recursal/Fanatic-Fandom huggingface dataset:
Parry

* **Ability**: Dexterity

* **Classes**: All

* **Cross-class**: yes

* **Requires training**: no

Parry allows the character to block incoming attacks and make spectacular counterattacks. For every five skill points (up to maximum of 30 before armor check penalty is applied) including modifiers (dexterity, armor check penalty, etc.) the character's armor class is also improved by +1 when fighting in melee without a shield. This bonus is halved when fighting with a heavy weapon or a shield unless the character has the Improved Parry or Shield Parry feats respectively.

**(NWN) Check**: The difficulty class is the modified attack roll of the incoming blow. A successful Parry check means that the attack does not damage the parrying character. A character may only parry a number of attacks per round equal to the number of attacks per round available to the character.

**(NWN) Special**: If the parry is successful and the difference between the roll and the DC is ten points or greater, a counterattack occurs. A counterattack is a free attack made by the parrying character, at his full attack bonus, against the parried opponent.

**Use**: The armor class bonus is automatic. Select the Parry mode to activate it. The character will remain in parry mode until the mode is exited.

## Notes

* The heavy weapons that halve the AC bonus, unless one has the improved parry feat, are the following ones: great sword, great axe, heavy flail, scythe, falchion, maul.
* Wielding a ranged weapon cancels the parry AC bonus, unless one has a shield in the off-hand.
* Being unarmed cancels the parry AC bonus, unless one has the improved unarmed strike feat.
* The parry cap for AC is at 30 skill before Armor Check Penalty (ACP.)
* The maximum AC you can gain from parry is affected by ACP. If you are wearing a -5 ACP item, the maximum parry bonus you can achieve from parry is at 25 skill, which is 5 AC.
* (NWN)Parry is a combat mode, so cannot be used at the same time as other combat modes.
* (NWN)Parry applies only in melee combat; it does not function if either the attacker or defender is using a ranged weapon.
* (NWN)This skill was reduced from its original (pre-release) state and is considerably less effective than it may sound. Parry can only deflect the first attack in each of the three flurries in a round (for example, parrying an opponent with 5 attacks per round will only attempt to block the first, third, and fifth attacks).
* (NWN)Riposte attacks are made with the character's normal (descending) attack bonus, not at full bonus each time. Thus if a character has an attack schedule of +16/+11/+6 and successfully ripostes two attacks, the riposte attacks will be at +16 then +11, not at +16 each time.
* (NWN)The parry skill applies to both the attack roll and the critical hit confirmation roll.
* Automatic hits (natural 20 attack rolls) cannot be parried.
Flame Arrow

**Flame Arrow**

Spell Level: Wizard / Sorcerer 3; Warmage 3

Innate Level: 3

School: Conjuration

Descriptor: Fire

Component: Verbal, Somatic

Range: Long

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: Reflex Half

Spell Resistance: Yes

The caster launches 1 conjured fiery arrow at the target
creature for every 4 caster levels. Each arrow does 4d6 points of damage. Each
arrow allows a separate Reflex saving throw.
Prismatic Spray

**Prismatic Spray**

Spell Level: Wizard / Sorcerer 7; Warmage 7

Innate Level: 7

School: Evocation

Descriptor: Special

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Cone

Duration: Instant

Additional Counter Spells:

Save: Special

Spell Resistance: Yes

All creatures within the area of effect randomly experience
1 or 2 of the following effects:

\*20 fire damage (Reflex half)

\*40 acid damage (Reflex half)

\*80 electrical damage (Reflex half)

\*Poison (Kills; Fortitude prevents death, target takes 1d6
points of Constitution damage instead)

\*Turned to stone (Fortitude negates)

\*Permanent confusion (Will negates)

There is a 6 in 7 chance the creature will experience 1
effect, and a 1 in 7 chance the creature will experience 2 effects.
Greater Magic Fang

**Greater Magic Fang**

Spell Level: Druid 3; Ranger 3; Voodan 3; Slaughter domain cleric 3

Innate Level: 3

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

You empower the touched creature's natural weapon with a +1
enhancement bonus per 4 caster levels (maximum of +4).
Improved Invisibility

**Improved Invisibility**

Spell Level: Assassin 4; Bard 4; Beguiler 4; Hexblade 4; Monster Hunter 4; Voodan 6; Wizard / Sorcerer 4; Trickery domain cleric 5

Innate Level: 4

School: Illusion

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 becomes invisible and impossible to
detect using normal vision. Any offensive action taken by the creature will
immediately cancel the invisibility, but the creature will still retain a 50%
concealment bonus.
Shock Treatment

**Shock Treatment**

Spell Level: Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 1 Round / 3 Levels
Additional Counter Spells:
Save: Fortitude
Spell Resistance: Yes

You create a short stroke of electricity that arcs from your hand to the target creature. This bolt of electricity deals 1d6 points of electricity damage. In addition, the target must make a Fortitude save or be stunned for 1 round per 3 caster levels (maximum 5 rounds). Creatures who are immune to electricity are also immune to the stun effect.
Minor Disguise

**Spell Level:** Bard 0; Beguiler 0; Voodan 0
**Innate Level:** 0
**School:** Transmutation
**Descriptor(s):**
**Component(s):** Verbal, Somatic
**Range:** Personal
**Area of Effect / Target:** Caster
**Duration:** 1 Hour
**Additional Counter Spells:**
**Save:** None
**Spell Resistance:** No

