Tag: Archdruid?

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  • Party Alchemy Supplies

    h3. *Herbs we have found before* * 0 Aspiasa pollen (1d8 hit points, delay 1 round) 50 gold each * 0 Caprin seeds (1d8, onset 1d4 rounds) 30 gold each * 0 Tentrodal Leafs (ingested herb, lasts 1 minute. Gain 1d12 temp hit points) 100 gold * 0 …

  • Nazena's Lessons: The Dreamscape

    _In an effort to better prepare your unusual band for their foray, Doyenne Nazena has decided to boil down a handful of lessons for your all regarding the Dreamscape. They are infrequent, as her schedule with the high council allows, but she is certain …

  • Nazena’s Lessons: The Nightmare

    _Continuing to prepare your group for their upcoming journey, Doyenne Nazena gathers you all for another lesson. As before, please feel free to post any in character questions or comments down below and any out of character questions or comments in the " …

  • Nazena's Lessons: The Dreamborn

    _Continuing to prepare your group for their upcoming journey, Doyenne Nazena gathers you all for another lesson. As before, please feel free to post any in character questions or comments down below and any out of character questions or comments in the " …

  • Nazena's Lessons: The Dreambound

    _Continuing to prepare your group for their upcoming journey, Doyenne Nazena gathers you all for for one final lesson. As before, please feel free to post any in character questions or comments down below and any out of character questions or comments in …

  • Letter 1, 12 of Summersend

    Hey guys! Sorry we couldn’t see you, but we are more or less headed down to Harcourt to help you guys out. When we stopped in Hope, we had rumors of rampaging ghosts in the town to the west and in Hope! Sally, a woman mourning her son lost from cancer, …

  • 14th of Summersend

    That's great to hear you guys have managed to get into some trouble already! Jayden got himself in a little too deep when he first got to Erathell, jumped in the forest straight-away to try to find a missing logger and nearly got himself dead. So he ended …

  • Keepers Report

    This report was commissioned during the 1st of Autumnturn during the 15th hour of the Faerie Day. Funded through the Duvain Spell Research Account 24012. *Author's Notes* p. As this report was commissioned for next-day delivery, few facts in this …

  • Letter 2 - 2nd of Autumnturn

    Ethan, I’m wounded! We have Reikhardt and Ned. We would never blunder into something. Now, we might just be in a hurry on a Sunday and never have stopped in a town on our way to Starfork. I mean, what were the chances we would get ambushed by bandits? …

  • 4th of Autumnturn

    Dear Friends, Simon here, outstanding to read what all you've gotten into already! Glad you were able to fight off the bandits, we got ambushed by a massive group of them a couple weeks back and unfortunately had to flee. Both of those spells sound …

  • 5th of Autumnturn

    From Reikhardt, Servant of Serra and of Kha Dakkan, to the Silver Sabers who are scattered abroad. Greetings. It has been some time since we have last spoken, a fact which I regret deeply. Regardless of this, I have some things to impart to you. …

  • Visions of Chaos

    As Ned's Unluck spell surged with wild magic, red mists of chaotic energies backlashed swarmed around the wild mage's head. Visions pulse in the red mists, showing a mass of chaos energy locked away from the world. *Vision 1* _An elderly man walking …

  • 12th of Autumnfade

    Dear Friends, Simon here, I'm terribly sorry it's been so long since I contacted you, especially given I promised a Message within the week. The Keepers found far more than they expected when they opened up Jayden, physical mutilation to the brain and …

  • 3rd of Winterdusk

    My dear friends, It is comforting to hear from you once again. We had been worried for sometime on the severity of the situation at hand, and even our inquiries during our short stay in Celanthiral were unanswered at the time. The woman of Azure Flames …

  • 10th of Winterdusk

    To Jaedon, Ethan, and Simon: Hey guys, Cayden here. Good to hear you guys are in good health. I'm not sure if you guys are out of recovery yet, but I hope you guys get out soon. We may have done that thing we do where we have important things to tell …

  • Visions of Frost

    Flung deep into the endless sea of dreams and desire, the Dreamsage's power sent mist, memory, and long forgotten moments through the wild mage's mind. Visions swarm in the violet waves, showing a hero and his blade standing fast against the encroaching …

