recursal/Fanatic-Fandom huggingface dataset:
The Melody Temple

Melody Temple was the largest base of the Heaven Lotus Sect. It was also used daily for the cultivation of average disciples.

Bushes and shrubs, trees and sprouts, all of them lush and swaying with the wind.

At first glance, everything was green. Moss green, bright green, dark green, and yellow green. The different kinds of green seemed full of life with white waterfalls as the background.

The entire Melody Temple was built on a lonely mountain. Except for a small path leading up, everywhere else was untouched by human hand.

In addition, there was a green jade-like stream that flowed around the mountain.

Lu Sheng was dressed in a long scholarly robe, his person a picture of light green as he slowly followed the path by the stream that wound up the mountain.

Every now and then, there’d be a wooden stake stuck into the ground next to the road. Each stake was linked with the nearest other stake with a chain, parts of which were rusted and therefore dark-red.
Twin Leaf Palace

The Twin Leaf Palace was the predecessor to the Hundred Lineages. It gathered a lot of power from the destroyed noble families, and grew to become extremely powerful

The Heaven Lotus Sect once had two earth-shaking figures, the Two Saints of the Heaven Lotus

At that time, when the noble families were scrambling for supremacy, sects were merely buds that had just started to grow. Demons and ghosts were rampant. When the Two Saints of the Heaven Lotus traveled around the world and felt the suffering of the people, they established an organization called the Twin Leaf Palace
Extreme Dao Heavenly Demon Wiki

**Welcome to the WAY OF THE DEVIL wiki**
Lu Sheng was an ordinary civil servant in the modern world. After waking from a drunken stupor one day, he found out that he transmigrated to the planet Lie. A medieval / ancient China-like world where he lives the life of a rich young master.

But this leisurely lifestyle comes to an end when he finds out the Xu family had been massacred. With the looming danger, Lu Sheng is determined to improve himself. Luckily he manages to activate a cheating device when a drop of his blood came in contact with the remains of a water ghost. With the help of app, Deep Blue, he can use mental energy to improve and extrapolate martial skills.

It all starts with a young man named Lu Sheng who, upon awakening, discovers that he is a young teacher, after a few days upon awakening, he discovers that the Xu family was massacred at night and found people hanged in seaweed believing that you are a demon. He arrives at the crime scene, finds a blue paving stone and when he gets up, the cobblestone fuses in his hand and gives him a system where he starts his cultivation path becoming a devil.

## Important articles

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Shangyang Fei

younger sister( not biological more like cousin) of Shangyang Jiuli. The number one genius of the Shangyang Family. Shangyang Fei broke through to Five-Vein Level at the mere age of ten. By fifteen, she had broken through Seven-Vein Level and stepped into the realm of Snake. When she was twenty, she entered the middle three grades. Now, she was twenty-five and had already made first contact with Shangyang Family’s guardian Mountain-Shepherding Brush.

## Appearance

On the outside, she was only a normal-looking beautiful woman with a clear appearance. She wore expensive clothes and spoke softly and sensitively. Not a trace of dominance of the Most Talented

Shangyang Fei’s upper body was covered by skin-tight leather armor, while her lower body was covered by a skirt that seemed to be made from many steel blades. Everything else from her feet to her thighs was wrapped in a material similar to black gauze, vaguely visible underneath her skirt.
Hubiehalloween Wiki

**Welcome to the Hubiehalloween Wiki!**
On Hubiehalloween wiki, we focus on everything related to 2020's hubie halloween movie.

## Important articles

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*Need help building out this community?*

* Rules of this wiki
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* How to Contribute
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* Guides
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*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Rules

* **Keep it civil**: Do not make personal attacks on other people. If you need to criticize another user’s argument, do so without attacking them as a person. Do not use bigoted language, including slurs which degrade another person or group of people based on gender, race, sexual orientation, nationality, religion, etc.
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* **No Pornography**: This community is directed at students 10-15 years of age.
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* **No Homophobia, Transphobia, etc, etc**: This would count as bullying and you would get banned/blocked or 1-2 weeks.
* **Advertisement**: Advertisement is okay as long as it doesn't offend or hurt someone.
* **Trigger Warnings**: Try to put trigger warnings in your post or artical. But only for major triggers like blood, teeth, gore, abuse, etc. Nothing like toothbrushes, mushrooms, or cups.
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Estimulantes

Los estimulantes son consumibles que regeneran la salud del jugador, de los aliados y de los enemigos periodicamene.

estos tienen el aspecto de una jerinquilla que actua como autoinyector, donde el contenido de la cual es una mezcla de agentes curativos y estimulantes, lo que permite una mejora a la capacidad regenerativa del cuerpo. A pesa de que en un principio se diseñó para curar heridas leves, actualmente se usa para sanar miembros incapacitados, heridas de bala y heridas de puñaladas.

Sin embargo, los Estimulantes no son capaces de curar mutilaciones, quemaduras de tercer grado, traumatismos o heridas de empalamiento.

 Nivel 2
 Nivel 3
 Nivel 4
Hermandad del Acero

La hermandad del Acero es una facción que lo que busca es la tecnología que queda antes de las bombas, ellos no tienen interés en ayudar a la gente débil o en salvara las comunidades.