You use magic to make minor, cosmetic changes in your appearance, gaining a +2 skill bonus to Disguise .
Fear

**Fear**

Spell Level: Bard 3; Hexblade 4; Voodan 4; Wizard / Sorcerer 4; Slaughter domain cleric 4

Innate Level: 3

School: Necromancy

Descriptor: Fear, Mind-Affecting

Component: Verbal, Somatic

Range: Medium

Area of Effect/ Target: Large

Duration: 1 Round / Level

Additional Counter Spells: Remove Fear

Save: Will Negates

Spell Resistance: Yes

Affected creatures are consumed with mind-numbing fear that
overrides all other actions. The affected creatures flee from their enemies.
Power Word Kill

**Power Word: Kill**

Spell Level: Beguiler 9; Wizard / Sorcerer 9

Innate Level: 9

School: Enchantment

Descriptor: Death, Mind-Affecting

Component: Verbal

Range: Short

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: Yes

Slays a single target with 100 Hit Points or less.
Frost Weapon

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

Innate Level: 3

School: Transmutation

Descriptor: Cold

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Creature or Weapon

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

You empower the touched weapon with a frigid energy. While
the spell is in effect, the affected weapon deals an extra 1d6 points of cold
damage with each successful attack.
Minor Globe of Invulnerability

**Minor Globe of Invulnerability**

Spell Level: Wizard / Sorcerer 4; Protection domain cleric 4

Innate Level: 4

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

A shimmering field of energy prevents all spells of level 3
or lower from affecting the target.
Maps of The Land of the Mists (Ravenloft Setting)

Below is a very detailed map of the Lands of the Mistsa great way to get your bearings in the Ravenloft setting. The map is detailed and large file size so please be patient while it loads. Below the detailed map is a generic map of the Lands of the Mists from an AD&D 2e supplement. The art is nice. \*Note: click on the image then in the top left hand corner is an option to "See full size image."
Mass Resist Elements

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

Innate Level: 4

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Huge

Duration: 1 Hour + 1 Hour / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

All allies within the area of effect gain damage resistance
20/- against all elemental forms of damage. The spell ends for a subject after
absorbing 30 points of accumulated damage from any single elemental type.
Flame Weapon

**Flame Weapon**

Spell Level: Wizard / Sorcerer 2; Warmage 3; Monster Hunter 2

Innate Level: 2

School: Evocation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Creature or Weapon

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

Sets a weapon aflame. The weapon deals an additional 1d4
points of fire damage on each successful attack.
Stinking Cloud

**Stinking Cloud**

Spell Level: Wizard / Sorcerer 3; Warmage 3; Destruction domain cleric 3.

Innate Level: 3

School: Conjuration

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Huge

Duration: 1 Round / Level (Max 20)

Additional Counter Spells:

Save: Fortitude Negates

Spell Resistance: No

All creatures caught within the area of effect must make a
Fortitude saving throw or become dazed for 1d4 + 1 rounds.
Inspire Competence

**Type of Feat:** General
**Prerequisite:** Fighter level 12, Cha 12+
**Specifics:** Once per day, the character can inspire his allies in combat. All affected creatures (including himself) within 60 feet gain a +1 bonus to Attack and Damage, and a +1 bonus against mind-affecting effects for every five fighter levels for a duration of one turn and a number of turns equal to half his fighter levels + his Charisma bonus.
**Use:** Selected.
Leather Boiling

Boiling of leather is used to make standard leather harder. This is used for making parts of basic leather armours. To successfully boil the leather, you also need a quantity of bee's wax and a boiler's hook, then you must place your ingredients in a designated leather boiler.

Abilities: Constitution, Wisdom
Master of Many Forms

Masters of many forms have no shape that they call their own. Instead, they occupy whatever body is most expedient for them at the time. While others base their identities largely on their external forms, masters of many forms actually come closer to their true self through their transformations. Of necessity, their sense of self is based not on their outward form, but on their soul, which is truly the only constant about them. It is the inner strength of that soul that enables them to take on any shape and remain themselves within.

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

- **Base Attack Bonus:** +1 / Level.
- **Hit Die:** d8.
- **Primary Saving Throws:** Fortitude, Reflex.
- **Proficiencies:** A master of many forms does not gain any additional weapon or armor proficiencies.
- **Skill Points:** 4 + Int Modifier.

**Class Skills:** Animal Empathy, Concentration, Disguise, Heal, Hide, Influence, Listen, Lore, Move Silently, Parry, Spot.
**Unavailable Skills:** Use Magic Device.

