Hira-Jin, part-man, part-Gila Monster, part human. All daikaiju.

The Mysterians hit upon the idea that Godzilla's unique biology might be the key to the answers they seek. So a ship is dispatched to Monster Island to capture the King of the Monsters. The mission is successful, Godzilla is captured ,and brought back to the base. Unfortunately, drawn into the affair are Anguirus and Rodan who track Godzilla to the Mysterians' base in the Nevada desert, which takes them through Las Vegas. The Mysterians unleash Hira-Jin against the kaiju, and large tracks of Vegas end up devastated in the resulting battle.

The full treatment , and story behind this unique, American take can be read.
Aura of vitality

**Spell level:** druid 7; cleric with war domain 7

**Innate level:** 7

**School:** transmutation

**Components:** verbal, somatic

**Range:** ~~short~~ touch

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

**Duration:** 1 round / level

**Save:** harmless

**Spell resistance:** no

**Description:** All allies within the area of effect receive a +4 bonus to constitution, dexterity, and strength.

## Notes

* If the caster rests while one or more targets of this spell are low on hit points, the sudden removal of the constitution bonus may reduce the targets' hit points below 1, killing them.
* The spell may be targeted within the touch range and a visual effect will play at the target point, but the actual area of effect is centered on the caster.
Bigby's grasping hand

**Spell level:** sorcerer/wizard 7

**Innate level:** 7

**School:** evocation

**Components:** verbal, somatic

**Range:** long (40 meters)

**Area of effect:** single

**Duration:** 1 round / level

**Save:** none

**Spell resistance:** yes

**Description:** A giant hand appears and attacks the target. If the hand hits and succeeds in a grapple check, the opponent will be held for the duration of the spell.

## Notes

* Added in the expansion packs.
* To hit the target, the hand makes a specialized attack roll:

```
1d20 + caster level + (casting ability modifier + 10) - 1 vs.
target's armor class

```

* To successfully grapple the target after hitting it, the hand must pass a grapple check, with a tie being successful:

```
1d20 + caster level + (casting ability modifier + 10) + 4 vs.
1d20 + target's BAB + target's strength modifier + target's grapple size modifier.

```

* For these checks, casters with wizard levels use their intelligence modifier, and all other characters use charisma.
* The "held" effect is normally paralysis, but a target that is immune to either paralysis or mind-affecting spells will be immobilized instead. This allows the target to perform actions while held stationary and changes the options for removing this spell.
	+ While *remove paralysis*, *freedom of movement*, and *restoration* will remove paralysis, none of these are effective against immobilization.
	+ While dispelling can remove any spell, it is particularly effective at removing spells that had inflicted immobilization.
Burning hands

**Spell level:** sorcerer/wizard 1

**Innate level:** 1

**School:** transmutation

**Descriptor:** fire

**Components:** verbal, somatic

**Range:** short (8 meters)

**Area of effect:** 10 meter cone

**Duration:** instant

**Save:** reflex 1/2

**Spell resistance:** yes

**Description:** A cone of fire shoots forth from the caster's hands, burning all those within its area of effect for 1d4 fire damage per caster level, up to a maximum of 5d4.
Creeping doom

**Spell level:** druid 7; cleric with plant domain 7

**Innate level:** 7

**School:** conjuration

**Components:** verbal, somatic

**Range:** medium (20 meters)

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

**Duration:** 1 round / level

**Save:** none

**Spell resistance:** no

**Description:** The caster summons a mass of biting and stinging insects which causes 1d6 points of piercing damage. For every subsequent round , the damage inflicted is increased by ~~an increment of~~ 1d6 (i.e. 1d6 for the first round, 2d6 for the second, *3d6* for the third, *4d6* for the fourth, and so on). The spell deals damage until its duration expires or it deals 1,000 points of damage.

## Notes

* The spell description is misleading with its mention of remaining in the area of effect. The number of dice rolled for damage is increased each round regardless of the presence or absence of creatures to which such damage will be applied. Furthermore, the increase is always 1d6, not an increasing increment.
* The spell also inflicts 1d20 piercing damage to a creature upon entering the insect swarm (which does not count against the damage limit) and applies a 50% movement speed decrease for as long as the creature remains in the area of effect.
* A spell resistance check is erroneously made to avoid (just) the initial damage and speed decrease upon entering the affected area. (A fix for this is available on the Vault[1].)

## Custom content notes

* *impact script:* `NW_S0_CrpDoom`
* *OnEnter script:* `NW_S0_CrpDoomA`
* *OnExit script:* `NW_S0_CrpDoomB`
* *OnHearbeat script:* `NW_S0_CrpDoomC`
Divine power

**Spell level:** cleric 4; cleric with strength domain 3

**Innate level:** 4

**School:** evocation

**Components:** verbal, somatic

**Range:** personal

**Area of effect:** caster

**Duration:** 1 round / level

**Save:** harmless

**Spell resistance:** none

**Description:** The caster gains the following bonuses: 1 extra hit point per caster level, strength is raised to 18 (if their strength is already 18 or higher, it is not raised further), and base attack bonus improves to that of a fighter of the same level.