# Historia

El fundador de la Hermandad de Acero fue el capitán Roger Maxson del Ejército de los Estados Unidos. El 10 de octubre de 2077 el capitán Maxson y sus hombres descubrieron, con horror, que los científicos de West-Tek en Mariposa utilizaban prisioneros militares como sujetos de prueba involuntarios en sus experimentos con la ingeniería genética VEF.

# Organización

El consejo: La Hermandad esta dirigida por un Elder, que viene a ser como el Gran Maestre de la orden. Tras el Elder, está la figura del Protector, que es el segundo al mando. Tras ellos, se encuentra el senescal o senescales del Elder, que toman la función de su líder en caso de que a este le suceda cualquier cosa y no pueda hacerse cargo de sus funciones.

Los caballeros: Los Iniciados son los caballeros primerizos, que están siendo instruidos en el acero y en el credo de la orden. Los Caballeros son la espina dorsal de la orden, su núcleo combativo y todo un pilar sobre el que se asienta el poder de esta organización. Los Paladines suelen estar al mando de los grupos de combate y se trata de caballeros con mucha experiencia de combate y largo tiempo en la hermandad.

Los escribas: Los escribas son científicos y sabios que pertenecen a la orden y que investigan, clasifican y reparan todo el saber de antes de la guerra. La Orden de la Espada, que como su nombre bien indica, son los escribas que reparan, conservan y desarrollan todo tipo de armamento y tecnología ofensiva. La Orden de la Pluma, que son los escribas que recopilan y almacenan todo el conocimiento no inmediatamente militar de la preguerra,
Paladín Danse

El paladín Danse uno de los hombres más leales de la Hermandad del Acero una persona que solo busca ayudar a las personas y que no abandonaría a ninguno de sus camaradas solos ante el peligro. El tiene una servoarmadura

## Paladín Danse

### Facción

Hermandad del Acero

que es la T-60 D y su arma la autoridad justa

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Visual Art's/Key Вики

**Добро пожаловать на Visual Art's/Key вики!**
Русскоязычное фанатское сообщество, посвящённое играм и аниме компании Key

Это онлайн-энциклопедия о **Visual Art's/Key**, куда любой участник может внести свой вклад. Мы рады каждому участнику! Просто нажмите «Править» в верхней части любой страницы или «Создать страницу» в меню рядом со счётчиком статей.

## Описание

*Основатели*, расскажите подробно о теме вашей вики и посетите кабинет администратора, чтобы увидеть больше советов о вики.

## Навигация

PlaceholderСтатья о теме викиPlaceholderСтатья о главном персонажеPlaceholderСтатья о главном антагонистеPlaceholderСтатья о первой серии/игровой миссииPlaceholderМесто действия темы викиPlaceholderСтатья о ключевом событииPlaceholderВажная статья

Вот список служебных страниц, которые пригодятся любому участнику вики:

* Все статьи вики
* Категории
* Свежие правки
* Изображения на вики
* Справка
* Инструменты вики
* Управление вики
* Оформление вики

Посетите Вики Сообщества и задайте любой вопрос на форуме.
Antiséptico

Es un químico usado para matar microorganismos dañinos, y su función principal es para crear Estimulantes.

## Usos

* Bolsa intravenosa brillante.
* Bebida refrescante.
* Estimulantes.
* Radaway.

## Notas

* No se puede encontrar de manera natural, se ha de obtener al desguazar ciertos objetos .
* La chatarra que contiene antiséptico es poco común de encontrar, por lo que se recomienda farmear Estimulantes y Radaways de enemigos.
Un objeto crucial

En esta pestaña podrás encontrar información sobre los diversos objetos del juego; **armas**, **consumibles**, **chatarras**, *etc*.

1. ↑ Página de referencia: https://fallout.fandom.com/wiki/Fallout\_4
2. ↑ Véase también: https://fallout.fandom.com/wiki/Fallout\_4 | https://fallout.fandom.com/es/wiki/Fallout\_4
3. ↑ Enlaces externos: https://fallout.bethesda.net/en/games/fallout-4
Sports Againtst Townguys

Pakistani-Born American Cricketer Umair Khan With He's Team Other Player Atum Tommy, Both Being Hit After Last Played Cricket Match, Lady Unfriend Heard, LDUF Planned To Makes Racism Against Pakistan & Pakistanis. She Makes Gang Of Racist Peoples To Beatdown Pakistanis But. She Seen Huge Support Of US Peoples For US-PAK Friendship Showed Up. **Umair & Tommy** Are Both Standings Together, She Transforms Into Her Evil Wish Form. But On The Time Danger Warrior Showed And Beat Her Down And Save The Day...

**Mortal:**

1. Together Pakistani And US Peoples Save Peace And Beatdown All The Racist Against Ethnicities And Religious !!!
2. USA And Pakistani Peoples Both Wants Peace But. Orgnazations Who Used Islam Or Titled Islamophobia To Rise The Terrorism Against Islam, Christians And Others Humans
3. People Are Gettings Wrongs Informations About Pakistan And Pakistanis, Being Emeny By No Resson
RadAway

El RadAway esuna bolsa intravenosa con químicos radioactivos que neutralizan y eliminan la radiación del cuerpo de una persona. Después de usarse tarda un poco en entrar en efecto al completo, como se diseñó para uso después de exposición no es recomendable usar antes de; dado que esto puede causar una adicción al químico a la par que es un potente diurético.

Como efectos secundarios puede provocar nauseas, diarrea, dolores de estómago y dolores de cabeza.

