recursal/Fanatic-Fandom huggingface dataset:
Incendiary Cloud

**Incendiary Cloud**

Spell Level: Wizard / Sorcerer 8; Warmage 8

Innate Level: 8

School: Conjuration

Descriptor: Fire

Component: Verbal, Somatic

Range: Long

Area of Effect / Target: Large

Duration: 1 Round / Level (Max 10)

Additional Counter Spells:

Save: Reflex Partial

Spell Resistance: No

The caster creates a swirling cloud of burning plasma that
causes 4d6 points of fire damage + 1 per caster level (max +20) each round to
all creatures within the area of effect. In addition, creatures within the
cloud must make a reflex saving throw to avoid being lit on fire.

When a creature is lit on fire by Incendiary Cloud, it
receives 2d6 fire damage +1 per caster level (max +20) each round until either
a reflex save is passed, or the creature has taken damage three times.
Mass Death Ward

Spell Level: Cleric 8; Druid 9; Favored Soul 8; Voodan 8

Innate Level: 8

School: Necromancy

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Large

Duration: 1 Hour + 1 Hour / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

All allies within the area of effect become immune to any
death spells, spell-like abilities, and effects.
Negative Energy Burst

**Negative Energy Burst**

Spell Level: Wizard / Sorcerer 3; Evil domain cleric 3; Magic domain cleric 3

Innate Level: 3

School: Necromancy

Descriptor: Negative Energy

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Huge

Duration: Instant

Additional Counter Spells:

Save: Will Special

Spell Resistance: Yes

All creatures caught in the area of effect take 2d8 points
of negative energy damage +1 per caster level, and are drained 1 Strength per 4
caster levels. Creatures that succeed on a Will save take half damage and are
not drained. Negative energy spells have a reverse effect on undead, healing
instead of harming them. Undead also gain 1 Strength per 4 caster levels.
Magic Circle against Alignment

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

Innate Level: 3

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Huge

Duration: 1 Hour + 1 Hour / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

When this spell is cast, the caster chooses a target to be protected from either chaos, evil, good or law. The target and nearby allies receive a +2 deflection bonus to AC and +2 to all saving throws against creatures of the chosen alignment. As well, the target is protected against all Charm and Domination effects used by creatures of any alignment.
Open/Close

**Open/Close**

Spell Level: Bard 0; Beguiler 0; Voodan 0; Wizard / Sorcerer 0

Innate Level: 0

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single Object

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: No

The caster causes a single door or container to open or
close. If the targeted object is trapped or locked, the spell fails.
Fiery Fist

**Type of Feat:** General
**Prerequisite:** Dex 13+, Wis 13+, Improved Unarmed Strike, Stunning Fist, base attack bonus +8 or higher.
**Required For:** Fiery Ki Defense, Ki Blast.
**Specifics:** The character may spend one of his Stunning Fist attempts to add 1d6 fire damage to his unarmed attacks for a number of rounds equal to his Wisdom bonus.
**Use:** Selected. Monks receive this feat for free at level 2.
Ironguts

**Ironguts**

Spell Level: Bard 1; Cleric 1; Favored Soul 1; Voodan 1; Wizard / Sorcerer 1

Innate Level: 1

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Hour / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The target creature gains a +5 bonus on Fortitude saves
against poison.
Mass 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: Medium

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: No

Removes all effects that apply a penalty to ability scores, armor class, attack bonus, damage, skills, spell resistance, and saving throws. This spell also removes all level drain, blindness, deafness, paralysis, and damage vulnerability effects, but will not remove the effects of a curse or a disease.
Horrid Wilting

**Horrid Wilting**

Spell Level: Wizard / Sorcerer 8; Warmage 8

Innate Level: 8

School: Necromancy

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Huge

Duration: Instant

Additional Counter Spells:

Save: Fortitude Half

Spell Resistance: Yes

You cause all living creatures within the area to wither, taking 1d8 points of untyped damage per caster level, to a maximum of 25d8.
Mass Mage Armor

**Mass Mage Armor**

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

Innate Level: 3

School: Conjuration

Descriptor: Force

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Large

Duration: 1 Hour + 1 Hour / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

All allies within the area of effect gain the following
bonuses to their Armor Class: +1 natural armor, +1 dodge, +1 deflection, and +1
enhancement. The dodge bonus stacks with other dodge bonuses to Armor Class,
but the other bonuses do not stack with bonuses of the same type.
Mass Bear's Endurance

Spell Level: 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 constitution of you and your allies is increased by 1d4
+ 1.
Humanoid Shape

**Type of Feat:** Class
**Prerequisite:** Master of Many Forms level 7.
**Specifics:** The master of many forms can use his wild shape ability to assume one of the following three humanoid forms: Drow, Kobold and Lizardman. 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 form he wants to transform into.
Fire Storm

Spell Level: Cleric 8; Druid 7; Favored Soul 8; Voodan 7; Warmage 7

Innate Level: 7

School: Evocation

Descriptor: Fire

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Colossal

Duration: Instant

Additional Counter Spells:

Save: Reflex Half

Spell Resistance: Yes

All enemies within the spell's area of effect are inundated
with a rain of fire and take 1d6 points of damage per caster level (to a
maximum of 20d6). Half of the damage is divine and the other half is
fire-based.
OCR

## Outcast Rating (OCR)

Outcast Rating is a Ravenloft specific mechanic that represents how NPCs would react to your character. In other words, it's a measure of NPC xenophobia.