  • Visions of Flowers

    Flung deep into the endless sea of dreams and desire, the Dreamsage's power sent mist, memory, and long forgotten moments through the justicar's mind. Visions swarm in the violet waves, showing a force of death that has long flowered in the land. * …

  • Keeper's Quartery, Field Researcher's Spring Edition

    _The report for the discerning adventurer_ h4. Niv Mizzet: What You Need to Know By now, everyone's heard the news of Niv Mizzet. A high-minded dragon that claims to be from another world, ready to become a major player here on Creed. Where did this …

  • 5th of Summersdawn

    My dearest students, There's something I left out of our conversation when you visited Isryn and I earlier. I'm sorry I didn't mention this back when you were here, but her loss of focus had left me with some considerable doubts. Understanding the …

  • Keeper's Quarterly, Field Researcher's Summer Edition

    _The report for the discerning adventurer_ h4. The Ebon Praetor: Fiction Made Fact Most among the Keepers are familiar with the Order of the Ebon Hand - dark mystics who lead a cabal of vile knights, responsible for enough atrocities to fill a tome …

  • Keeper's Quarterly, Field Researcher's Fall Edition

    _The report for the discerning adventurer_ h4. Outsiders Among Us It’s no secret that since the summoning of the Ebon Praetor, planar breaches have become an increasingly common occurrence. Fortunately, the worst of these planar incursions are …

  • Keepers Report - Current Sellable Healing Stock

    This report was commissioned on the 7th of Summersend, 5132. Funded through Partner Research Account 00006. As request, this report has been updated weekly until its final delivery. h4. Alchemical, Herbal, and Mundane Healing Stock * At this time, …

  • Reikhardt's Personal Journal, Winterdusk 9

    My dearest of dear friends, I dearly hope that this letter never falls into your hands, and that this is merely my own sense of paranoia after all that has happened, but I entrusted this letter to Alnis should something happen to me that cannot be …

  • Keeper's Quarterly, Field Researcher's Winter Edition 5132

    _The report for the discerning adventurer_ h4. Taking Stock: The Untold Stories of 5132 As 5132 comes to a close, we here at the Quarterly would like to take a moment to look back on our year. As many of our long-time readers will know, we here at …

  • Reikhardt's Letter

    Dear Ikantea, I hope this letter finds you well. I apologize for my extended absence and for my lack of reply to your much-appreciated care package. Our return messenger was waylaid on his way back, so my gratitude remained unconveyed. You have most …

  • Mudu's Stories: The Last Six Years

    h4. Events of the Last Six Years *5133* * _Fall:_ Salif Se’a Ke – Call of the Seed Guides - finally occurred. Mudu knows the seed guides did come under some kind of attack, but never did find out exactly what happened. *5134* * _Spring:_ A …

  • Forward of Ash, the Journal of the Ashen Dream

    Magister Soulstoke, it is my hope that you are well and your research is fruitful. This journal is the experiences of a dream, created by a sentient cinder that, while living, you knew. His name is Char. From the dream, I know you and him shared a deep …

  • Fire-Feather’s Lessons: The Verlorex

    *The Verlorex* The Verlorex has an incredibly diverse and surprisingly vibrant ecosystem. It is made of up three distinct regions: the central desert, the coastline, and the eastern desert. _Central Verlorex:_ The center of the Verlorex is what most …

  • Fire-Feather’s Lessons: Nature of the Verorex

    *Common Desert Hazards* _Temperature:_ While heat is normally a serious problem in the desert, it won’t really become one for another few months. Heatstroke shouldn’t be a concern given that. That said, see [[Temperature Rules]] for information in case …

  • Fire-Feather’s Lessons: Phenomena of the Verlorex

    *Supernatural & Exotic Desert Hazards* _Black Sand:_ Mundane volcanic lands sometimes feature black sand composed of ground-up cinders. Other than its striking color, such sand is no different from any other. However, magical black sand is a vile peril …

  • Fire-Feather’s Lessons: Inhabitants of the Verlorex

    *Desert Monsters* Even Fire-Feather does not know the name or nature of every beast within the Verlorex, and she doesn't anyone truly does. But there are many she can share some notes on. _Aberrations:_ Rust monsters, and rust lords, make their …