**Feats:** Alertness, Endurance, Wild Shape.

**ABILITIES:**

**Level**
1: Shifter's Speech: Can speak in any form.
Wild Shape (1x/day): Additional uses of Wild Shape.
Improved Wild Shape I - Can change into a wyrmling.
2: Wild Shape (2x/day).
1st Extra Disguise.
3: Wild Shape (3x/day).
Improved Wild Shape II - Can change into a harpy, minotaur, or gargoyle.
4: Wild Shape (4x/day).
2nd Extra Disguise.
5: Wild Shape (5x/day).
Improved Wild Shape III - Can change into a basilisk, drider, or manticore.
6: Wild Shape (6x/day).
Supernatural Ease - Wild Shape ability becomes supernatural.
3rd Extra Disguise.
7: Wild Shape (7x/day).
Humanoid Shape - Can change into a drow, lizardfolk, or kobold.
8: Wild Shape (8x/day).
4th Extra Disguise.
9: Wild Shape (9x/day).
Elemental Shape - Can change into an elemental.
10: Evershifting Form: Racial type changes to Shapechanger. Can change forms at will.
Wild Shape (10x/day).
Improved Wild Shape IV - Can change into a dire tiger, medusa, or mindflayer.
5th Extra Disguise.
Nature's Avatar

**Nature’s Avatar**

Spell Level: Druid 9; Voodan 9

Innate Level: 9

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single Animal

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The affected animal gains a +4 dodge bonus to Armor Class, a
+4 bonus on attack rolls, a 1d12 bonus on damage rolls, and 1d4 temporary hit
points per caster level, plus the effects of a haste spell.
Lesser Spell Breach

**Lesser Spell Breach**

Spell Level: Wizard / Sorcerer 4

Innate Level: 4

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: No

This spell strips an enemy of up to 2 magical defenses. This
spell will also reduce the target creature's spell resistance by 3 for 10
rounds.
Herbalism

Herbalism includes brewing potions of various forms, based on either plant, fungi or animal material. To conduct this trade, you will need a herbalist's mortar and pestle, along with your desired ingredients and empty potion bottles, and put it in a herbalist's cauldron.

Ingredients can usually be found when traversing the countryside, into the forests or even when venturing down old crypts or caverns. Many ingredients are seasonal, where flowers and plants usually appear in the spring and summer, while fungi appear at winter.

Abilities: Constitution, Wisdom
Mordenkainen's Disjunction

**Mordenkainen's Disjunction**

Spell Level: Wizard / Sorcerer 9

Innate Level: 9

School: Abjuration

Descriptor:

Component: Verbal

Range: Medium

Area of Effect / Target: Single or Large

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: No

Mordenkainen's Disjunction 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 +40) against a DC of 12 + the spell effect's caster level.

In addition to its dispel effect, Mordenkainen's Disjunction
also strips a single target of up to 6 magical defenses or a group of enemies
of up to 2 magical defenses each. Finally, the spell will lower the spell
resistance of all creatures within the area of effect by 10.
Languor

**Languor**

Spell Level: Druid 4; Voodan 4

Innate Level: 4

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: 1 Round / Level

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

The target creature takes a penalty to Strength equal to
1d6+1 per two caster levels (maximum 1d6+10) and becomes slowed. This slow
effect counters and is countered by haste.
Mass Shield of Faith

Spell Level: Cleric 4; Favored Soul 4; Voodan 4

Innate Level: 4

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Large

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

All allies within the area of effect gain a +2
deflection bonus to their Armor Class, with an additional +1 bonus for every
six levels of the caster (maximum of +5).
Orb of Sound

**Spell Level:** Warmage 4; Wizard / Sorcerer 4

**Innate Level:** 4

**School:** Conjuration

**Descriptor(s):** Sonic

**Component(s):** Verbal, Somatic

**Range:** Short

**Area of Effect / Target:** Single

**Duration:** Instant

**Additional Counter Spells:**

**Save:** None

**Spell Resistance:** Yes

A sphere of noise flies from your hand at your target. You must succeed at a ranged touch attack with the orb to strike a target. Any creature or object struck by the orb takes 1d6 points of sonic damage per caster level, to a maximum of 15d6, and must make a Fortitude save or be deafened for 1 round.
Lesser Planar Binding

**Lesser Planar Binding**

Spell Level: Wizard / Sorcerer 5; Good domain cleric 5.

Innate Level: 5

School: Conjuration

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single or Point

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: Will Negates

Spell Resistance: No

This spell has two modes of operation: paralyzing a single
outsider, or summoning a planar ally. Targeted outsiders are paralyzed for 1
round per 2 caster levels. The type of summoned ally is based on the caster's
alignment:

Evil: Imp

Neutral: Red Slaad

Good: Lantern Archon
Hide Curing

Hide curing is the craft used to make the raw animal hides or furs into leather usable by other trades. Curing is conducted at a curing basin, and you will need a portion of tannin for each hide/fur you wish to cure. Additionally, you will need to be holding a curing knife to cure furs/hides.

Abilities: Constitution, Wisdom

Dire Boar Hide DC 15, makes 3 patches

Dire Wolf pelt, DC 15, makes 5 patches

Bodak Hide, DC 20, makes 2 patches

Gargoyle hide, DC 20, makes 2 patches

Ancient Dire Bear Hide, DC 25, makes 6 patches

Greater Flame Snake Hide, DC 25, makes 4 patches

Ebon Tiger Skin, DC 25, unknown
Locate Khunda

## Details

* Players must track down Khunda. (in order of chayum farer da hurenskala - or personal quest)
* Last seen in Solia, he had a pitstop in hania inn (bolvarian agent meeting) and then he moved to Tarantia
* He's in hiding in the Tarantian Longbeards gang HQ (racial hq)
* Players can bust in, bust in with gang assistance, or parlay

Solia

* Tavernkeep at zendar doesn't know shit, "even if i knew, my clients business is my own - and I wouldn't tell any friend to the likes of him (points to half orc)"
* **Aliël Banian** approaches party in tavern. She is the daughter of a merchant in Crosston, here to make trade partners with Solian shops (food).
* She explains khunda arrived as a dwarf on a ship, later turned human. overheard convos in another language she doesn't speak
* last evening before he left - they dropped "hania" a few times and "Queen Aerella" (tavern in hania)
* she explains who Queen Aerella is. doesn't get it.