OCR differs by domain; for example, Barovians are more tolerant of humans than other races but don't like magic, whereas Sithicans generally don't like humans much; Hazlani people consider people who don't worship the Lawgiver to be outcasts, and the Dementlieuse don't like heavy armor. And so forth.

Low OCR is good. High OCR is bad. OCR may affect how certain NPCs treat you. The most important factor, however, is that NPCs that react to OCR will become hostile to any PC with an OCR rating of 16.

Things that lower OCR:

* A positive Charisma bonus
* The Influence Skill
* Being an "accepted" race or faith

Things that raise OCR:

* A bad Charisma score
* Not being an "accepted" race or faith
* Committing unaccepted acts in front of NPCs (e.g. casting magic in front of Barovians, wearing heavy armor in front of Dementlieuse)
* Committing crimes

Some forms of OCR (e.g. Personal Rep in each domain) may be temporary values, and if put up (e.g. by crimes or casting magic), they will go back down over time. However, they will usually stop going down at 2 and not return to 0 without DM involvement.
Polar Ray

**Polar Ray**

Spell Level: Wizard / Sorcerer 8; Warmage 8

Innate Level: 8

School: Evocation

Descriptor: Cold

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: Yes

A blue-white ray of freezing air and ice springs from your
hand. You must succeed at a ranged touch attack with the ray to strike a
target. The ray deals 1d6 points of cold damage per caster level (maximum
25d6).
Greater Planar Binding

**Greater Planar Binding**

Spell Level: Wizard / Sorcerer 8

Innate Level: 8

School: Conjuration

Descriptor:

Component: Verbal, Somatic

Range: Single

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: targeting a single
outsider, or summoning a planar ally. Targeted outsiders are paralyzed for 1
round per 2 caster levels. The paralysis effect has a +5 bonus to the DC. The
type of summoned ally is based on the caster's alignment:

Evil: Vrock

Neutral: Death Slaad

Good: Celestial Avenger
Mass Protection from Elements

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

Innate Level: 5

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
30/- against all elemental forms of damage. The spell ends for a subject after
absorbing 40 points of accumulated damage from any single elemental type.
Lesser Orb of Sound

**Spell Level:** Warmage 1; Wizard / Sorcerer 1

**Innate Level:** 1

**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 small 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 1d8 points of sonic damage. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.
Mass Haste

**Mass Haste**

Spell Level: Bard 6; Beguiler 6; Voodan 9; Wizard / Sorcerer 6; Time domain cleric 6

Innate Level: 6

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Colossal

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

Each ally within the area gains a +4 dodge bonus to Armor
Class, has its movement speed increased by 50%, gains 1 extra attack per round,
and can cast spells as if quickened.
Frozen Wild Shape

**Type of Feat:** General
**Prerequisite:** Wild Shape, Fortitude 6+.
**Specifics:** The character can use his wild shape ability to assume the form of an animal or magical beast from an arctic environment. He can assume the following shapes: arctic fox, bactrian camel, polar bear, reindeer, snow leopard, snowy owl, white tiger, and winter wolf. At level 12, these forms improve along with other wild shape forms. The transformation has a duration of 1 hour per combined druid and master of many forms level. Upon transforming, the character regains lost hit points as if they had rested for a night. This is only effective once per day.

**Use:** Selected. After choosing the ability, the character must choose an animal form to take.
Healing Circle II

Spell Level: Bard 5; Cleric 5; Druid 6; Favored Soul 5; Voodan 5

Innate Level: 5

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 2d8 Hit Points, +1 point per caster level (to a maximum of +15). Healing
spells have a reverse effect when used on undead, harming instead of healing
them.
Flare

**Flare**

Spell Level: Bard 0; Beguiler 0; Druid 0; Voodan 0; Wizard / Sorcerer 0

Innate Level: 0

School: Evocation

Descriptor: Light

Component: Verbal

Range: Medium

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells: Darkness

Save: Fortitude Negates

Spell Resistance: Yes

A burst of light is created in front of one
target, causing it to suffer a -1 penalty to attack rolls for 1 turn.
Mordenkainen's Sword

**Mordenkainen’s Sword**

Spell Level: Wizard / Sorcerer 7; Warmage 7

Innate Level: 7

School: Evocation

Descriptor: Force

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Point

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The caster summons a powerful, sword-wielding helmed horror
that acts as a faithful and loyal servant.
Profane Outburst