 Nivel 2
 Nivel 3
 Nivel 4
Fat-Man

El Fat-Man, una catapulta táctica de mini bombas nucleares, arma icónica de la saga, de las más divertidas de usar, pero con una munición muy escasa.

## Historia.

El primer Fat-Man entro por primera vez en uso por los soldados americanos en septiembre de 2077 después de 100 prueblas realizadas.

El arma no tardó en ganarse su propia fama tanto dentro de la guerra como fuera, siendo el tópico imaginario preferido por los niños para acabar con el Comunismo Chino gracias a los anuncios televisivos y revistas populares.

[Fat-Man add|https://www.youtube.com/watch?v=xDys8IwuyNs]
Wiki Fallout 4 JOAL

**¡Bienvenidos a Wiki Fallout 4 JOAL!**
Trabajo Fandom de clase

Somos una comunidad web colaborativa sobre Fallout 4 JOAL en la que cualquiera, incluyéndote a ti, puede contribuir. Los wikis como este dependen de que los lectores se involucren y añadan contenido. ¡Haz clic en el botón de *"CREAR UN NUEVO ARTÍCULO"* o *"EDITAR"* al comienzo de cada página para comenzar!

## Artículos importantes

MisionesUn lugar importanteUn objeto crucialDLC'sUna página sobre el tema del wikiUn personaje principalEl primer episodioMods

*¿Necesitas ayuda para construir esta comunidad?*

* Normas del wiki
* Primeros pasos
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* Dirigiendo tu comunidad
* Guías
* Todos los artículos de ayuda

También puedes ser parte de la mayor familia de comunidades de Fandom. Visita la Comunidad Central de Fandom!

*Fundadores de la comunidad*: Escribid un buen párrafo describiendo el tema de la comunidad aquí. Permitid que vuestros lectores sepan más del tema sobre el que trata este wiki y algo de información general sobre el mismo. Luego visitad el panel de administración para más consejos.
Purple Incident

A slight catastrophe accidentally caused by Eris Anastasia Belmont which killed many.

note to tea: fill in age at death

**Victims:**

Laine

Lilith Amber Kallahan

Amora Monroe

Rayna Claymore

Saturn

Bixbit Aurclid

Jace Lupine

Isaiah Thomson

Dia Ryan

Lucius Balivar

Saint Sinclair

Ozwald Devil-Feet

Jaxsyn Lupine

Sapphira

Lou Nikki Raimu

Monark

Lucy Red

Nilsson T. Collins

Munakata Kiyoshi

Samantha Caesar

Candy The Sweet Witch

Castillo Alabaster

Arthur Koosees

Oliver Drebast

"Yi"

Liam The Coyote

Muko Homura

Kage Homura

Anti The Ghost Fox

Gwendeline

Mike Hammer
Cessabi Town

Cessabi town is a relatively peaceful town, located *somewhere* on the earth. It's name is derived from the Latin word for "calm", but the town is usually quite the opposite.

Cessabi is a hotspot for magical folk and non-humans, and many well-known townspeople are of magic descent. This is mentioned in the lore: *Cessabi Town had always been regarded as an odd place. It was a pretty town, but people seemed largely reluctant to move or even visit due to rumours of strange people, violence and even paranormal activities. In reality, this was due to the town being a hotspot for non-humans, this being the blanket term for a number of widely unknown races including but not limited to vampires, were-creatures, elves and fairies. A seal carved into the ground around the town seems to block out most of these extraordinary experiences but not everything can be masked...*

The town itself is located in a rather scenic position, with the beautiful **River Verdelen** running right through the center, the river also divides the two halves of town, the eastern side, and the western side. The aforementioned eastern side is generally known as the 'richer' side, and contains the largest house in Cessabi, **The Shelford Manor.**

The western side is not actually 'poorer' than the eastern side, but the property value is lower. The western streets is also the location of the best pub in town, the **Steelhorn Tavern**, owned by the friendly Orc, **Saw Steelhorn**. Cessabi Town also houses a clinic, school, premium clothing shop and even boasts a brand new Italian restaurant.
MAN WHITE

## INFO

This is first ever series of **Unique Legendary Universe** also known as **UL**. Series was created some day when Action Blaster created, After Making both superhero into own two different series in series(s) new appers of new heroes to runs beingers step of **UL**

## PLOT

A guy who is live in **ISLAMABAD** he became a superhero
Eris Anastasia Belmont

**Status:**

Alive

**Relationships:**

Sparrow Shelford (Close friend, surrogate brother, guardian.)

Spirit Knight Adeles (Summon, protector, guardian, close friend, ally.)

Ava Taylor (Close friend, idol, mother figure, guardian.)

Raiden Lee (Acquaintance, idol.)

Paul Wheeler (Close friend, ally.)

Eliza The Bird (Ally)

Robin Arch (Friendly Acquaintance)
The Shelford Parallel

The Shelford Parallel is key example of The Heron Interdependence Connection Phenomena. It is a magical bond formed between Severn and Sparrow Shelford. The connection was formed when Severn was alive, because he was the only living relative of Sparrow, and they had a very close friendship. This effectively means their soul's were tied, and the two could only be separated by death itself.

After Severn's inevitable death, The connection was made very weak. Sparrow's soul was damaged, causing his personality to change for the worst. Severn's memory did not fade however, allowing the connection to continue and meaning that Sparrow could stay alive.
Melón

## Melones

Los melones solo se pueden colocar en las zonas con tierra en el área cercana al taller de costrucción.