Hania

* Queen aerella tavernkeep saw a dwarf by the description, he met with a bunch of dwarfs who were wearing gangwear. Another dwarf with said gangwear is there now. ("fight me and I'll tell ya" brawl potential)
* OR: the elven tracking party is spotted in hania marketplace, they found out he is in tarantia (elves got ears everywhere yo)
* Road: Elven tracking party is killed along the road (by Wanderer) (makes it look like hania attacked them)
* hanian soldiers lie dead (fake) and the elves too. there is a hanian patrol when party arrives, tell them to "move along now" "the queen will hear of this"
* if they investigate, they find deadly wounds but no other signs of a fight.-- search further (high roll) they can find a single pair of dragon tracks in the mud farther away. - silence potion turns hanians into rats

Tarantia

* using gang wear info, any gang will identify longbeards, plus any poor folk. they mention location of the HQ (openly known)

* Rival gang Tarrants, offers some help if you wanna attack
Harm

**Harm**

Spell Level: Cleric 6; Druid 7; Favored Soul 6; Voodan 6

Innate Level: 6

School: Necromancy

Descriptor: Negative Energy

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells: Heal

Save: Will Half

Spell Resistance: Yes

On a successful melee touch attack, Harm deals 10 points of
negative energy damage per caster level to a maximum of 150. This spell has a
reverse effect on undead, healing the targeted undead instead of harming it.
Harm cannot reduce a target's hit points to less than 1.
Faerie Fire

Faerie Fire

Spell Level: Beguiler 1; Druid 1; Voodan 1

Innate Level: 1

School: Evocation

Descriptor(s): Light

Component(s): Verbal, Somatic

Range: Long

Area of Effect / Target: Medium

Duration: 2 Rounds / Level

Additional Counter Spells:

Save: None

Spell Resistance: Yes

Targets in the area will begin to glow. This glow dispels all invisibility and concealment effects, and prevents any new invisibility or concealment effects from being applied for as long as Faerie Fire persists.
Inflict Moderate Wounds

**Inflict Moderate Wounds**

Spell Level: Blackguard 2; Cleric 2; Favored Soul 2; Voodan 2

Innate Level: 2

School: Necromancy

Descriptor: Negative Energy

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: Will Half

Spell Resistance: Yes

If the caster succeeds in striking an opponent with a touch
attack, the target suffers 2d8 points of negative energy damage, + 1 point per
caster level (to a maximum of +10). Inflict spells have a reverse effect on
undead, healing instead of harming them.
Greater Restoration

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

Innate Level: 7

School: Conjuration

Descriptor: Healing

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: No

Removes all negative effects of the following types, from a
single target:

\*Ability Decrease

\*Armor Class Decrease

\*Attack Decrease

\*Blindness

\*Charm

\*Confusion

\*Curse

\*Damage Decrease

\*Damage Vulnerability

\*Daze

\*Deafness

\*Disease

\*Domination

\*Fear

\*Negative Level

\*Paralysis

\*Poison

\*Saving Throw Decrease

\*Skill Decrease

\*Slow

\*Spell Resistance Decrease

\*Stun

In addition to removing negative effects, the target of
Greater Restoration cured for 10 hit points of damage per caster level, to a
maximum of 250.
Mass Heal

Spell Level: Cleric 8; Druid 9; Favored Soul 8; Voodan 8; Salvation domain cleric 7

Innate Level: 8

School: Conjuration

Descriptor: Healing

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Medium

Duration: Instant

Additional Counter Spells:

Save: Will Half

Spell Resistance: Yes

Allies in the area of effect are cured for 10 hit points of damage per caster level, to a maximum of 250. Healing spells have a reverse effect when used on undead, harming instead of healing them. Mass Heal cannot reduce a target's hit points to less than 1.
Profane Lifeleech

**Type of Feat:** General
**Prerequisite:** Turn Undead.
**Required For:** Profane Boost.
**Specifics:** The character can channel negative energy to draw the life force from nearby living creatures. He may spend two of his turn undead attempts to deal 1d6 points of negative energy damage to all living creatures within a 30-foot burst. The character is healed a number of hit points equal to the total amount of damage dealt.
**Use:** Selected.
Identify

**Identify**

Spell Level: Bard 1; Hexblade 1; Voodan 1; Wizard / Sorcerer 1; Knowledge domain cleric 1.

Innate Level: 1

School: Divination

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single Item

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: No

Target unidentified item becomes identified.
Greater Magic Weapon

Caster Level: Bard 3; Cleric 4; Favored Soul 4; Hexblade 3; Monster Hunter 3; Paladin 3; Voodan 4; Wizard / Sorcerer 3

Innate Level: 3

School: Transmutation

Component(s): V, S

Range: Touch

Save: None

Spell Resistance: No

Area of Effect/Target: Creature or Melee Weapon

Duration: 1 Hour + 1 Turn / Level

You empower the touched weapon with a +1 enhancement bonus per 4 caster levels (maximum of +4). You can either directly target the weapon you want to cast this spell on, or you can target a creature, affecting the creature's main hand weapon.