**Type of Feat:** General
**Prerequisite:** Turn Undead.
**Specifics:** With a horrendous release of divine energy, the character steels his undead allies and minions against harm. He may spend one of his turn undead attempts to bathe all undead creatures within 60 feet in divine energy, granting them a +1 bonus to Armor Class for a number of turns equal to his Charisma bonus (minimum of 1 turn).
**Use:** Selected.
Mass Camouflage

**Mass Camouflage**

Spell Level: Druid 4; Ranger 4; Voodan 4

Innate Level: 4

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Colossal

Duration: 1 Hour + 1 Hour / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

All allies in the area gain a +10 skill bonus to Hide.
Lesser Orb of Acid

**Spell Level:** Warmage 1; Wizard / Sorcerer 1

**Innate Level:** 1

**School:** Conjuration

**Descriptor(s):** Acid

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

**Range:** Short

**Area of Effect / Target:** Single

**Duration:** Instant

**Additional Counter Spells:**

**Save:** None

**Spell Resistance:** Yes

A small orb of dark green acid 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 1d8 points of acid damage. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.
Magical Backlash

Caster Level(s): Bard 2; Hexblade 2; Voodan 3; Wizard / Sorcerer 2

Innate Level: 2

School: Abjuration

Descriptor(s):

Component(s): Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: Fortitude Half

Spell Resistance: Yes

Magical backlash causes any spells affecting the target to resonate painfully. For each spell currently in effect on the target (not counting magical backlash itself), magical backlash deals 2 points of magical damage per innate level of that spell. For example, a creature targeted by magical backlash that is under the effects of bull's strength, cat's grace, and mage armor spells would take 4 points of damage for bull's strength, 4 for cat's grace, and 2 more for mage armor for a total of 10 points of damage.
Mount of the Loa

Prerequisite: Voodan level 4.

Once per day, the Voodan may allow his patron loa to "ride" him for brief periods. During this time, the Voodan gains any one of the following abilities:

- +1 to all ability scores.

- +1 to all saving throws.

- +1 to attack and armor class.

- +2 to all skills.

This bonus lasts for one turn and a number of rounds equal to 2 + the voodan's Charisma modifier, if positive (and not counting any enhancement to Charisma he may have gained by using this selfsame ability). The ability may be used once per day at level 4, twice per day at level 10, and three times per day at level 16.

Use: Selected. After choosing the ability, the character must choose which effect he wants to apply.
Lesser Dispel

**Lesser Dispel**

Spell Level: Bard 2; Beguiler 2; Cleric 2; Druid 3; Favored Soul 2; Paladin 2; Voodan 2; Wizard / Sorcerer 2

Innate Level: 2

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Single or Large

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: No

This spell 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 from a
creature the caster makes a dispel check of 1d20, +1 per caster level (to a
maximum of +5) against a DC of 12 + the spell effect's caster level.
Inflict Critical Wounds

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

Innate Level: 4

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 4d8 points of negative energy damage, + 1 point per
caster level (to a maximum of +20). Inflict spells have a reverse effect on
undead, healing instead of harming them.
Magic Vestment

Spell Level: Cleric 3; Favored Soul 3; Voodan 3

Innate Level: 3

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Creature, Armor or Shield

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

You enhance the touched armor or shield with a +1 Armor
Class bonus for every 4 caster levels (maximum +4).
Gedlee's Electric Loop

**Gedlee’s Electric Loop**

Spell Level: Wizard / Sorcerer 2

Innate Level: 2

School: Evocation

Descriptor: Electricity, Mind-Affecting

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Small

Duration: Instant

Additional Counter Spells:

Save: Reflex Half; See Text

Spell Resistance: Yes

You create a small stroke of lightning that cycles through
all creatures in the area of effect. The spell deals 1d6 points of damage per 2
caster levels (maximum 5d6). Those who fail their Reflex saves must succeed at
a Will save or be stunned for 1 round.
Greater Spell Mantle

**Greater Spell Mantle**

Spell Level: Wizard / Sorcerer 9

Innate Level: 9

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. It can absorb up to 1d12+10 levels of spells before
collapsing.
Greater Heroism

**Greater Heroism**

Spell Level: Wizard / Sorcerer 6

Innate Level:  6

School: Enchantment

Descriptor: Mind-Affecting

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

This spell imbues a single creature with unmatched bravery.
The target gains a +2 bonus to attack and saving throws, a +4 bonus to
discipline and concentration, immunity to fear effects, and temporary hit
points equal to your caster level (maximum 20).
Mass Blindness/Deafness

**Mass Blindness/Deafness**

Spell Level: Beguiler 7; Wizard / Sorcerer 7; Darkness Domain cleric 8

Innate Level: 7

School: Necromancy

Descriptor: Blindness

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Huge

Duration: Permanent

Additional Counter Spells:

Save: Fortitude Negates

Spell Resistance: Yes

All enemies within the area of effect are struck blind and
deaf.
Mercantile Aptitude

**Type of Feat:** General
**Prerequisite:** Appraise 5 ranks.
**Required for:** Experienced Haggler
**Specifics:** The character has developed an aptitude for trading and negotiating. When selling to merchants, the character receives 5% more gold. He also pays 5% less when buying from merchants. The maximum price offered by merchants increases by 5%.
**Use:** Automatic.
Látigo de Amatista

<infobox layout="stacked">
<title source="nombre"><default>Látigo de Amatista</default></title>
<image source="imagen" />
<label>Nombre</label>
<label>Tipo</label>
<label>Propietario(a)</label>
<label>Armas de Fusión</label>
<label>Armas Fusionadas</label> El **Látigo de Amatista** es el arma que dicha Gema posee.