Para que crezcan hace falta que un colono esté asignado a los cultivos donde esté colocado dicho objeto para cosechar y recolectarlo.

## Notas

* A causa de la radiación, los melones atuales son una especie de mezcla entre sandías y calabazas.
* Se pueden comprar y vender en puestos de mercaderes.
* Es posible que algún enemigo lo tenga en su inventario.
* Debido a un error en Xbox y ordenador, al ponerlos pueden aparecer en el estado de recolección, permitiendo un bucle infinito de cosecha.

 #6, Commonwealth Coupon Spectacular
THE XM

**The XM Television Network** (commonly referred to as just **The XM**) is an Pakistan's Urdu-language television network that is operated by **ICON MEDIA GROUP**,

a **ICON MEDIA GROUP of Studios and Networks**, the company owned by **MALIKMEDIA**, also majority Showes of Channel is form **UL**. Broadcasting Corporations (**Cilck+ Broadcasting Company** With **ICON MEDIA GROUP**).

**The XM Television Network**, independent operatings of channel on January 11 of 2020 Owner's Birthday. **The XM**'s first two nights of programming – on – consisted of reruns and launch-related specials,. Originally, the network's programming lineup was intended to appeal mainly to between the ages of 18 and 50, although the network increased in programming that. The network currently runs programming seven days a week: airing Mondays through Fridays in the afternoon (THE XM Noontiming) and (In The ProLive Night) Sundays and through Fridays in prime time (Primeday Friday), along.

It is also available in US / Canada on pay television providers and through in the dish network operated affiliates that are located within proximity to the Canada–United States; it is also available through two affiliates that are classified in. Also added intro List Of ICON's Channels on Dishes, Also Online Streamings Servies TIGERMEDIA capturing the live channel free in **Pakistan** and Paid content in Worldwide

## History

### 2020–present:

The network's THE HEROES Series Lineup new and agains. upcomings Heroes VS Villians is also in newest air in THE XM signaled the network's into using media properties in hopes of creating new television series with built-in brand awareness.

On March 30, 2020, THE XM announced that it would add a 3-hours primetime on Sunday beginning in the THE HEROES Movies, returning the network, as well a week 24/7
Twyla Fay

"Wait if you make people feel the weight of their sins how aren't you like 8 tons?" -Twyla Fay to Julius after he said that he could make people feel the weight of their sins.

Twyla is just a bodyguard who got caught up with a pizza delivery man and a cannibal spirit.

## Appearance

Twyla Fay is a girl with blonde hair and blue eyes. She is most often depicted with a black sailor top and a pleated skirt. She also wears a pair of pumps and dark-colored pantyhose. And a dark-colored beret adorns her head. Twyla is roughly 5'0.

## Physical description

### Eye color

Blue

Twyla Fay is energetic, playful to the point of being mischievous, and, at times, seemingly absentminded. Although she was capable of acting seriously when the time calls for it. Though, on most occasions, she's considered a nuisance. She likes to tease people to the point where it can be considered way too far, such as injuring them, etc. At the same time, she can be caring, often considering her allies' feelings despite being rude to them. Soon after being forced into a team with Julius and Rayna, she learned that randomly attacking people for fun wasn't a good idea, thus stopped doing it.

## Background

Twyla Fay was born into a poor family. They had to do a lot of illegal dealings just to put food on the table. Despite all this, her role model was her father, and so she was destined for crime. It started with smell theft, while on the side she worked on advancing her power and technology. Soon after, her family kicked her out of the house, she was an extra mouth to feed they didn't need. Soon after, she found herself working in the bodyguard industry. One day, a rabid spirit known Rayna, invaded her garage, which she was living in at the time, and attempted to kill her. She managed to make a deal with the spirit that she'd help her get humans to eat. All was going smooth, until Julius A. Verge showed up, who was soon forced into the deal as well.

## Abilities

Twyla Fay's magical ability allows her to make incredibly advanced technology. Due to the lack of combat capabilities with this power, she makes up with it the tech she makes, such as:

* Explosive tape that can act as fuses for other explosives.
* Teddy Bears which can explode on a timer or switch.
* Impact Bombs.
* Net Gun.

And so forth.

## Trivia

* Twyla hates Julius.
* Twyla thinks Julius is cringe.
* Twyla thinks Julius is bad.
* Twyla came 31st place in the Streets Of Fury EX tourney.
Audrey Greede

**Status:**

Deceased (Exploded in a dangerous experiment along with an Unknown Doctor.)

Age at Death: 16

**Relationships:**

Saw Steelhorn (Former Employer)

Robin Arch (Former Enemy)

Bixbit Aurclid (Former Friend)

Ophelia Lee (Former Friend)

Salient (Mentioned)

Demon Lord Damien (Former Friend)

Unknown Doctor (Former Acquaintance)

Lilith Kallahan (Former Acquaintance)

Vicona Mimiva Burlesqyue (Former Acquaintance)

Paul Wheeler (Former Acquaintance)

Missy Mimic (Former Acquaintance)

Rayna Claymore (Former Acquaintance)
Julius A. Verge

" MY ARMOR OF CHASITY SHALL NEVER FALL TO SUCCUBUS HERETICS! "

-Julius A. Verge, to Twyla Fay upon her trying to seduce him.

Julius is your average pizza delivery man who works with a demon who wants to eat everything and a gun crazy woman. What could go wrong.