* Level 4 +1 enhancement
* Level 8 +2 enhancement
* Level 12 +3 enhancement
* Level 16 +4 enhancement
Magic Weapon

**Magic Weapon**

Spell Level: Bard 1; Blackguard 1; Cleric 1; Favored Soul 1; Hexblade 1; Monster Hunter 1; Paladin 1; Voodan 1; Wizard / Sorcerer 1

Innate Level: 1

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Creature or Weapon

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

You empower the touched weapon with a +1 enhancement bonus.
Monster Hunter Spells

## Monster Hunter Spells

**Level 1:**

* Alarm
* Disrupt Undead
* Expeditious Retreat
* Light
* Magic Weapon
* Protection from Evil
* Resistance

**Level 2:**

* Continual Flame
* Flame Weapon
* Knock
* Light Step
* Protection from Curses
* See Invisibility
* Ultravision

**Level 3:**

* Diminish Undead
* Dispel Magic
* Greater Magic Weapon
* Halt Undead
* Magic Circle against Evil

**Level 4:**

* Heroism
* Hold Monster
* Improved Invisibility
* Mass Protection from Curses
* Remove Curse
* True Seeing
Hexblade Spells

## Hexblade Spells

**Level 1:**

* Alarm
* Bloodletting
* Charm Person
* Disguise Self
* Entropic Shield
* Expeditious Retreat
* Identify
* Light
* Mage Armor
* Magic Weapon
* Protection from Alignment
* Scare
* Sleep
* Tasha's Hideous Laughter
* Treacherous Weapon

**Level 2:**

* Bestow Curse
* Blindness/Deafness
* Blood Frenzy
* Bull's Strength
* Cat's Grace
* Curse of Impending Blades
* Darkness
* Eagle's Splendor
* False Life
* Invisibility
* Magical Backlash
* Resist Elements
* See Invisibility
* Touch of Idiocy

**Level 3:**

* Charm Monster
* Confusion
* Deep Slumber
* Dispel Magic
* Greater Magic Weapon
* Hound of Doom
* Invisibility Sphere
* Poison
* Protection from Elements
* Slow
* Stinking Cloud
* Trance of the Verdant Domain
* Vampiric Touch

**Level 4:**

* Assay Resistance
* Baleful Polymorph
* Dominate Person
* Enervation
* Fear
* Feeblemind
* Greater Mage Armor
* Improved Invisibility
* Mass Curse of Impending Blades
* Phantasmal Killer
* Polymorph
* Shadow Form
Fire Shield

**Fire Shield**

Spell Level: Wizard / Sorcerer 4; Warmage 3

Innate Level: 3

School: Evocation

Descriptor: Cold, Fire

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The caster is surrounded by a ring of fire that damages all
opponents who make a successful melee attack on the caster. The shield inflicts
1d6 points of damage, +1 per caster level (max +15). The flames also protect
the caster from either cold-based or fire-based attacks.

Warm Shield:

The caster gains 50% immunity to cold damage. The shield
deals fire damage.

Chill Shield:

The caster gains 50% immunity to fire damage. The shield
deals cold damage.
Improved Invisibility Sphere

**Improved Invisibility Sphere**

Spell Level: Beguiler 7; Wizard / Sorcerer 7

Innate Level: 7

School: Illusion

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Huge

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

An illusory eerie fabricates in a radius around the caster.
All allies caught within the sphere become invisible and impossible to detect
using normal vision. Any offensive action taken by an invisible creature will
immediately cancel the invisibility, but the creature will still retain a 50%
concealment bonus.
Urban Stealth

**Type of Feat:** General
**Prerequisite:** Lore 5 ranks, Move Silently 5 ranks.
**Specifics:** The character is particularly adept at moving quietly and unnoticed through the city. He gains a +3 bonus on Hide and Move Silently checks in urban areas. This bonus applies only when the character is outside since it relies on his knowledge of urban environments.
**Use:** Automatic.
Inflict Minor Wounds

**Inflict Minor Wounds**

Spell Level: Cleric 0; Favored Soul 0; Voodan 0

Innate Level: 0

School: Necromancy

Descriptor: Negative Energy

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

If the caster succeeds in striking an opponent with a touch
attack, the target suffers 4 points of negative energy damage. Inflict spells
have a reverse effect on undead, healing instead of harming them.
Hold Person

**Hold Person**

Spell Level: Bard 2; Beguiler 3; Cleric 2; Favored Soul 2; Voodan 2; Wizard / Sorcerer 3; Bindings Domain cleric 1

Innate Level: 2

School: Enchantment

Descriptor: Paralysis, Mind-Affecting

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: 1 Round / Level

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

The target humanoid is paralyzed for the duration of the
spell.
Horizikauls Boom

**Horizikaul’s Boom**

Spell Level: Wizard / Sorcerer 1

Innate Level: 1

School: Evocation

Descriptor: Mind-Affecting, Sonic

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells: Silence

Save: Will Partial

Spell Resistance: Yes

You blast the target with loud and high-pitched sounds. The
target takes 1d4 points of sonic damage per two caster levels (maximum 5d4) and
must make a Will save or be deafened for 1d4 rounds.
Planar Ally