## Descripción

Es un látigo negro, tiene fragmentos de Amatistas unidos a el y uno al final que actúa como mango para que Amatista lo sujete. Amatista lo invoca simplemente a través de su Gema, sin pensar en algo o realizar movimientos. Amatista puede alargar el tamaño de su arma y cortar con el.

## Fusiones

* Arco de Ópalo
* Mayal de Sugalite

## Habilidades

* Carga de energía: Amatista puede carga energía morada por su látigo y causar un impacto al enemigo.
* Cortar: El Látigo de Amatista es capaz de cortar cualquier cosa e incluso objetos sólidos.

## Datos Curiosos

* A diferencia de las demás gemas, Amatista no necesita hacer nada para invocarlo, solo lo hace.
* Es la primer arma de un Cuarzo.
* Se muestra en el episodio "La Mujer Gigante" que el látigo de Amatista se puede estirar tanto como ella quiera.
* El mango tiene forma de estrella.
* Algunas veces se muestra con menos puntas.
* En el arte promocional de "Bismuto" las púas de la versión mejorada del látigo no son de amatista, sino de otro material.
* Amatista ha demostrado que puede sacar de su gema un látigo ya sea suelto o recogido.
* Puede invocar 2 látigos a la vez.
Invisibility

**Invisibility**

Spell Level: Assassin 2; Bard 2; Beguiler 2; Hexblade 2; Voodan 3; Wizard / Sorcerer 2; Trickery domain cleric 2

Innate Level: 2

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 invisible
creature will immediately cancel the invisibility.
Magic Fang

**Magic Fang**

Spell Level: Druid 1; Ranger 1; Voodan 1

Innate Level: 1

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

You empower the touched creature's natural weapon with a +1
enhancement bonus.
Isaac's Greater Missile Storm

**Isaac’s Greater Missile Storm**

Spell Level: Wizard / Sorcerer 6; Warmage 6

Innate Level: 6

School: Evocation

Descriptor(s): Force

Component: Verbal, Somatic

Range: Long

Area of Effect / Target: Gargantuan

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: Yes

A number of energy missiles (one per caster level but to a
maximum of 20) appear and randomly target and hit any hostile creature in the
area of effect. If there are more creatures than missiles, only the closest
targets will be damaged. If there are more missiles than creatures, one of the
creatures will be hit with multiple missiles. Each missile does 1d4+1 points of
magical damage.
Ki Blast

**Type of Feat:** General
**Prerequisite:** Dex 13+, Wis 13+, Fiery Fist, Improved Unarmed Strike, Stunning Fist, base attack bonus +8 or higher.
**Specifics:** The character may spend two of his Stunning Fist attempts to throw a seething orb of raw ki energy at a target as a ranged touch attack with a range of 60 feet. The orb deals 3d6 points of magic damage plus the character's Wisdom modifier.
**Use:** Selected. Monks receive this feat for free at level 8.
Hindering Blast

Invocation Grade: Greater

Equivalent Spell Level: 4

Descriptor:

Component(s): Somatic

Range: Long

Area of Effect / Target: Single

Duration: Instant

Save: Will Partial

Spell Resistance: Yes

The warlock changes his eldritch blast into a hindering blast. In addition to the normal damage from the blast, any creature struck by a hindering blast must succeed on a Will save or be slowed for 1 round.
Aura of Flame

Invocation Grade: Greater

Equivalent Spell Level: 6

Descriptor:

Component(s): Somatic

Range: Personal

Area of Effect / Target: Self

Duration: 24 Hours

Save: None

Spell Resistance: No

The warlock becomes wreathed in an aura of orange fire, which gives off light equivalent to a torch. All opponents who make a successful melee attack on the warlock take a number of points of fire damage equal to his level.
Power Word Blind

**Power Word: Blind**

Spell Level: Beguiler 7; Wizard / Sorcerer 7

Innate Level: 7

School: Enchantment

Descriptor: Blindness, Mind-Affecting

Component: Verbal

Range: Short

Area of Effect / Target: Single

Duration: See Text

Additional Counter Spells:

Save: None

Spell Resistance: Yes

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

Under 50 Hit Points: Permanent

51-100 Hit Points: 1d4 turns

101-150 Hit Points: 1d4 rounds
Improved Wild Shape III

**Type of Feat:** Class
**Prerequisite:** Master of Many Forms level 5.
**Specifics:** The master of many forms can use his wild shape ability to assume one of the following three forms: Manticore, Basilisk and Drider. 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.
Planar Binding