## Appearance

Julius has short golden hair that parts to the right and brown eyes that are blocked by his signature black sunglasses. His wardrobe consists of a Hawaiian shirt and simple trousers. He also wears anime protagonist gloves.

He is 31 years old.

## Personality

Julius is a laidback and arrogant individual with a nihilistic outlook on life. He is usually seen with a calm and condescending smile on his face. He is very confident in his abilities, personally believing himself to be one of the strongest people in the world. However, he just doesn't really use his abilities a lot because he gets overshadowed by others. Man. His personality is a key aspect of the one and only Julius. He is often shown complaining about how much work he has to do. Despite his terrible work ethic, he diligently follows the orders given to him. Why? Threats of getting fired and or killed of course. Likewise, while fighting or killing he doesn't seem to feel glee or joy, only the drive to finish his mission. Unlike his human hungry 'friend' Rayna, he doesn't seem to eat people.

## Abilities

Julius make thing heavy and light gg ez. Julius possesses the uncanny ability to change the weight of an object. Want a sofa to be light as paper? gg ez. Want a piece of paper to be as heavy as a sofa? GG EZ. This is already a pretty busted ability, but when used in unison with his key weapon the brick? Oh you better run for your life.

## Relationships

The only relevant people Julius interacts with are Twyla and Rayna, shocker. Julius is on mixed terms with them. He couldnt give a rats ass about Rayna as long as she doesnt eat him. As for Twyla, oh he despises Twyla. Twyla's mere existence goes against everything Julius lives for. Guns? Bullshit Blazing. TDLR; Julius pretty much hates them both but they give him free stuff,

## Trivia

* Julius wields a brick in a sock as his main weapon. He sometimes exchanges the sock part for a long chain if the situation calls for it.

* His favorite food is pizza.

* He dislikes trash cans with springs that hold the lid too tightly.

* He ranked 30th place in the National Streets of Fury EX tourney.

* Julius lives in Twyla's mansion currently, against his will.
The Shelford Manor

The Shelford Manor is a large manor situated on the eastern side of Cessabi town, it is home to Sparrow Shelford and Eris Belmont and was previously owned by the now deceased Severn Shelford. The manor was built some time around 1890, by an unknown individual. The manor was bought by Severn in 1963, for a relatively cheap price, and was renovated and renamed to The Shelford Manor. Shortly after moving in, Severn became aware of The Tunnel Mirror, also known as The Magical Mirror, which he was unable to move or destroy. Severn eventually became used to the mirror, and the room in which it sits has not been changed since the manor was built.

***Layout***

Upon entering, the manor has a very large foyer, with a huge staircase leading to the upstairs. A door is present to the left of this staircase, which leads to a large room with a very high ceiling. A small kitchenette area resides to the left, while a living area sits in the far right corner. A balcony is also suspended above the kitchenette and left side of the room, with a small staircase leading up to it. the Upstairs of the manor is home to 4 rooms: The Mirror Room, Sparrow Shelford's bedroom, Eris Belmont's bedroom, and a seldom-used ballroom.

**Residents:**

Sparrow Shelford,

Eris Anastasia Belmont,

Robin Arch (Formerly),

Severn Shelford (Formerly),

**Common Visitors:**

Paul Wheeler

Onyx Ayano

Kara Waveney

Ava Taylor
Demon Lord Damien

**Status:**

Alive (For now)

**Relationships:**

Robin Arch (Enemy)

Lalomino (Acquaintance)

Lockjaw (Ally)

Paula (Friend)

Audrey Greede (Former Friend)

Kali Redwood (Unfriendly)

Jace Lupine (Former Acquaintance)

Mia (Close Friend)

Eliza The Bird (Acquaintance)

Paul Wheeler (Acquaintance)

Julius A. Verge (Enemy)

Twyla Fay (Enemy)

Salient (Enemy)

Sparrow Shelford (Enemy)

Lilith Kallahan (Former Acquaintance)

Saturn (Former Acquaintance)

Ava Taylor (Enemy)

Amora Monroe (Former Friend)
Spells-Conjure Tiny Animal

**Conjure Tiny Animal**

Common Conjuration Cantrip (0th)

*Druid, Sorcerer, Wizard*

[summon]

**Casting Time:** 1-10 rounds

**Range:** 10 feet

**Components:** V, S, M (a carved, sculpted or modelled likeness of an animal, or the organ of an animal, either of which is consumed in the casting)

**Duration:** End-cast time \* 10 [concentration]

You conjure up a Tiny or smaller animal from the Feywilds, using its likeness or the organ of the same kind of animal (you can only conjure the type of animal that matches the material component used for the spell. If the material component is of a creature that is not an animal, or is Small or larger, the spell fails).