Spell Level: Cleric 6; Favored Soul 6; Voodan 6

Innate Level: 6

School: Conjuration

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

An outsider is summoned to assist the caster. The type of
outsider summoned depends on the caster's alignment:

Evil: Succubus

Neutral: Green Slaad

Good: Hound Archon
Mass Bull's Strength

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

Innate Level: 6

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Colossal

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The strength of you and your allies is increased by 1d4 + 1.
Improved Wild Shape II

**Type of Feat:** Class
**Prerequisite:** Master of Many Forms level 3.
**Specifics:** The master of many forms can use his wild shape ability to assume one of the following three forms: Minotaur, Harpy and Gargoyle. 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 creature he wants to transform into.
Light

Spell Level: Bard 0; Beguiler 0; Cleric 0; Druid 0; Favored Soul 0; Hexblade 1; Monster Hunter 1; Voodan 0; Wizard / Sorcerer 0; Warmage 0

Innate Level: 0

School: Evocation

Descriptor: Light

Component: Verbal

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells: Darkness

Save: None

Spell Resistance: No

Creates a small light source above the target creature's
head. The light travels with the target and is capable of illuminating a small
area. It can be cast on any item the character can equip to make it glow for
the spell's duration like a natural source of light.
Healing Circle III

Spell Level: Bard 6; Cleric 6; Druid 7; Favored Soul 6; Voodan 6

Innate Level: 6

School: Conjuration

Descriptor: Healing

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Large

Duration: Instant

Additional Counter Spells:

Save: Will Half

Spell Resistance: Yes

All friendly creatures within the area of effect are healed
for 3d8 Hit Points, +1 point per caster level (to a maximum of +20). Healing
spells have a reverse effect when used on undead, harming instead of healing
them.
Spell Mantle

**Spell Mantle**

Spell Level: Wizard / Sorcerer 7; Luck domain cleric 8.

Innate Level: 7

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

Creates a barrier around the caster that absorbs all
incoming spells and spell-like abilities. It can absorb up to 1d8+8 spell
levels before collapsing.
Prestige Classes

Unrestricted prestige classes:

* Arcane Archer
* Crypt Raider
* Dirgist
* Divine Champion
* Dwarven Defender
* Grimetrekker
* Monster Hunter
* Weapon Master

Prestige classes requiring an application:

* Assassin
* Blackguard
* Black Powder Avenger
* Dragon Disciple
* Hallowed Witch
* Master of Many Forms (Shifter)
* Pale Master
* People's Champion
* Shadowdancer
Instill Vulnerability

Invocation Grade: Dark

Equivalent Spell Level: 8

Descriptor:

Component(s): Somatic

Range: Personal

Area of Effect / Target: Single

Duration: 24 Hours

Save: Fortitude Negates

Spell Resistance: Yes

The warlock imbues a single creature with vulnerability to a particular type of energy (acid, cold, electricity, fire, or sonic), which means it takes +50% damage from that type of energy. A successful Fortitude save negates the effect.

The vulnerability lasts for 24 hours or until the warlock uses the invocation on the creature a second time, in which case the first effect ends and the new vulnerability and duration take effect.
Mass Hold Person

**Mass Hold Person**

Spell Level: Beguiler 7; Wizard / Sorcerer 7

Innate Level: 7

School: Enchantment

Descriptor: Paralysis, Mind-Affecting

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Huge

Duration: 1 Round / Level

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

All hostile humanoids within the area of effect are
paralyzed for the duration of the spell.
Second Wind

**Type of Feat:** General
**Prerequisite:** None.
**Specifics:** The character can shrug off minor wounds with ease. Once per day, as a free action, he may heal a number of hit points equal to his Constitution modifier (minimum 1), even when unconscious. This feat does not work for non-living creatures and does not stabilize unconscious characters.
**Use:** Selected.
Gust of Wind

**Gust of Wind**

Spell Level: Bard 2; Druid 2; Voodan 2; Wizard / Sorcerer 2; Warmage 3

Innate Level: 2

School: Evocation

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Line

Duration: Instant

Additional Counter Spells:

Save: Fortitude Negates

Spell Resistance: Yes

You create a blast of air that originates from your
fingertips and moves in the direction you are facing. Any object caught in the
path is knocked prone for two rounds. The wind is powerful enough to disperse
any cloudlike spells it comes in contact with, and will extinguish non-magical
fires (such as campfires).
Warmage

Some spellcasters care for only one thing: war. They dream of steel and mighty blasts of devastating magic, the march of troops, and the unleashed destruction found on battlefields everywhere. Graduates of special arcane war colleges, those known as warmages are drilled only and utterly in the casting of spells most useful for laying down destruction, confusing an enemy, or screening an allied action. The utilitarian spells used by wizards and sorcerers have little importance to a warmage's way of thinking. What are support casters for, after all? A warmage cares only for success on the battlefield, or, in some cases, in the series of smaller campaigns favored by adventuring companies.

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

**WARNING:** To cast a spell, a warmage must have an Intelligence score of 10 + the spell's level. For example, to cast a 9th-level spell, a warmage must have an Intelligence of 19.