**Planar Binding**

Spell Level: Wizard / Sorcerer 6

Innate Level: 6

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: targeting a single
outsider, or summoning a planar ally. Targeted outsiders are paralyzed for 1
round per 2 caster levels. The paralysis effect has a +2 bonus to the DC. The
type of summoned ally is based on the caster's alignment:

Evil: Succubus

Neutral: Green Slaad

Good: Hound Archon
Mestil's Acid Breath

**Mestil’s Acid Breath**

Spell Level: Wizard / Sorcerer 3

Innate Level: 3

School: Conjuration

Descriptor: Acid

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Cone

Duration: Instant

Additional Counter Spells:

Save: Reflex Half

Spell Resistance: Yes

A cone of acid sprays forth from your hands. The cone
inflicts 1d6 points of acid damage per caster level (maximum 10d6).
Owl's Insight

**Owl’s Insight**

Spell Level: Druid 5; Voodan 5

Innate Level: 5

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 increase the Wisdom of the target creature by 1 point
per 2 caster levels.
Gate

Spell Level: Cleric 9; Favored Soul 9; Voodan 9; Wizard / Sorcerer 9

Innate Level: 9

School: Conjuration

Descriptor:

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Point

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

This powerful summoning spell opens a portal, calling forth
a Balor. If the caster is under the effects of Protection from Evil, Magic
Circle Versus Evil, or Holy Aura, the Balor acts as their faithful and loyal
servant. If the caster is not protected, the Balor will not act a servant, and
will do as it wishes, which may include destroying the caster.
Prayer

Spell Level: Cleric 3; Favored Soul 3; Paladin 3; Voodan 3

Innate Level: 3

School: Conjuration

Descriptor: Mind-Affecting

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Colossal

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: Yes

All allies within the area of effect gain +1 to attack and
damage rolls, skill checks, and saving throws. Enemies receive -1 penalties to
the same.
Literacy

**Type of feat:** General

**Prerequisite:** Being illiterate.

**Specifics:** If the character couldn't read or write before, he can now.

**Use:** Automatic

**Special:** Without this feat, Barbarians cannot read or write

Notes:

* Multi-classing into any other class will automatically make a barbarian literate without need for this feat anymore.
Frozen Berserker

**Type of Feat:** General
**Prerequisite:** Barbarian Rage.
**Specifics:** When the barbarian enters his barbarian rage, his body becomes infused with cold energy. During rage, he gains immunity to cold, but has vulnerability to fire, which means he takes +50% damage from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
**Use:** Automatic.
Greater Shadow Conjuration

**Greater Shadow Conjuration**

Spell Level: Wizard / Sorcerer 6

Innate Level: 6

School: Illusion

Descriptor: Shadow

Component: Verbal, Somatic

Range: Special

Area of Effect / Target: Special

Duration: Special

Additional Counter Spells:

Save: Special

Spell Resistance: No

The caster conjures a shadow variant of one of the following spells:

\*Blast of Sand

\*Evard's Black Tentacles

\*Greater Mage Armor

\*Mestil's Acid Sheath

\*Summon Creature V

The shadow variant has a spell school of Illusion, and has
the same DC as Greater Shadow Conjuration.
Fighter

Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.

**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:** Fortitude.
- **Proficiencies:** All simple and martial weapons, all armor, and shields.
- **Skill Points (\*4 at 1st level):** 2 + Int Modifier.

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

**Bonus Feat Progression:**
Languages

**Max languages known**: Common + Racial languages + Intelligence modifier in languages

**Human starting languages:** Domain language (+ Druid if your character class is druid)

**Non-Human starting languages:**

Domain + Racial languages (+ Druid if your character class is druid)

#### **Ravenloft Native Languages:**

* **Barovia:** Balok, Lukta**r**, Forfarian, Vaasi, Sithican, Thaani, Patterna
* **Blaustein:** Mordentish\*, Lamordian, Darkonese
* **Borca:** Balok, Mordentish, Falkovnian, Luktar, Halfling
* **Darkon:** Darkonese, Halfling, Gnome, Elven, Dwarven, Falkovnian, Lamordian, Mordentish, Tepestani, Vaasi
* **Dementlieu:** Mordentish, Lamordian, Falkovnian, Halfling
* **Dominia:** Darkonese, Vaasi, Lamordian, Mordentish
* **Falkovnia:**  Falkovnian, Darkonese, Balok, Lamordian, Mordentish, Halfling, Elven, Gnome, Dwarven
* **Forlorn:** Forfarian
* **Ghastria:** Mordentish, Lamordian, Darkonese
* **Hazlan:** Vaasi, Halfling, Gnome, Balok
* **Invidia:** Balok, Mordentish, Falkovnian, Luktar, Vaasi
* **Kartakass:** Vaasi, Old Kartakan, Balok, Sithican
* **Lamordia:** Lamordian, Darkonese, Mordentish, Falkovnian, Dwarven
* **Liffe:** Darkonese, Vaasi
* **Mordent:** Mordentish, Falkovnian, Vaasi
* **Nebligtode:** Grabenite, Vaasi
* **Nova Vaasa:** Vaasi, Halfling, Gnome, Balok, Darkonese, Falkovnian, Tepestan
* **Richemulot:** Mordentish, Balok, Falkovnian, Halfling, Vaasi, Darkonese
* **Sithicus:** Sithican, Vaasi, Balok, Mordentish
* **Souragne:** Souragnien
* **Tepest:** Tepestani, Darkonese, Goblin, Sylvan, Vaasi
* **Valachan:** Vaasi, Mordentish, Gnome, Sithican
* **Vechor:** Vechorite
* **Verbrek:** Mordentish, Balok, Vaasi, Sithican
* **The Amber Wastes Cluster:** Akiri, Pharazian
* **Pharazia:** Pharazian
* **The Frozen Reaches Cluster:** Sanguine
* **Vorostokov:** Vos
* **Nidala:** Nidalan