The fey animal behaves like a regular animal of its kind that is Charmed by you: it will not attack you or those it perceives as your friends, but it does not consider you an ally and will not knowingly endanger itself for you. When the duration ends, the fey spirit returns to the Feywilds, leaving a mundane, frightened and bewildered animal.
Classes-Druid-Wildform-Fish

**Fish**

*Tiny fish. Circle of the Sea*

* ⅓ Strength
* +2 Dexterity
* 1 bite (finesse): 1 + Str piercing & bludgeoning
* Swimmer (only, you can’t move out of water), moves 30 feet
* Waterbreather (only, you can’t breathe out of water)

*Size modifiers*

* +2 Size bonus to Armour Class and to hit
* +4 Size bonus to Stealth.
Spells-Aeluin's Arcane Armour

**Aeluin's Arcane Armour**

Common Conjuration Spell (1st)

Wizard

[armour] [force]

**Casting Time:** Standard Action

**Range:** Touch

**Components:** V, S, M (a gauntlet or leather glove, which must be worn by the target)

**Duration:** 1 + ½ Spell Power Hours

You create a spectral suit of force armour donning your target that matches the style of the glove worn. This grants a +4 armour bonus, and requires no proficiency, has no maximum Dexterity bonus or armour check penalty. As this is a [force] effect, incorporeal creatures may not bypass it as they might normal armour.
Classes-Druid-Wildform-Gorilla

**Gorilla**

* +4 Strength
* +2 Competence bonus to Grapple checks
* Advantage on Athletics (climb) checks, and climbs at double speed in trees
* 1 bite: 1d4 + Str piercing damage
* 1 slam: 1d6 + Str bludgeoning damage
* Biped, moves 30 feet
* *Monkey Grip:* You can grip and manipulate objects, but any checks are at disadvantage (including attacks with a weapon).
BnB-Feats-Grapple Mastery

**Mastery, Grapple**

*Uncommon Combat Training*

**Requirements**: Powerful Manoeuvres, and two other Training feats

* You gain a +2 bonus on grapple combat manoeuvres
* You gain a +2 bonus to your Powerful Manoeuvre Defense against grapple manoeuvres
* You may make a grapple action immediately when successfully initiating a grapple.
BnB-Feats-Metamagic-Controlled Spell

**Metamagic, Controlled Spell**

*Common Magic Training* [metamagic]

**Requirements:** Any one Metamagic feat

* Your designated allies have advantage on all saving throws against a controlled spell
* Allies take damage from controlled spells as though every dice rolled a 1.

**Level Increase:** 1 per day at +0; any number at +1

*NOTE:* Cantrips and orisons count as 0th-level spells for the purposes of metamagic.
Spells-Dimness

**Dimness**

Uncommon Illusion Cantrip (0th)

*Cleric, Sorcerer, Warlock, Wizard*

*Shadow. Dragon (black), Fiend (demon).* [dark]

**Casting Time:** 1-6 rounds [ritual]

**Range:** 60 feet

**Components:** S, M (a dark, finely woven cloth worth 10sp)

**Duration:** End-cast time \* 100 [concentration]

You inhibit light sources in a 30-foot radius centred on a point within range for the duration. All natural light sources have their standard and dim light distances halved within the area, while magical light sources have their standard and dim light distances reduced by 5 feet. This spell has no effect on the radius of bright light.

Any spell with the [light] descriptor can be used to counter or dispel *Dimness*.
Blade & Blood Wiki

**Welcome to the Blade & Blood Wiki!**
The rules of the TTRPG Blade & Blood, based on Pathfinder 1st Edition

We're a collaborative community website about Blade & Blood that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Superman (Earth-12)

*For other uses, see Superman (disambiguation).*

**Kal-El**, also known as **Superman**, is a superhero from Krypton and an ally of Batman on Earth-12.

## Powers and abilities

### Powers

**Kryptonian physiology**:

* **Flight**
* **Superhuman strength**:

## Relationships

* Young Justice
	+ Robin
	+ Wonder Girl
	+ Superboy
	+ Impulse
	+ Blue Beetle
	+ Jenny Quantum

## Trivia

* Nicolas Cage was supposed to star as Superman in a film called *Superman Lives*.

## External links

* Superman on DC Database
* Superman (Fight against Spider Beast) on DC Extended Universe Wiki
* Superman on Wikipedia
BnB-Feats-Duellist

**Duellist**

*Common Combat Training*

**Requirements**: Dex 13+, Int 11+

* You gain +1 Armour Class when you Parry.
* When an incoming attack you Parried misses you, you gain an additional reaction. You may use this additional reaction to:
	+ immediately make an Attack of Opportunity against the attacker
	+ take a 5-foot step.
Conditions-Frightened

**Frightened** [emotion] [fear]

* a frightened creature has -2 to all ability checks
* casting spells while frightened requires a Concentration check
* a frightened creature won't willingly approach or antagonise (DM's discretion) the source of its fear, including attacking or casting spells that target the source
* when a frightened creature is damaged or afflicted (DM's discretion) by the source of its fear, on its next turn it must use a move action to get away from that source as best it can
* if an effect causes a frightened creature to become frightened or Shaken again, it instead becomes Panicked.

Frightened is a more severe fear condition than Shaken and less severe than Panicked and Cowering.
Spells-Speak with Animals

**Speak with Animals**

Common Divination Spell (1st)

*Bard, Druid, Ranger*

*Nature. Dragon (copper)*

**Casting Time:** Standard Action [ritual]

**Range:** Self

**Components:** V, S

**Duration:** 10 + Spell Power minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. This spell doesn’t make animals any more friendly than normal, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. However, it does allow you to interact with them through anything requiring the [language] tag.
BnB-Skills-Perform

**Perform**

You can take multiple distinct Perform skills. Each time, be specific, such as:

* Act (comedy, drama, pantomime)
* Comedy (buffoonery, limericks, joke-telling)
* Dance (ballet, waltz, jig)
* Keyboard instruments (harpsichord, piano, pipe organ)
* Oratory (epic, ode, storytelling)
* Percussion instruments (bells, chimes, drums, gong)
* String instruments (fiddle, harp, lute, mandolin)
* Wind instruments (flute, pan pipes, recorder, trumpet)
* Sing (ballad, chant, melody)

Check https://www.d20pfsrd.com/skills/perform/ for more info.