## Notes

* This spell will remove earlier castings of itself. Re-casting this spell before an earlier casting has expired is ill-advised, as it often results in losing the strength bonus (the current strength is calculated with the earlier casting still in effect; see the next note).
* The strength bonus is dependent on the current (modified) strength. Thus, it is optimal to cast this spell before increasing strength through other means (e.g. *bull's strength* or items).
* Base attack bonus improves to that of a fighter of the same *character* level; caster level is ignored for this aspect of the spell. For example, this spell grants any level 14 character the base attack bonus of a level 14 fighter (i.e. +14/+9/+4), regardless of that character's classes and class levels.
* Extra attacks per round can be gained by the increased base attack bonus (BAB). The number of extra attacks is determined by the usual progression based on the improved BAB, but each of the extra attacks will be free attacks (starting at full base attack). For example, a level 16 cleric (with a normal BAB of +12/+7/+2) will have, upon casting this spell, base attacks of +16/+11/+6/+16. These additional attacks do not show up on the character sheet.
* The increase in base attack bonus is a simulation, so the increase counts towards the +20 attack bonus cap.
* The bonus hit points are implemented as temporary hit points, and any pre-existing temporary hit points are removed when this spell is cast to prevent stacking. (A version of this spell that removes only temporary hit points from earlier castings of *divine power* is available on the Vault[1].)

### Previous versions

* Prior to the 1.68 patch, the extra attacks were all at full base attack. In version 1.68 (only), they followed a -5 progression, but started at 5 less than the last normal attack.
Death and Undead

This book is dedicated to Jergal, The Lord of the End of Everything. Each being has an eternal resting place that is chosen for him or her at the moment of creation.

The undead are viewed by most sentient beings as horrific abominations that have no place in this world. For many undead, this is true, and they should be destroyed as swiftly as possible.

As with any rule, there is always an exception. The blanket declaration of destroying all undead is not only impractical, it is impossible. I say that it is impossible because, it is often well-intentioned extremists who fall into this logical fallacy.

There are undead that do the world a favor. Unquiet ghosts take revenge upon their murderers, when enough evidence is provided, can be justified. A necromancer who speaks with the dead to learn the secrets of long-lost civilizations can also benefit society. A tomb warden who stands vigil guarding the crypt of an ancient evil puts down would-be intruders prevents greater catastrophe.

The Companions of the Pallid Mask work to ensure that this delicate balance is handled properly. An undead that is sanctioned by the Companions may operate as such on two conditions of termination. Ideally, its duty has come to an end. Or, unfortunately, the undead has become a problem.

Nothing escapes the end.

The elegant signature of Quitin Bloodgood, Scrivener of Doom, appears at the end of this book.

(*Suspicious Activity*)
Clairaudience/clairvoyance

**Spell level:** bard 3; sorcerer/wizard 3; cleric with knowledge domain 3

**Innate level:** 3

**School:** divination

**Components:** verbal, somatic

**Range:** personal

**Area of effect:** single

**Duration:** 1 round / level

**Save:** harmless

**Spell resistance:** no

**Additional counterspells:** blindness/deafness

**Description:** For the duration of the spell, the target creature gains a +10 bonus to all listen and spot checks.
Godzilla vs. Junior Godzilla

Godzilla vs. Junior Godzilla (ゴジラ対ジュニアゴジラ,Gojira tai junia gojira) is an 1995 unmade kaiju film planed by toho co ltd.

## Plot

Godzilla and his growing son, Godzilla Junior, fight to the death. In the end, the adult Godzilla is subdued by Godzilla-Force anti-Godzilla weaponry.

## History

One of four known drafts submitted by Toho monster designer Kaoru Kamikiku. While working on artwork for Hideki Oka's *Godzilla vs. Barubaroi*, Kamikuku decided to brainstorm some stories of his own on the side. Not many details for *Godzilla vs. Junior Godzilla* are known, outside of the battle between the adult Godzilla and his adopted son taking center stage in the plot. Likewise, anti-Godzilla weaponry was said to have resulted in the end of the adult Godzilla near the very end of the story.

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

**Spell level:** cleric 1

**Innate level:** 1

**School:** enchantment

**Descriptor:** mind-affecting

**Components:** verbal, somatic

**Range:** long (40 meters)

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

**Duration:** 1 turn / level

**Save:** will negates

**Spell resistance:** yes

**Additional counterspells:** bless

**Description:** Bane fills the caster's enemies with fear and doubt. They suffer a -1 penalty on their attack rolls and a -1 penalty on saving throws against fear.

## Notes

* Added in the expansion packs.
* This spell is not treated as hostile and thus will not remove effects of invisibility or sanctuary.
Black blade of disaster

**Spell level:** sorcerer/wizard 9

**Innate level:** 9

**School:** conjuration

**Descriptor:** summoned item

**Components:** verbal, somatic

**Range:** short (8 meters)

**Area of effect:** point

**Duration:** concentration, 1 round / level

**Save:** none

**Spell resistance:** no

**Description:** The caster creates a black blade-shaped planar rift, resembling a greatsword which fights at her side. 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 walking or talking may result in a concentration failure and end the spell.