  • Fire-Feather’s Lessons: Tools for the Verlorex

    *Desert Items* _Distillation Kit:_ This simple kit uses the sun and the ambient heat to evaporate pure water from body or cooking waste, salt lakes, poisonous plant saps, and so on. This “solar still” consists of a sheet of glass fastened at an angle …

  • Fire-Feather’s Lessons: Adventures in the Verlorex

    *Stick it to the Stymphalides:* The Stymphalides are ancient creatures, strange and deadly, though well below the prowess of the adventurers. While the feathers and beaks of these birds are often coated in steel, some come in more valuable (and usually …

  • Letter of Recommendation

    To Lord Elroe Duvain, heir apparent and Knight Commander of his household, From the Strange Company et. al., Reikhardt Flaxmane of Serra, Cayden Shenir of Serra, and archmage ascendant Ned Dwimmerfall, Greetings. Our gratitude for your recent …

  • Home Page

    Skies of Glass is a Pathfinder campaign using a number of system and setting variants, most notably the [[The Crafter System|Crafter]] system. I highly recommend you become familiar with these variants, as well as go over the [[System Overview]] and [[ …

  • Main Page

    Inside this wiki you can find and learn about almost everything in [[Creed]] that will be relevant to this campaign. Please feel free to roam about and read up on anything and everything in this wiki, though I recommend you start with [[Creed]] and its …

  • Class Changes

    Most all of the [[Classes of Creed]] have had a major overhaul. A few additional notes and thoughts on creating new classes are below. *Consensus Rule:* Most classes and variants chosen must be allowed with a general group consensus, as with many …

  • Artifacts

    The term ‘artifact’ in this world is used in a rather drastically different context then conventionally. In this world, any form of technology is considered to an artifact. Artifacts are commonly referred to as 'artifice' when discussing the existence or …

  • Traveling the Planes

    Traveling the [[Planes]] is rarely a simple affair. Magics that allow travel between the planes is rare and travel by foot requires either incredibly bad luck or exceptional skill. h4. Spells Magic that allows for planar travel is incredibly rare, …

  • Races and Species

    The races and species available here are some that you may or may not run across during your travels in [[Creed]]. Some races have some slight changes to statistics and most have strong changes to their normal aesthetic from a "normal" world, check out [[ …

  • The Crafter System

    Beings of incredible and unique power, [[Crafter|Crafters]] are unique individuals capable of creating nearly anything they can imagine. The Crafter system has three main focuses. First, the Crafter system allows the DM and their players to collaborate …

  • Item Evolution

    When advancing as a character, you often find old equipment to have too few uses or to be inferior to more advanced items. When you hit level 22 those Boots of Speed don't seem to quite have the kick they used to - but those epic Boots of Swiftness sure …

  • Mana

    Mana is the magical energy fueling spells of spellcasters. It is also deeply interconnected with life-force in every plane in the universe, and it can take that role by itself as well. When there is no mana in an area, everything dies, and where mana’s …

  • Spells

    Some restrictions have been placed upon spellcasting for this game. A few spells have been changed for various purposes. Some new types of magic exist, see [[New Magic]] for more information. *Allowed Spells:* In general, any spell from any source is …

  • Material Components

    Magic is not entirely a science, but it does work on principles. The choice of material components for a given spell can now be shown not to be a pointless piece of arbitrary restriction there to make spells harder to cast, nor a definite and unalterable …

  • Skills

    This section describes each skill, including common uses and typical modifiers. Characters can sometimes use skills for purposes other than those noted here, at the GM's discretion. For a complete summary of all of the skills, see *Table: Skill Summary*. …

  • Mana Burn

    Should you fail to maintain proper control over a spell, the mana you were funneling into the spell can backlash and burn violently through your system. This effect is called mana burn by spellcasters, and it is one of the most painful things a …

  • Armor

    _In Progress_ These armors represent the most advanced versions available on Creed, the collective masterpieces of armorsmiths from across the ages. However, there are a number of older versions of these armors from ages past - see [[Historical Armor]] …