**Example Character:**

Bilbo of Barovia
Halfling

He has 14 Intelligence, therefore, two additional language slots atop his racials.

Races alone: Common, Halfling

Bonus language choices: Balok, Luktar, Forfarian, Thaani, Vaasi, Sithican

He chooses Balok and Luktar because he spent his time in the Gundarakite portions of Barovia.

\*Starting languages and examples provided by DM Treason via PotM Forums

\*\*Native languages provided by DM BlueBomber4Evr via PotM Forums
Frightful Blast

Invocation Grade: Least

Equivalent Spell Level: 2

Descriptor:

Component: Somatic

Range: Long

Area of Effect / Target: Single

Duration: Instant

Save: Will Partial

Spell Resistance: Yes

The warlock changes his eldritch blast into a frightful blast. In addition to the normal damage from the blast, a creature struck by a frightful blast must succeed on a Will save or become shaken for 1 turn, suffering a -2 penalty to attack rolls, saving throws, and skills. Creatures already shaken, immune to mind-affecting spells and abilities or fear effects cannot be shaken by a frightful blast.
Lion's Roar

Spell Level: Cleric 8; Favored Soul 8; Voodan 8

Innate Level: 8

School: Evocation

Descriptor: Sonic

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Colossal

Duration: Instant or 1 Turn + 1 Round / Level

Counter Spells:

Save: Fortitude Special

Spell Resistance: Yes

You open your mouth and emit a titanic roar, like that of a
lion. The roar deals 1d6 points of sonic damage per two caster levels to all
enemies within the spell's area and stuns them for 1 round. A successful
Fortitude save halves the damage and negates the stunning effect. Allies within
the spell's area gain a +1 bonus on attack rolls and saves versus fear effects,
plus 1d6 temporary hit points for every 4 caster levels (maximum 5d6).
Misted Magic

**Type of Feat:** Metamagic
**Prerequisite:** Ability to cast 2nd-level spells.
**Specifics:** The character has an enhanced ability to shape mist and fog. Whenever the character casts a foglike or cloud-creating spell, its area of effect and duration are doubled. This applies only when the character is casting one of the following spells: cloud of bewilderment, cloudkill, incendiary cloud, stinking cloud, acid fog or mind fog, spells in which the creation of a cloud or vapors is the primary element in the spell effect.
**Use:** Automatic.
In-game time

1 hour of in-game time, equals to 6 minutes in real life. Waiting in-game between 18:00 (PM) to 06:00 (AM) will take 1 hour and 12 minutes in real life. So plan your travels accordingly!

You can rest in-game after every 2 hours, which is 12 minutes in real life. This is handy to keep in mind, especially if you are playing a spell caster.
Legend Lore

**Legend Lore**

Spell Level: Bard 4; Voodan 6; Wizard / Sorcerer 6; Knowledge domain cleric 6; Mora domain cleric 6

Innate Level: 4

School: Divination

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

This spell grants the caster a +10 skill bonus to Lore, +1
per 2 caster levels.
Negative Energy Protection

Spell Level: Cleric 3; Druid 4; Favored Soul 3; Paladin 3; Voodan 3

Innate Level: 3

School: Abjuration

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 is granted 50% immunity to negative
energy damage, immunity to level drain, and a +20 bonus to saving throws made
versus negative energy effects.
Mass Curse of Impending Blades

**Mass Curse of Impeding Blades**

Spell Level: Bard 3; Hexblade 4; Ranger 3; Voodan 4; Wizard / Sorcerer 3

Innate Level: 3

School: Necromancy

Descriptor: Curse

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Medium

Duration: 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: Yes

All enemies caught in the target area have a
hard time avoiding attacks, sometimes even seeming to stumble into harm's way.
Each target takes a -2 penalty to Armor Class.
Hound of Doom