Mastery

*Talented (+5):*

* You gain a +2 Mastery bonus to all other Perform types (you can only choose this once from all your perform Masteries)
* When you grant Morale bonuses to allies, they also gain 1 Temprary Hit Point
* You gain a +1 Mastery bonues to Persuasion skill checks

*Expert (+10):*

* Yet to come

*Master (+15):*

* Yet to come
BnB-Feats-Metamagic-Enlarge Spell

**Metamagic, Enlarge Spell**

*Common Magic Training* [metamagic]

**Requirements:** Trained in Knowledge (Arcana)

* Only spells with an area of effect can be enlarged
* An enlarged spell doubles its radius if it has one, or its length, breadth and height if it has those.

**Level Increase:** 1 per day at +0; any number at +1

*NOTE:* Cantrips and orisons count as 0th-level spells for the purposes of metamagic.
Spells-Longstrider

**Longstrider**

Common Transmutation Spell (1st)

*Bard, Druid, Ranger, Sorcerer, Warlock, Wizard*

*Travel.* [haste]

**Casting Time:** 1-Spell Power rounds [ritual]

**Range:** Touch

**Components:** V, S, M (a bird feather)

**Duration:** End-cast time \* 1 hours

You tuck the bird feather into the boot of your target (it wraps around their ankle if they wear no boots). For the duration, they have a 10 foot enhancement bonus to their movement speed.

This spell only affects creatures while they are using their legs to move over land.
BnB-Feats-Metamagic-Reach Spell

**Metamagic, Reach Spell**

*Uncommon Magic Training* [metamagic]

**Requirements:** Trained in Perform (Ventriloquism)

* A reach spell increases its range by the following rules:
	+ A spell with range self becomes a touch spell
	+ A spell with range touch has a range of 30 feet, or 15 (30) feet if it allows a saving throw
	+ A spell with a range given in feet has all ranges doubled.
* These steps can be performed multiples times and combined, but each step beyond the first increases the level by 1.

**Level Increase:** 3 per day at +0; any number at +1

*NOTE:* Cantrips and orisons count as 0th-level spells for the purposes of metamagic.
BnB-Feats-Metamagic-Traumatic Spell

**Metamagic, Traumatic Spell**

*Uncommon Magic Training* [metamagic]

**Requirements:** Talented at Knowledge (Arcana)

* Only spells that have the [emotion] or [fear] descriptors can be made traumatic spells
* A victim of a traumatic spell is scarred, suffering a -2 penalty to all saving throws for 24 hours
* If the victim suffers an acute condition, such as from failing both parts of a twin saving throw, the penalty is increased to -3.

**Level Increase:** 1 per day at +0; any number at +1

*NOTE:* Cantrips and orisons count as 0th-level spells for the purposes of metamagic.
Spells-Elomrevar's Quick History

**Elomrevar’s Quick History**

Uncommon Divination Cantrip (0th)

*Bard, Wizard*

**Casting Time:** 1 minute

**Range:** Touch

**Components:** S, M (the target object or a handful of earth, water, etc. from the area under study *and* an elven pearl worth 20sp)

**Duration:** Instantaneous

You suddenly gain insight to the brief and general history of an object or area. Roll 1d6 and you gain insight into the area as stated below:

1. the approximate age of the object or place (indicates the time since it came into its current recognisable form)
2. the figure, if famous, or otherwise type of figure (eg. elf, faerie, lich, etc.) that most influenced the object or place
3. the general purpose the item or place was intended to serve
4. the association the object or place has with a great power (eg. god, dragon, demon, etc.)
5. the presence or absence of a great tragedy or miracle related to the object or place (and which it was)
6. roll twice again, rerolling any 6. If you roll the same number twice, you may gain deeper insight into that topic.

You can then make a Knowledge (history) check DC 15. If you succeed, you may roll again. If you roll a number you already rolled (other than 6), you may gain deeper insight into the topic, or it may have no real effect.

This spell could grant enough information that a new Knowledge check is feasible about the object or area. The spell itself works like Knowledge checks, and casting it a second time on an object or area (or a target with a very similar history) yields no new information.
Spells-True Strike

**True Strike**

Uncommon Divination Cantrip (0th)

*Bard, Sorcerer, Warlock, Wizard*

*Battle*

**Casting Time:** Standard Action

**Range:** 50 feet

**Components:** S

**Duration:** 1 round

You visualise a target within range (you do not have to be able to see them, but you do need to know they are there). Your magic grants you a brief insight into the target’s movements fractionally before they happen. You have double advantage on the first attack roll you make against that target before the end of your next turn, provided the spell has not ended yet. Additionally, if the attack rolls a critical threat, it is automatically confirmed a critical hit.
Conditions-Entangled

**Entangled**

* an entangled creature is ensnared by an object
	+ the creature moves at half speed and cannot run or charge
	+ if the object is tethered or anchored, the creature can't move beyond the slack of the tethering
* the creature has -2 to attack rolls
* the creature has -4 Dexterity
* casting a spell while entangled requires a Concentration check DC 12 + Spell Level or the spell fails
* maintaining Concnetration on spells is not affected.
Spells-Ghost Sound

**Ghost Sound**

Common Illusion Cantrip (0th)

*Bard, Sorcerer, Wizard*

*Mystery. Dragon (green), Fey*

**Casting Time:** 1-10 Rounds

**Range:** 20 (40) feet

**Components:** S, M (two bits of string)

**Duration:** End-cast time \* 10

You create a disembodied, illusory sound emanating from the target point. The sound can be any sound you can imagine, no louder than that of a few humans talking. You choose the sound and quality, (i.e rising, falling, echoing, etc.) upon casting, but cannot change it afterwards. Creatures that hear it can pass a Will save to realise the sound is an illusion, and ignore it if they wish.