## Notes

* Requires Hordes of the Underdark.
* The intended enhancement bonus based on ability modifier is blocked due to a bug in the script (the weapon becomes unalterable before the enhancement is applied). Instead, the blade has a +5 enhancement bonus and a +15 attack bonus. (A fix for this is available on the Vault[1].)
* The "concentration" required by this spell is not continuous. Rather, it is checked every six seconds (during the summons' OnHeartbeat event). If at the moment of the check, the caster is considered to be not concentrating (because of either an action being taken or an effect the caster is subject to) then the spell is broken. What happens between checks is not relevant, so it is possible to get around this limitation with careful timing, for which haste may be useful. (One tactic is to build an action queue consisting of a spell to cast followed by an emote or two, then repeating. Healer's kits have also been used instead of emotes, but that is naturally limited by the number of kits possessed.)
	+ The actions a caster can take that are considered to break concentration are exactly the following: attacking, casting a spell (including spells from items), counterspelling, disabling a trap, flagging a trap, picking a pocket, and taunting.
	+ The conditions a caster can be under that are considered to break concentration are exactly the following: confused, dominated, frightened, paralyzed, petrified, polymorphed, sleeping, and stunned.
* A strength of this summons is its on-hit property — planar rift — that can destroy many targets with a single hit.
* In addition to not being harmed by physical attacks, the blade is immune to all damage and negative effects. (It is flagged as a plot creature.)
* The black blade of disaster can only be destroyed by Mordenkainen's disjunction or dismissal. In particular, it is not affected by banishment, word of faith, or other breach or dispelling effects targeting the blade. (Dispels targeting the caster can unsummon the blade, though.)
Bigby's forceful hand

**Spell level:** sorcerer/wizard 6

**Innate level:** 6

**School:** evocation

**Components:** verbal, somatic

**Range:** long (40 meters)

**Area of effect:** single

**Duration:** 1 round / level

**Save:** none

**Spell resistance:** yes

**Description:** A giant hand appears and attempts to bull rush one target. The hand gains a +14 bonus on the strength check. A target that is bull rushed is knocked down and is dazed for the duration of the spell.

## Notes

* Added in the expansion packs.
* The bull rush works as follows: caster rolls 1d20 + 14 versus the target's roll of 1d20 + target's strength modifier + target's size modifier.
* Many claim this is the single most powerful spell for PvP, because of its long duration and difficulty to resist, particularly for non-strength builds.
Battletide

**Spell level:** cleric 5

**Innate level:** 5

**School:** transmutation

**Descriptor:** *negative*

**Components:** verbal, somatic

**Range:** *personal*

**Area of effect:** *medium (3.33 meter radius)*

**Duration:** 1 round / level

**Save:** ~~no~~ *will*

**Spell resistance:** yes

**Description:** You create an aura that steals energy from your enemies. Your enemies suffer a -2 circumstance penalty on saving throws, attack rolls, and damage rolls, once entering the aura. On casting, you gain a +2 circumstance bonus to your saves, attack rolls, and damage rolls.

## Notes

* Requires Hordes of the Underdark.
* Contrary to the in-game description, the descriptor is implemented as "negative".
* The bonus damage (reported as magical damage) is from a damage increase effect, so it ignores both damage resistance and damage immunity.
* The penalty to damage rolls only reduces magical damage. If the affected creature does not deal magical damage in its attacks, there will be no change to the damage dealt.
* The bonus to attack provided by this spell counts towards the +20 attack bonus cap.
* Hostile creatures entering the aura get a will saving throw to resist the penalty. This penalty is removed upon exiting the aura.
* A single caster can have multiple *battletide* auras (with non-stacking bonuses), which operate like any other overlapping areas of effect (e.g. opponents would try to resist each aura individually).
* This spell is subject to the mobile area of effect bug, in which an area of effect can lag behind the character it is attached to, allowing that character to actually exit the area of effect if moving fast enough. This results in the spell ending prematurely. (A fix for this is available on the Vault[1].)

## Custom content notes

* *impact script:* `X2_S0_BattTide`
* *OnEnter script:* `X2_S0_BattTideA`
* *OnExit script:* `X2_S0_BattTideB`
Deafening clang

**Spell level:** paladin 1

**Innate level:** 1

**School:** transmutation

**Descriptor:** weapon enchantment

**Components:** verbal, somatic

**Range:** touch

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

**Duration:** 1 round / level

**Save:** none

**Spell resistance:** no

**Description:** You empower a weapon with a +1 attack bonus and a +3 sonic damage bonus. Also, the weapon gains the ability to deafen the creature that is struck like a thunderstone. The attack bonus will not stack with existing enhancement bonus or holy avenger properties.