Caster Level(s): Hexblade 3

Innate Level: 3

School: Illusion

Descriptor(s): Shadow

Component(s): Verbal, Somatic

Range: Short

Area of Effect / Target: Point

Duration: 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The caster shapes the essence of the Plane of Shadow to create a powerful doglike companion that serves him loyally for the duration of the spell. The hound of doom has the statistics of a dire wolf with the following adjustments:

-Deflection bonus to Armor Class equal to the caster's Charisma bonus

-Hit points equal to the caster's full normal hit points

-Uses the caster's base attack bonus instead of its own
Mass Charm

**Mass Charm**

Spell Level: Bard 6; Beguiler 8; Voodan 9; Wizard / Sorcerer 8; Law domain cleric 8

Innate Level: 6

School: Enchantment

Descriptor: Mind-Affecting

Component: Verbal

Range: Short

Area of Effect / Target: Large

Duration: 1 Turn / Level

Additional Counter Spells:

Save: Will Negates

Spell Resistance: Yes

In the eyes of all hostile creatures within the area of
affect, the personal reputation of the caster is improved by 50%.
Haunting Melody

**Type of Feat:** Class
**Prerequisite:** Bard Song, Perform 9 ranks.
**Specifics:** The character can use his music to inspire fear. He may spend one of his bard song uses to unnerve enemies in a 30 foot radius. Any opponent in range must succeed on a Will save against a DC of 10 + 1/2 the character's bard level + Charisma modifier or become shaken, suffering a -2 penalty to attack bonus, damage, saving throws, and skills, for a number of rounds equal to the character's ranks in the Perform skill. This is a mind-affecting fear effect. Deafened creatures are not affected by the bard's singing.
**Use:** Selected.
Mass Cat's Grace

**Mass Cat’s Grace**

Spell Level: Bard 6; Druid 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 dexterity of you and your allies is increased by 1d4 +
Magic Missile

**Magic Missile**

Spell Level: Wizard / Sorcerer 1; Warmage 1

Innate Level: 1

School: Evocation

Descriptor: Force

Component: Verbal, Somatic

Range: Long

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: Yes

A missile of magical energy darts forth from your fingertip
and strikes its target, dealing 1d4+1 points of magic damage. After level 1,
the spell creates 1 additional missile every 2 caster levels, to a maximum of 5
missiles at level 9.
Mestil's Acid Sheath

**Mestil’s Acid Sheath**

Spell Level: Warmage 5; Wizard / Sorcerer 5

Innate Level: 5

School: Conjuration

Descriptor: Acid

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Turn + 1 Round / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

You surround yourself with a barrier of acid. Any creature
that strikes you is splashed with a powerful acid, taking 2 points of acid
damage per caster level, to a maximum of 30.
Fire Seeds

**Fire Seeds**

Spell Level: Druid 7; Warmage 7

Innate Level: 7

School: Conjuration

Descriptor: Fire

Component: Verbal, Somatic

Range: Medium

Area of Effect / Target: Medium

Duration: 1 Hour + 1 Hour / Level

Additional Counter Spells:

Save: Reflex Half

Spell Resistance: No

You create acorn bombs that can be thrown by you or another
character. The acorns are capable of dealing 1d6 fire damage per caster level,
to a maximum of 20d6. This damage can be imbued in a single acorn or divided
equally among three acorns. A creature or object can be targeted by an acorn
directly by using a ranged touch attack.

Each acorn explodes upon striking a hard surface. Any
creature within the blast radius that makes a successful Reflex saving throw
takes half damage. A creature struck directly by an acorn does not get a saving
throw.
Lesser Orb of Fire

**Spell Level:** Warmage 1; Wizard / Sorcerer 1

**Innate Level:** 1

**School:** Conjuration

**Descriptor(s):** Fire

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

**Range:** Short

**Area of Effect / Target:** Single

**Duration:** Instant

**Additional Counter Spells:**

**Save:** None

**Spell Resistance:** Yes

A small orb of white flames 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 1d8 points of fire damage. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.
Grease

**Spell Level:** Bard 1; Druid 1; Ranger 1; Voodan 1; Warmage 1; Wizard / Sorcerer 1
**Innate Level:** 1
**School:** Conjuration
**Descriptor(s):**
**Component(s):** Verbal, Somatic
**Range:** Medium
**Area of Effect / Target:** Medium
**Duration:** 2 Rounds + 1 Round / 2 Levels (Max 10 Rounds)
**Additional Counter Spells:**
**Save:** Reflex Partial
**Spell Resistance:** No

A churning field of oil and grease fills the target floor area, causing all within to move at a reduced speed. Targets within the greased area must make a Reflex save or fall prone. This save repeats each round a target remains within the area.
Paladin Spells

## Paladin Spells

**Level 1:**

* Resistance
* Detect Poison
* Virtue
* Cure Light Wounds
* Endure Elements
* Lesser Restoration
* Magic Weapon
* Protection from Alignment
* Bless
* Divine Favor
* Bless Weapon
* Deafening Clang
* Lionheart

**Level 2:**

* Bull's Strength
* Resist Elements
* Lesser Dispel
* Eagle's Splendor
* Owl's Wisdom
* Protection from Curses
* Aid
* Benediction
* Remove Paralysis
* Clarity
* Aura of Glory