- **Base Attack Bonus:** +1 / 2 Levels.
- **Hit Die:** d6.
- **Primary Saving Throw:** Will.
- **Proficiencies:** All simple weapons and light armor. Warmages are proficient with shields.
- **Skill Points (\*4 at 1st level):** 2 + Int Modifier.
- **Spellcasting:** Warmage Spells Arcane (Intelligence-based, no spell preparation, spell failure from medium and heavy armor, and large and tower shields is a factor); warmages automatically know all spells when levelling up.

**Class Skills:** Antagonize, Concentration, Discipline, Heal, Lore, Parry, Spellcraft.
**Unavailable Skills:** Animal Empathy, Use Magic Device.

**Level**
1: Armored Mage - No spell failure from light armor and small shields.
Warmage Edge - Add Intelligence modifier to damage rolls from spells.
8: Medium Armor Proficiency
Armored Mage - No spell failure from medium armor.
20: Improved Combat Casting - No attacks of opportunities when casting in combat.

**Spell Progression:**

*Bonus spell slots* *come from items and high intelligence.*
Rallying Cry

**Type of Feat:** General
**Prerequisite:** Fighter level 10, Cha 12+
**Specifics:** Three times per day, the character can utter a powerful shout that gives all allies (including himself) within 60 feet a +1 bonus to attack for every five fighter levels and a 20% bonus to movement speed for a duration of one turn and a number of rounds equal to half his fighter levels + his Charisma bonus.
**Use:** Selected.
Seed of Life

Spell Level: Cleric 4; Druid 4; Favored Soul 4; Paladin 4; Voodan 4

Innate Level: 4

School: Conjuration

Descriptor: Healing

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: Instant or 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: Yes

When you cast Seed of Life, you decide to grant the target regeneration or instant healing.

Regeneration: The target creature gains the ability to regenerate 2 hit points every round.

Cure: Cures the target of 4d4 damage + 1 per caster level, to a maximum of +20. This has a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
Swimming in the Styx

Invocation Grade: Least

Equivalent Spell Level: 2

Descriptor:

Component: Somatic

Range: Personal

Area of Effect / Target: Self

Duration: 24 Hour

Save: None

Spell Resistance: No

By channeling the fiendish and infamous river, the warlock becomes an aquatic creature. He grow gills, enabling him to breathe underwater (while retaining his ability to breathe air), and his webbings between his fingers and between his toes, allowing him to move at normal speed underwater.
Major Witchcraft Ability

**Type of Feat:** Class
**Prerequisite:** Hallowed Witch level 6.
**Specifics:** The hallowed witch can use a major spell-like ability once per day.
**Use:** Selected. This feat can be selected multiple times, picking a different ability every time.

The following abilities can be selected.

Awaken

Bestow Curse

Charm Monster

Confusion

Cure Serious Wounds

Dominate Person

Feeblemind

Ice Storm

Creeping Doom

Baleful Polymorph

Polymorph

Summon Creature V
Wall of Fire

**Wall of Fire**

Spell Level: Druid 5; Voodan 5; Wizard / Sorcerer 4; Warmage 4; Fire domain cleric 4.

Innate Level: 4

School: Evocation

Descriptor: Fire

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Wall 30 Feet Long

Duration: 1 Round / Level (Max 10)

Additional Counter Spells:

Save: None

Spell Resistance: Yes

This spell creates a curtain of fire that deals 2d6 points
of fire damage + 1 per caster level (max +20) to any creature that attempts to
pass through it. When cast, the wall creates a wave of heat, dealing 2d4 fire
damage to all nearby creatures.
Stone Bones

**Stone Bones**

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

Innate Level: 2

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single Undead

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

You cause the target undead to gain a +3 natural
armor class bonus, due to the thickening of its bones.
Primeval Wild Shape

**Type of Feat:** Class
**Prerequisite:** Wild Shape, Cold Endurance.
**Specifics:** The character's wild shape forms are stronger than normal. When he assumes a wild shape form, he draws energy from the primeval form of the creature that existed in the ancient past during a vast ice age. Doing so grants the new form a +2 bonus to Strength, a +2 bonus to its Dodge armor, and resistance 10 to cold damage.
**Use:** Automatic.
Weapon Master

For the weapon master, perfection is found in the mastery of a single melee weapon. A weapon master seeks to unite this weapon of choice with his body, to make them one, and to use the weapon as naturally and without thought as any other limb.

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

- **Base Attack Bonus:** +1 / Level.
- **Hit Die:** d10.
- **Primary Saving Throw:** Reflex.
- **Proficiencies:** A weapon master does not gain any additional weapon or armor proficiencies.
- **Skill Points:** 2 + Int Modifier.

**Class Skills:** Antagonize, Concentration, Discipline, Heal, Listen, Lore, Parry, Spot.
**Unavailable Skills:** Animal Empathy, Use Magic Device.

**Bonus Feat Progression:**

**Note:** Weapon Master receives a bonus feat at level 1 for selecting Weapon of Choice.

**REQUIREMENTS:**

**WARNING:** To acquire the prerequisites feats for this class, a character must have Dexterity and Intelligence scores of at least 13.

**Base Attack Bonus:** +5
**Feats:** Weapon Focus in a melee weapon, Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack.