## Notes

* Requires Hordes of the Underdark.
* An existing attack bonus (temporary or permanent) will block the addition of the attack bonus from this spell. The damage bonus, on the other hand, will replace an existing temporary damage bonus. In particular, casting this spell on the same weapon before an earlier casting expires will not extend the duration of the attack bonus (nor of the on-hit deafen), but will extend the duration of the damage bonus.
* This spell can be cast on seemingly unarmed creatures (such as animals) to target one of their natural weapons. The "right" slot is targeted if possible; the "bite" slot otherwise. A creature with only a "left" weapon (e.g. some polymorphs) will not benefit from this spell.
* As with a thunderstone, the deafness lasts for five rounds, and there is a DC 15 fortitude save (versus sonic, unlike thunderstone) to negate the deafness.

## Custom content notes

* *script:* `X2_S0_DeafClng`
* *on hit deafen script:* `x2_s3_DeafClng`
	+ The on-hit script is configured to make the duration of the deafness equal to one round per caster level, and the DC equal to 10 + caster level. *Deafening clang* causes this on-hit: cast spell property to have a caster level of 5, hence the DC and duration for this spell.
	+ The name of the associated item property states the DC and duration assuming a caster level of 5. Using this item property with a different caster level makes the in-game description inaccurate
Dominate person

**Spell level:** bard 4; sorcerer/wizard 5

**Innate level:** 4

**School:** enchantment

**Descriptor:** mind-affecting

**Components:** verbal, somatic

**Range:** medium (20 meters)

**Area of effect:** single

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

**Save:** will negates

**Spell resistance:** yes

**Additional counterspells:** clarity

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

## Notes

* The term person here refers to any creature/character of a playable race.
* When cast against a player character or a PC's associate, this spell causes a dazed effect instead.
	+ The duration of the daze effect, if at least 4 rounds and the target is a PC, is halved under the normal game difficulty setting, and quartered under easier settings.
* Merchants under the influence of this spell will suffer a -20 penalty to their opposed appraise check (if they make one) when opening their store. This usually means that prices are adjusted 20% (of the item's value) in the PC's favor.
* Dominated creatures are associates and increase the party size penalty for experience points.
The Desecrator

Commonly known as The Beast of Entropy, the midget in a robe has been seen intermittently sowing the seeds of chaos and destruction.

This NPC has a roll associated with it

**Lore 10 :** He commands the natural forces of entropy and decay;

**Lore 20 :** He once appeared at the Eladramere Colosseum, and killed the then High Mage Agaros;

**Lore 30 :** He has been seen around the Forgotten Isle and seems to have a hand in the growing threat of invasion from the Cursed Isle;

**Lore 50 :** His magics are outside of the agreement forged between the Lady and the Master of the Void, ergo deaths by his hand cannot be reversed;

**Lore 70 :** He resides in a sealed vault and can only appear by projection. His magics are channelled through a willing proxy in the physical realm;

**Lore 90 :** There was once a dwarven faction that revered him as a god...

Sense the destruction of the Relics he has not been seen.
Agaros Xamaroth - Counting Coup of the Isles

I dedicate this book to Red Knight, the Lady of Strategy. War is won by the best planning, strategy, and tactics, regardless of apparent odds.

I have learned that in the faraway lands of Maztica, that there is a type of ‘war game’ known as ‘counting coup.’ Counting coup is the practice of winning of prestige against an enemy. Warriors won prestige by acts of bravery in the face of the enemy, which could be recorded in various ways and retold as stories. Any blow struck against the enemy counted as a coup, but the most prestigious acts included touching an enemy warrior with the hand, bow, or coup stick and escaping unharmed.

Here, in this unusual archipelago, we have the ever-lasting game of capturing the relics and the Master of the Void. (For reference, read my Speculations on the Master of the Void.) It is well established that these relics are shards of inestimable power. Also, every so often, someone asks the question, ‘why are we fighting?’ I believe I have an answer.

I believe that this ‘game’ of capture the relics is the Isles’ form of counting coup. In one of my many conversations with Talavar, King of Helzbelt, he referred to it as ‘The Great Game.’ I believe that we are practicing a war game to ensure that our respective factions can be prepared for any outside threat to the Isles.

Should this prove true, then, we should be ready.

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

*"Hawkers in the market offered to sell me ambrosia-on-a-stick, and a new shield, and a genuine glitter-weave replica of the Golden Fleece, as seen on Hephaestus-TV."*

— Percy Jackson, The Lightning Thief

An exotic street bazaar from "Arabian Nights" Days, juiced up on nonsensteroids. All manner of strange, unearthly, forbidden, and fantastic items can be found in a Bazaar of the Bizarre. Usually, the rules of a Truce Zone are in effect, and sworn enemies can meet safely there (though arriving and leaving can be tricky). This may just be sacred custom, or may be enforced by Functional Magic or other Applied Phlebotinum.

- TVtropes.org

### **Permissions and Expectations**

Here in Sacred Kingdoms we are the Bazaar of the Bizarre. You will encounter all manner of strange concepts and stories. Non-canon races like kitsune live here. This is generally permitted. We encourage all of our players to interact and have fun in this module.