**Level  3:**

* Cure Moderate Wounds
* Dispel Magic
* Remove Curse
* Negative Energy Protection
* Magic Circle against Alignment
* Prayer
* Remove Blindness/Deafness
* Shackle
* Greater Magic Weapon
* Righteous Fury

**Level 4:**

* Neutralize Poison
* Cure Serious Wounds
* Freedom of Movement
* Mass Protection from Curses
* Seed of Life
* Death Ward
* Restoration
* Holy Sword
* Sacred Haven
Mind Blank

**Mind Blank**

Spell Level: Beguiler 8; Wizard / Sorcerer 8; Dream domain cleric 8

Innate Level: 8

School: Abjuration

Descriptor:

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Huge

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

This spell renders all allies within the area of effect
immune to mind-affecting spells and effects. In addition, the following
negative effects are removed:

\*Charm

\*Confusion

\*Daze

\*Domination

\*Fear

\*Sleep

\*Stun
Improved Wild Shape I

**Type of Feat:** Class
**Prerequisite:** Master of Many Forms level 1.
**Specifics:** The master of many forms can use his wild shape ability to assume the shape of a chromatic (red, green, black, white or blue) or a metallic (brass, bronze, copper, gold or silver) wyrmling. As the master of many forms rises in levels, the damage potential of the breath weapon increases. 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.
Fine-tuning

**Fine Tuning**

Spell Level: Bard 0; Voodan 0

Innate Level: 0

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Touch

Area of Effect / Target: Creature or Instrument

Duration: 1 Hour + 1 Turn / Level

Additional Counter Spells:

Save: None

Spell Resistance: No

The caster's touch causes an instrument to perform as if it
were of masterwork quality, the instrument grants its user a +2 perform bonus for
the duration of the spell.
Flame Lash

**Flame Lash**

Spell Level: Druid 2; Voodan 2

Innate Level: 2

School: Evocation

Descriptor: Fire

Component: Verbal, Somatic

Range: Short

Area of Effect / Target: Single

Duration: Instant

Additional Counter Spells:

Save: None

Spell Resistance: Yes

The caster lashes the target with a whip of liquid fire. On
a successful melee touch attack the whip deals 1d6 points of fire damage for
every 2 caster levels, to a maximum of 5d6. The caster's strength modifier is
added to this damage.
Pale Master

Necromancy is usually a poor choice for arcane spellcasters. Those who really want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over undead, without losing too much of their arcane power. Enter the pale master, who draws on a font of special lore that provides a macabre power all its own.

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

- **Base Attack Bonus:** +1 / 2 Levels.
- **Hit Die:** d6.
- **Primary Saving Throws:** Fortitude, Will.
- **Proficiencies:** A pale master does not gain any additional weapon or armor proficiencies.
- **Skill Points:** 2 + Int Modifier.

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

**Arcane Spellcasting:** Three or more levels in an arcane spellcasting class. (Not third-level arcane casting as the PRC text says)
**Skills:** Lore 8 ranks.
**Feats:** Skill Focus (Lore).
**Alignment:** Any non good

**ABILITIES:**

**Level**
1: Bone Skin +2 - Base AC is increased by 2.
2: Animate Dead - Cast Animate Dead as a spell-like ability.
3: Darkvision - Able to see in unlit areas.
4: Bone Skin +4.
Summon Undead - Summon an undead ally.
5: Deathless Vigor - +3 Hit Points per level. This change is not retroactive.
6: Paralyzing Touch (Graft) - Perform a touch attack that can paralyze an opponent.
Undead Graft (1x/day) - Gain an undead arm that can perform special attacks.
Undead Graft Strength - The undead arm provides a permanent +4 Strength bonus.
7: Tough as Bone - Immune to paralysis and stun.
Weakening Touch (Graft) - Perform a touch attack that drains an opponent's Strength.
8: Bone Skin +6.
Destructive Touch (Graft) - Perform a touch attack that drains an opponent's Constitution.
Undead Graft (2x/day).
Undead Graft II - Paralyze touch can be used three times a day.
9: Degenerative Touch (Graft) - Perform a touch attack that causes level drain.
Summon Greater Undead - Summon a powerful undead ally.
10: Deathless Master's Touch (Graft) - Perform a touch attack that can kill instantly.
Deathless Mastery - Immune to critical hits.
Undead Graft (3x/day).

**BONUS SPELLS**

The pale master will advance in his spellcasting if his primary class is capable of learning new spells through scrolls. He will gain new spells per day as though he had also gained a level in his highest arcane caster class. He will not receive any new known spells and may not select spells as he advances in pale master progression.

Due to limitations in the NWN engine, spontaneous caster classes such as Sorcerer or Bard, or those with fully known spellbooks such as Warmage and Beguiler will not receive spellcasting progression through this PrC. Spellcasting progression will resume with advancement of the base caster class and no bonuses will be granted from pale master levels.