**Skills:** Antagonize 4 ranks.

**ABILITIES:**

**Level**
1: Ki Damage - Weapon of choice deals maximum damage for one attack.
Weapon of Choice - Pick a type of weapon and thereafter all Weapon Master special abilities will only work while that type is equipped.
5: Increased Multiplier - Add 1x to weapon of choice critical damage multiplier (i.e. 2x becomes 3x, 3x becomes 4x, etc.).
Superior Weapon Focus - +1 attack bonus when using weapon of choice.
7: Ki Critical - Add +2 to weapon of choice critical threat range (i.e. 20/x3 becomes 18-20/x3, etc.).
Feign Undeath

Spell Level: Cleric 5; Favored Soul 5; Voodan 5; Wizard / Sorcerer 5

Innate Level: 5

School: Necromancy

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 2 Turns / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

With this spell, you give your willing target some of the
physical aspects of a juju zombie. The subject begins to shamble, movement
speed is reduced to half, and the subject assumes a dexterity score of 10. The
subject does not need to breathe and is immune to magical death effects, fear,
poison, and disease. The "zombie" is still a living creature and
cannot be turned or affected by spells or effects that specifically target
undead creatures, nor does it gain immunity to critical hits or sneak
attacks.
Weapon of Impact

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

Innate Level: 3

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Creature or Bludgeoning Weapon

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

Adds the keen property to the targeted bludgeoning weapon,
increasing its critical threat range.
Regenerate Moderate Wounds

Spell Level: Cleric 3; Druid 2; Favored Soul 3; Voodan 2
Innate Level: 2
School: Conjuration
Descriptor(s): Healing
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn + 1 Round / Level
Additional Counter Spells:
Save: None
Spell Resistance: No

The target creature gains the ability to regenerate 2 hit points every round. This spell does not allow the target creature to regrow or attach lost body parts.
Sound Lance

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

Innate Level: 3

School: Evocation

Descriptor(s): Sonic

Component(s): Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: Fortitude Half

Spell Resistance: Yes

A lance of sonic energy leaps from you to a target within range. The sound deals 1d8 points of sonic damage per caster level, to a maximum of 10d8.
Grimetrekker

Though a sewer system enhances the quality of life for city residents, it also provides ample shelter for the most loathsome creatures of the night. Those hunters who are willing to venture below to root out these evils earn praise for their courage. Hunters who spend too much time in the lightless tunnels, however, tend to acquire an unsavory reputation. Pale skin, ragged garments, and a revolting odor easily distinguish these haunted souls, colloquially termed grimetrekkers. Ultimately, grimetrekkers are more comfortable below than above, and few folk notice when they vanish for weeks at a time into the wilderness beneath the city.

Nearly all grimetrekkers begin their careers as rangers with an atypical knack for urban or subterranean tracking. Fighters and rogues have also been known to turn to the path of the grimetrekker when provoked by vengeance against sewer denizens. Though they are rare, caliban barbarian/grimetrekkers are not unprecedented. City folk often tell tales of malformed people living beneath their streets, surviving on the refuse of civilization.

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

- **Base Attack Bonus:** +1 / Level.
- **Hit Die:** d8.
- **Primary Saving Throw:** Fortitude, Reflex.
- **Proficiencies:** A grimetrekker does not gain any additional weapon or armor proficiencies.
- **Skill Points:**  6 + Int Modifier.

**Class Skills:** Animal Empathy, Concentration, Discipline, Disable Trap, Hide, Lore, Listen, Move Silently, Parry, Search, Spot.
**Unavailable Skills:** Use Magic Device.

**Base Attack Bonus:** +6
**Feats:** Back to the Wall, Blind-Fight, Great Fortitude.
**Skills:** Search 4 ranks, Lore 4 ranks.

**ABILITIES:**

**Level**
1: Favored Enemy (Vermin) - Bonuses to damage and Listen, Spot, and Antagonize checks against vermin.
Sewer Stalker - +2 bonus to Hide, Listen, Move Silently, Search and Spot checks in sewers for every 2 grimetrekker levels.
2: Hale and Hearty - +1 bonus on saving throws vs. diseases, poisons, and the special abilities of oozes and slimes.
Darkvision - Able to see in unlit areas.
3: Deep Breath - Can hold breath underwater for a number of rounds equal to twice his Constitution modifier.
4: Sewer Legs - 10% increased movement speed while in sewers.
5: Hale and Hearty - +2 bonus on saving throws vs. diseases, poisons, and the special abilities of oozes and slimes.
6: Deep Breath - Can hold breath underwater for a number of rounds equal to three times his Constitution modifier.
7: Hale and Hearty - +3 bonus on saving throws vs. diseases, poisons, and the special abilities of oozes and slimes.
8: Sewer Legs - 20% increased movement speed while in sewers.
Hide in Plain Sight - In underground areas, grimetrekkers can hide even while being observed.
9: Hale and Hearty - Immune to disease and poison.
Remove Curse

Spell Level: Bard 3; Cleric 3; Druid 4; Favored Soul 3; Monster Hunter 4; Paladin 3; Voodan 3; Wizard / Sorcerer 4

Innate Level: 3

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: No

Magical curses and curse effects are removed from the target creature. To remove a curse, the target creature must pass a Will saving throw versus the curse's original DC - this spell's caster level / 2 - 10. Curses that have no DC are removed automatically.

Curse Effects include:

\*Baleful Polymorph

\*Bestow Curse

\*Curse of Impending Blades

\*Hexblade's Curses

\*Feeblemind

\*Withering Palm