We ask that you be aware that certain races will be met with different reactions. If your character is a demon that overcame its insatiable bloodlust and is a friend to all, unfortunately for you, as far as Dawnport is concerned, there are no friendly neighborhood demons. If you're playing a character known for being virtuous and pure, yet, commit atrocities in front of City Hall, again, you'll run into trouble very quickly. **The NPCs will react according to what they perceive and believe.**

### **What We Encourage**

If your character has a template like Angels, Devils and Demons, your play style should reflect the species’ default alignments – Lawful Good, Lawful Evil and Chaotic Evil, respectively. We encourage you to stick to the what books say.

If you decide to take a different alignment, please provide a strong, coherent backstory. There should powerfully compelling reason for why the change occurred. We prefer a story arc where your character undergoes gradual change.

If your character is a hybrid mashup of multiple species, again, we request a strong coherent backstory. We want to help you share your story. It will be fun if you allow character development to happen.

### **What is Not Accepted**

* Dungeons and Dragons, Forgotten Realms, et all, canon characters.
* Characters that obviously some sort of wish fulfillment (Link from Legend of Zelda).
* Established characters from works of fiction with a minor alteration (Jawn Snow).
* Literal gods and godlike entities.
	+ Your character can ***claim*** to be a god. However, your character will never have divine power.
Agaros Xamaroth

## Character Information

* Played by: Suspicious Activity
* Name: Agaros Xamaroth
* Class: Pure Wizard
* Deity: Mystra
* Race: Human (*Rashemi*)
* Age: 126
* Gender: Male
* Status: *Deceased; slain in the Coliseum of Kings by The Desecrator.*

## Faction

* Eladramere
	+ High Mage

## General Knowledge

* Arrived in the 'Old World' before the Catastrophe.
* Agaros's distinctive appearance is that he had an eye-patch over his left eye.

## Author of

* Counting Coup of the Isles
* Dealing with Devils
* Necromancy as a Weapon Against the Undead
* On Leadership
* Seek the Truth - Past, Present and Future
* Spellcasting Under the Influence
* The Fox of the Moon
* The Wisdom of the Art: Karsus’s Folly
* Write It Down!
Aid

**Spell level:** cleric 2; paladin 2; ranger 3

**Innate level:** 2

**School:** enchantment

**Descriptor:** mind-affecting

**Components:** verbal, somatic

**Range:** touch

**Area of effect:** single

**Duration:** 1 turn / level

**Save:** harmless

**Spell resistance:** no

**Additional counterspells:** doom

**Description:** The target gains a +1 bonus to attack rolls, a +1 bonus on saving throws versus fear, and a 1d8 bonus to maximum hit points.

## Notes

* The bonus to attack provided by this spell counts towards the +20 attack bonus cap.
* The "bonus to maximum hit points" is implemented as temporary hit points.
* The temporary hit points stack with multiple castings of this spell. (A fix for this is available on the Vault[1]).
Bigby's clenched fist

**Spell level:** sorcerer/wizard 8

**Innate level:** 8

**School:** evocation

**Components:** verbal, somatic

**Range:** long (40 meters)

**Area of effect:** single

**Duration:** 1 round / level

**Save:** fortitude

**Spell resistance:** yes

**Description:** A giant hand appears and attacks the target, once each round for the duration of the spell. Each hit causes 1d8+11 points of bludgeoning damage to the target and if they fail their saving throw they are stunned for that round as well.

## Notes

* Added in the expansion packs.
* The spell hits upon a successful check: d20 + caster ability modifier + caster level + 10 vs. armor class.
* For this check, casters with wizard levels use their intelligence modifier, and all other casters use charisma.
* While the bonus to saves from spellcraft usually does not apply to spells with a duration, it does apply to (only) the first save rolled against this spell (as that occurs as the spell is cast, rather than after a delay).
Armageddon Tower - Helzbelt Mages Guild - Membership

*Within the lobby of Armageddon Tower now stands an almost obsessively-organized noticeboard - the newest addition to the tower following Dismissed-from-Delights' appointment. Prominent is a membership list of people who have registered as members of Armageddon Tower, classified according to the source of their magic:*

**King and Queen of Helzbelt**

King Talavar *(DM Genesis)*

Queen Skye *(Skye)*

*NOTE: The King and Queen are included in the membership roster as arcane magic-users, but are to be considered outside of and above the Guild's command structure.*

**Magister (Lord of the Arcane)**

Lamorak Giraldus *(SuspiciousActivity)*

**Former Magister (Lady of the Arcane)**

Dismissed-from-Delights ("Deedee") *(Shyntree)*

**Study:**

Talavar *(DM Genesis)*

Lamorak Giraldus *(SuspiciousActivity)*

Tristan 'Trist' Tyrial *(Arzosha)*

Garmyd Kvla *(NecroCat)* ((OOC NOTE:  Garmyd's full last name is NOT KNOWN, only given as "Kvla", not "Kvlane"))

Elina Blackthorne *(Samantha)*

Alyena Amarthedir *(Shanninndrah)*

Aenorian Amarthedir *(Sloan)*

**Soul:**

Kinethiel Ralien *(gmasoon)*

Thillius Rose *(TheOriginalWiltedRose)*

Shar Hawkbane *(Thamian Naiilo)*

**Song:**

Stela Vox *(HJ)*

Vanessa Ralien *(lanf55)*

Marthelian Webber *(dennis)*

*The membership roster is signed at the bottom with a phrase: "**Lamorak Giraldus**".*
Agaros Xamaroth - On Leadership

This book is dedicated to Siamorphe, The Divine Right. May all nobility understand their duty to rule well and wisely for the more common classes beneath them.