Creatures aware that the spell is being cast may choose to automatically pass the saving throw.
Classes-Druid

**Druid**

Druids live and breathe the primal, natural world.

*Druid options:* Druids draw their power directly from nature, whether that means melding with, accompanying or channeling natural energies and spirits.

When embarking on their journey, a druid makes several choices about their powers:

* Balanced - choose two of the three natural paths to take
* Focussed - choose one of the three natural paths to take, and gain an additional feat and perk

**Natural Paths**
Spells-Sense Toxin

**Sense Toxin**

Common Divination Cantrip/Orison (0th)

*Druid*

*Knowledge, Nature. Dragon (green).* [sense]

**Casting Time:** 1-10 rounds [ritual]

**Range:** Self, 30 feet

**Components:** V, M (a drop of poison or venom worth 1sp)

**Duration:** End-cast time \* 10 [concentration]

You become aware of poisons, venoms and other toxins through a sixth sense for the duration. This sense will immediately reveal if there are any toxins are within range and whether it is something toxic or something that is poisoned by a toxin. The sense penetrates barriers, but 3 foot of wood or dirt, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, blocks it.

To gain a better understanding, you need to study the area further as a Standard Action each round. The information you glean depends on how long you study:

*1st round:* the number of toxins and the location of each. If a toxin is outside your line of sight, then you discern its direction but not its exact location.

*2nd round:* for one instance of toxin you may make a Craft (alchemy), Knowledge (nature), and/or Survival check to determine the exact type it is (DC15) and its effects (DC20). You may take this action any number of times, but you may use each skill check only once per toxin, and if you fail a check on an effect you can’t try again, even with a renewed casting of this spell, unless you learn a significant new clue about it.
Spells-Snapfrost

**Snapfrost**

Uncommon Evocation Cantrip (0th)

*Sorcerer, Warlock, Wizard*

*Sea. Dragon (silver, white).* [cold]

**Casting Time:** Standard Action

**Range:** 30 (60) feet

**Components:** V, S

**Duration:** Instantaneous

You bring swirling snowflakes and elemental winter to a point within range for a brief moment.

If it targets a creature, that creature must make a successful Reflex save or take 1d6 + ½ Spell Power cold damage. If it takes damage in this way, it must make another Reflex save or any Small or smaller objects they are holding will also be affected: water will freeze to ice and simple fire (eg. wood, cloth, etc.) will be extinguished.

If it targets an unattended Small or smaller object that is subject to cold, it will be affected: water will freeze to ice and simple fire will be extinguished.
Spells-Jump

**Jump**

Common Transmutation Spell (1st)

*Druid, Ranger, Sorcerer, Warlock, Wizard*

*Travel.* [fly]

**Casting Time:** 1-10 rounds

**Range:** Touch

**Components:** V, S

**Duration:** End-cast time \* 10 minutes

You empower the touched creature to jump beyond its limits, gaining a Spell Power \* 3 Enhancement bonus to Athletics (jump) checks for the duration. When jumping, the creature does not need enough movement (with the same speed they began the jump) to complete their entire jump. If they do not have enough, they will continue the jump on their next turn.
Spells-Purify Food and Drink

**Purify Food and Drink**

Common Transmutation Spell (1st)

*Cleric, Druid*

*Life*

**Casting Time:** 1 minute [ritual]

**Range:** 10 feet

**Components:** V, S, M (a pinch of spiced salt, a few leaves of fresh silver fennel, or grated kingsroot, any of which are worth 3 copper and consumed by the spell)

**Duration:** Instantaneous and 1 + Spell Power hours (see text)

Instantly purify Spell Power lbs of food and drink, removing any poison, disease, rot, filth or other unpleasant spoiling.

Such is the improvement of the food, that anyone that consumes a full meal (about 1 lb of food and drink) within an hour and restfully digests for a few minutes, is bolstered with 2d4 Temporary Hit Points that last for Spell Power hours. A creature can only benefit from this bonus once every 4 hours (unless its appetite is meaningfully altered, DM's discretion).

This spell can undo holy or unholy water, and other similar substances, but can't remove the magical properties of potions. Weak poisons will be neutralised, while stronger or more concentrated poisons (poisons with DC higher than 10 + your Spell Power) will only be diluted (reduce the DC by 3).
Conditions-Exhausted

**Exhausted**

* an exhausted creature gets -4 to Strength, Dexterity and Wisdom
* the creature’s movement speeds are halved and it can’t charge or run
* the creature has disadvantage on all skill checks
* After 8 hours of rest, a creature can pass a Fortitude saving throw (DC 10 + 1 per hour of exhaustion the character endured) to lose the exhausted condition. If they fail, they instead become Fatigued.

Exhausted is a more severe fatigue condition than Fatigued.