Leadership is best described as the application of power. Good leadership has raised empires. Poor leadership has brought them literally tumbling out of the sky.

It begs the question; what is good leadership?

In my opinion, the best answer is this; good leadership is when those in power use their influence to improve the quality of others, with minimal to no harm done unto others.

Naturally, when such ideals are applied, this muddies the waters greatly. What is good for one, is never good for all. Hence this precariously delicate balancing act ensues.

The leading party will be forced to choose. This is a classic case of us or them. Either, reinforce their supporters, or entice those outside of their sphere of influence to join them. The most strategic move is to reinforce power among one’s supporters. After all, they are the ones who help to elevate the ones to the seats of power. This must be performed in such a way to entice non-supporters that the leading party can support multiple interests simultaneously. Despite the power of magic and even the most eloquent silver-tongued politician, this will never happen – be it sincerity or actual results.

So, what can be done? The leading party can and should, take measurements and assess what is within their means. Take stock of everything. Develop a plan to achieve these goals and build into them ‘slack.’ Slack being the buffer allowing for unforeseen circumstances.

The wise leader will open his or her ears to everyone – at first. Good, bad, or indifferent, all citizens should be heard at minimum of one time. Over time, the wise ruler will determine which voices are worth listening to, because the overall net result is positive.

The wise leader will not surround oneself with eager-to-please flunkies who say yes to everything. Hubris is the silent poison. It is slow enough to go unnoticed until it is fatal.

On the contrary, a wise leader will have a court full of those who challenge everything in a constructive manner. Those who force the leader to think and articulate will draw out possible flaws – both foreseen and not. Then by discussing these potential problems, the course can change.

A wise leader will never rush projects, nor will projects be put off without enough reason to justify. Use this knowledge for what you will.

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

**Spell level:** druid 5

**Innate level:** 5

**School:** transmutation

**Components:** verbal, somatic

**Range:** touch

**Area of effect:** animal companion

**Duration:** special

**Save:** harmless

**Spell resistance:** no

**Description:** The target animal companion gains +4 constitution, +1d10 wisdom, +4 strength, and +2 to attack rolls for as long as it remains at the druid's side.

## Notes

* The target must be the caster's own animal companion, not that of another character.
* The benefits are applied as supernatural effects, so not subject to dispelling nor removal upon resting.
* This spell may be cast maximized, but with no effect – the wisdom bonus is still rolled instead of being fixed at +10. (Empower spell works as expected, though.)
Rayclast Styxx - A Story of Memories - Chapter Four - Eladramere

**Chapter Three - An End but a Beginning**

The first step from the boat was always the hardest. Not because of any sickness, but simply the mental barrier that everything that lays before you is new and different. With ascended gaze Styxx stared up. The Forgotten Isles with it's many splendors of adventurers before her very eye. So many different people from vast places of the world, assembled together in a cluster. The notion of racism and morality seemingly of non-interest. While the latter bares mostly truths the latter does become apparent in a distant isle, that still is so close. There where three Kingdoms stand against each other for a purpose built on power.

With passing days there was one soul that Styxx took close to. Like a candle in a mass of darkness. Starianna, the to-be Queen of Eladramere. Vowed, Styxx had, to Eladramere that fateful day of the coronation. A decision that may seem fleeting though the purpose so great in the later scopes of things. Citizen of Eladramere. Founding city of the Three Kingdoms. Barer of the Relics till the other Kingdoms came. Proud, honorable, good folk.

Like a whisper in the wind Styxx chimed her thoughts to Starianna. Some heard, some not. Even from start to end, Citizen without title, her word had some meaning within the Kingdom. She served happily. Emotion began to stir. Hoods and veils began to fall and Styxx felt comfortable to be Rayclast once more. Her hair remained white. Her eyes did too. Her black nature not expanding anew. Was this a sign that she could be herself once more? The Queen a beacon of hope - with her passion sparking a new angle of life? Like the Sun, red hair and fair of skin, The Queen reigned and reigns furthermore. Perhaps no more the Moon is her, and she the Moon, for the sun is so warm and bright it can accept who she is and became. But hope it was alas and hope can be shattered like any shield.

Her months went by within Eladramere. Battles fought for relics of unknown origin. Truths have been sought, unveiled, throughout this expanse of time. Gifts of such truths made in kind. But among these truths was one so vital. So irrefutable. So surprising that duty would have to fail. That her stay may only be a temporary one within the ranks of a citizen - that of title or not. For it was a certain acceptance that could not be had when such truths were unveiled. But Divine order always takes precedence over all else.

**Chapter Five - Oroboros**
Aura of glory (cursed)

**Spell level:**

**Innate level:** 2

**School:** transmutation

**Descriptor:** mind-affecting

**Components:** verbal, somatic

**Range:** personal

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

**Duration:** 1 turn / level

**Save:** none

**Spell resistance:** no

**Description:** The caster channels divine power to gain a +2 charisma bonus. All allies near the caster gain a +6 bonus to their saving throws versus fear.

## Notes

* Allies also receive 1d4 healing. This healing is rolled once for all allies, not once per ally.
* The "cursed" aspect is that the caster has a 40% chance of being afflicted with devil chills.

## Custom content notes

* *script:* `x2_s0_auraglory`
* This spell can be assigned to a spellbook by editing spells.2da.
Rayclast Styxx - A Story of Memories - Chapter Five - Oroboros

**Chapter Four - Eladramere**

As all things should be: An endless Loop of balance. As our world and the verse came to fruition, with two Great Serpents biting one another's Tail, with vastly different scopes of morality yet still shared mind that the end of life is the end of all. A state that should never be reached. Never touched. Always hindered. This balance never broken and when time does come, three swords ascended to the enemy and behind them an army of like-minded men, women and children. Their moralities and their wars set aside for a purpose alone. But should this purpose be disregarded by a single soul then all there is left to stand is a trinity and among them a sacrifice. A sacrifice that can be so feeble but also so painful just to stop a catastrophe that will cost the lives and existence of all.

"When I stepped upon this land I never fathomed to become a shield to a purpose so divine that it nearly seemed to go against the nature I once held. But now when I sit here in thought upon Tranquil lands, brought to me by my friend who had invited me here before, I begin to realize that certain threads are pulled in such a way that ultimately a mortal soul has no say upon. Fate. I understand you Starianna. You've always wanted to carve your own fate. Weary of being told what to do. To be forced on what to do. And even though you do not hear me now nor maybe never will again there are certain fates in this unfair world that can't be changed. I am glad you got to make a choice today and once more you've stepped upon my heart while doing so. I hope that one day you will realize that my choice was destined to be and to neglect would have brought more pain then to our friendship then what either of us might fathom right now.

Let it be known while I sit here, mumbling to myself in your Tranquil Garden, that you will remain my friend for an eternity to come. You've given me a place for when I needed one. But also let it be known you never took the time to get to know me. Notes written, ignored. Pain had, ignored. A purpose that I am now forced to follow... ignored. With all this in mind I did question why I liked you so. The realization was that you bare hope in your extremely sore heart. A continued flame you keep to spark that keeps you going again and again. Passion! Love! Emotion! All things I deny to myself and can never have. No, it is not jealousy that makes me look at you like that. It is genuine joy. One that could bring a tear to my very eye if I simply would let it go.

*"Starianna... I am sorry. Accept me or not - I will be there."*

**Chapter Six - Veiled Redemption**
Agaros Xamaroth - Spellcasting Under the Influence

I can almost guarantee that you, dear reader, have experienced a hangover from overindulgence. Fewer, yet, still a large segment of the population has said, “I blacked out.” Having no memories of last night’s inebriation is troubling enough.

Now, imagine for a moment that you are on the receiving end of the following: animated suits of armor, fireballs being thrown with reckless abandon, and one of your associates was turned to stone.

Take this one step further. Imagine waking up to the aftermath. Imagine discovering that you were the cause of it and you must pay the consequences.

We as spellcasters must be mindful as our will is our power. It is okay to enjoy a drink. It is not okay to become so intoxicated you are a threat to others. Always practice caution. Enjoy yourself with company, have someone keep an eye on you. Enter a zone of anti-magic or have a magic cancellation effect placed on you. Then indulge until you forget your own name. You’ll pay for the headache tomorrow, but that will be the worst of it.

Agaros Xamaroth, is pressed into the final page. (*Suspicious Activity*)
Bombardment

**Spell level:** druid 8

**Innate level:** 8

**School:** conjuration

**Components:** verbal, somatic

**Range:** long (40 meters)

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

**Duration:** instant

**Save:** reflex 1/2

**Spell resistance:** yes

**Description:** Rocks fall from the sky, causing 1d8 points of bludgeoning damage per caster level (to a maximum of 10d8) to all enemies in the area.

## Notes

* Added in the expansion packs.
* Enemies include neutral player characters and associates of player characters after considering the PvP setting.
* Since this is an 8th-level spell (and the minimum level required to cast it is therefore 15), it will always do 10d8 points of damage.
Eladramere Announcements

Queen Starianna - June 08, 2019

Large and boldly scripted parchments are seen adorning the walls, doors and boards of main gathering locations within Eladramere:

Notice to all guards, soldiers and citizens of Eladramere:

Marla Merner, guard of Eladramere, is henceforth to be given and undertake the position and duties of High Marshall of all Eladramere forces.  She is the authority in the war-zone and within kingdom's boarders in the event of any acts of war and aggression, second only to the queen.
Aura versus alignment

**Spell level:** cleric 8

**Innate level:** 8

**School:** abjuration

**Components:** verbal, somatic

**Range:** personal

**Area of effect:** caster

**Duration:** 1 round / level

**Save:** harmless

**Spell resistance:** ~~yes~~ *no*

**Description:** When this spell is cast, the caster chooses to be protected from either good or evil. He receives a +4 deflection bonus to AC, immunity to mind-affecting spells and spell-like abilities used by creatures of the chosen alignment, and spell resistance 25 against spells cast . Creatures also take 6 + 1d8 damage each time they successfully strike the cleric.

## Notes

* The aura protecting from evil (**holy aura**) deals divine damage, while the aura protecting from good (**unholy aura**) deals negative energy damage.
* Due to a game limitation, the alignment of an attacker does not affect whether or not the attacker is damaged by the aura. Nor does an enemy caster's alignment affect the spell resistance granted.
* Contrary to the description, opponent spell resistance is never checked by this spell.

## Custom content notes

* *Scripts:*
	+ Holy aura: `NW_S0_HolyAura`
	+ Unholy aura: `NW_S0_UnhAura`
Cats Grace

**Spell level:** bard 2; ranger 2; sorcerer/wizard 2; cleric with animal domain 2, war domain 2

**Innate level:** 2

**School:** transmutation

**Components:** verbal, somatic

**Range:** touch

**Area of effect:** single

**Duration:** 1 hour / level

**Save:** harmless

**Spell resistance:** no

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

## Notes

* This spell stacks with the Harper scout's cat's grace feat.
* If the maximum dexterity increase is not achieved, the spell can be cast again for a chance at a higher dice roll (up to +5 regularly or +7 empowered). The recast will not lower the ability score.
The Greatest Natural Lubricant

Content Warning: abuse of anatomy

Ah hah! You thought you were going find this book to be salacious. Well, you are wrong! Hahahaha! If you are interested in applied biology, then continue reading.

The greatest natural lubricant is synovial fluid. It is found within synovial joints. Essentially, any creature with an intact, living skeletal structure. Because bones and joints flex and bend for a lifetime, synovial fluid is by far the best lubricant for any physical apparatus with multiple moving parts.

Don’t you dare refer to this fluid as grease or wax! It is entirely too precious to be labelled in such a crass manner. Respect this medicinal work for what it is! It is a biological engineering marvel! The uses of this egg-like substance are many.

You can apply it to any tooth-and-gear mechanism, and it will turn over and over again, without failure! Need to ensure a slick, smooth surface, but can’t afford the magical components? Have no worry!

Extracting synovial fluid is a remarkably easy process. Strap your patient down onto the table. Restrain the arms and limbs and commence your work. Enclosed in this book is the human anatomy, along with the various points to puncture and collect.

Afterwards, your patient will not be able to use any of his or her limbs. But, that’s not your problem now, is it?

After taking a few moments to read the scribble that barely passes as signature, the author of this book is, **Dr. Morioka**. Following it is a postscript message, **“Helzbelt’s best War Zone chirurgeon.”**

(*Suspicious Activity*)
Cone of cold

**Spell level:** sorcerer/wizard 5

**Innate level:** 5

**School:** evocation

**Descriptor:** cold

**Components:** verbal, somatic

**Range:** short (8 meters)

**Area of effect:** 10 meter cone

**Duration:** instant

**Save:** reflex 1/2

**Spell resistance:** yes

**Description:** A cone of frost and snow shoots forth from the caster's hands, doing 1d6 points of cold damage per caster level to all those within the area of effect, to a maximum of 15d6.
Crumble

**Spell level:** druid 6

**Innate level:** 6

**School:** transmutation

**Descriptor:** sonic

**Components:** verbal, somatic

**Range:** medium (20 meters)

**Area of effect:** one construct

**Duration:** instantaneous

**Save:** no

**Spell resistance:** no

**Description:** This spell inflicts 1d6 points of sonic damage per caster level to a selected construct (to a maximum of 15d6). This spell does not affect living creatures.

## Notes

* Requires Hordes of the Underdark.
* The spell damage will be applied to targets of the construct race or with class levels in construct.
Clarity

**Spell level:** bard 2; cleric 3; sorcerer/wizard 3

**Innate level:** 2

**School:** *necromancy*

**Descriptor:** mind-affecting

**Components:** somatic

**Range:** medium (20 meters)

**Area of effect:** single

**Duration:** 5 rounds + 1 round / level

**Save:** no

**Spell resistance:** no

**Additional counterspells:** charm person

**Description:** This spell removes the effects of daze, sleep, confusion, stun, and charm, and protects against all mind-affecting effects until it expires. For every effect removed by the spell, the target creature sustains 1 point of negative energy damage.

## Notes

* Despite its description, this spell belongs to the necromancy school. *(Possibly a bug.)*
* The mind-affecting effects of paralysis, dominate, and fear are blocked, but not removed by this spell.

### Previous versions

* Prior to version 1.69, this spell could not be cast with the still spell feat.
Acid splash

**Spell level:** sorcerer/wizard 0

**Innate level:** 0

**School:** conjuration

**Descriptor:** acid

**Components:** verbal, somatic

**Range:** medium (20 meters)

**Area of effect:** single creature/object

**Duration:** instant

**Save:** none

**Spell resistance:** yes

**Description:** The caster fires a small orb of acid at the target for 1d3 points of acid damage.