  • Retraining

    Below are the rules for retraining various aspects of your character during campaign. Almost all retraining can only occur when a character is leveling and takes place before the next level is gained. The feat or skill points you retrain to must have …

  • Mana Essence

    Every living thing has a mana essence, it is a natural tie every entity has to [[Mana]] - be they humanoids, animals, or even plants. It is unknown whether a creatures attitudes, and tendencies create the tie between itself and a specific type of mana or …

  • Feats

    Some restrictions have been placed upon feats for this game. The purpose of any restrictions here are for game balance and for some additional roleplay opportunities. *Allowed Feats:* In general, any feat from any source is allowed so long as there is …

  • Red

    Red is one of the five colors of mana in the universe. It is drawn from the mountains and embodies the principles of impulse and chaos. The mana symbol for red is represented by a fireball. Red mana is generally allied with Black and Green, and is an …

  • Green

    Green is one of the five colors of mana in the universe. It is drawn from the power of forests and embodies the principles of instinct and interdependence. The mana symbol for green is represented by a tree. Green mana is generally the ally of White and …

  • White

    White is one of the five colors of mana in the universe. It is drawn from the plains and embodies the principles of morality and order. The mana symbol for white is represented by a sun. White mana is allied with Green and Blue, and is an enemy to Black …

  • Blue

    Blue is one of the five colors of mana in the universe. It is drawn from islands and embodies the concepts of logic and technology. The mana symbol for blue is represented by a drop of water. Blue mana is generally allied with White and Black and is the …

  • Black

    Black is one of the five colors of mana in the universe. It is drawn from the power of swamps and embodies the principles of parasitism and amorality (though not necessarily immorality). The mana symbol for Black is represented by a skull. Black mana is …

  • Magical Items

    Magic items have received quite an overhaul for this game. Listed below are the changes, with elaborations for those needing them outlined afterwords. * Magical Weapons, Armor and Shields have been changed considerably (see below). * A single Crafter …

  • Weapon and Armor Enchantments

    Magical weapons, armor and shields are no longer individually enchanted. Instead, characters undergo rituals that allow them to temporarily imbue any weapon or shield they wield or any armor they wear with specific powers. This allows characters to change …

  • Dreambound Magic

    _This page is heavily in progress, individual pages for spells will be added later._ Dreaming magic is a unique magic that draws power not from the land of dreams, the thin line between reality and what lays beyond - a place otherwise known as the [[ …

  • Dreamscape

    [[File:629179 | class=media-item-align-none | Dreamscape.jpg]] The Dreamscape is a place of imaginary reality and true fictions, laying at the edge of existence and oblivion. Whenever a creature sleeps their mind touches the Dreamscape, their thoughts …

  • Creed

    Creed is the nexus of its set of Planes, often called the Material Plane, and as the focal point in within the planar cluster it has strong interactions with the other [[Planes]]. Creed is the most [[Races and Species|populated]] and most diverse Plane in …

  • Aberrant

    Aberrants are creatures mutated by high quantities of magic, usually occurring when the creature is born, though mutation later in life isn’t unheard of. Faeries in particular are notorious for causing unusual mutations in those they bless or curse, and …

  • Artifice Creations

    Artifice creations are constructs very similar to golems. Unlike golems, which are a mystical fusing of materials and magic, artifice creatures require a mixture of scientific and biological law and mystically animating force. Because of this, artifice …

  • Atogs

    Atogs are often-small magical beasts known for their insatiable appetites and unusual diets. Atogs come in a wide variety of forms, but most uniformly possess a frog-like shape, a reptilian or amphibian appearance, bulging eyes, and enormous toothy mouths …

  • Basilisks

    Basilisks are large magical lizards that can turn their enemies to stone with their gaze. Though basilisks primarily eat creatures they have turned to stone, though they're capable of subsisting on regular stone for a short time in dire circumstances. …

  • Birds

    Many birds are little more than animals, typically small feathered creatures capable of flight. However, there are a number of birds in [[Creed]] with innately monstrous or magical properties, many of which can be of tremendous size and some of notable …

  • Cats

    Many cats are little more than animals, furred predators that tend to favor stealth and a fast kill. However, there are a number of cats in [[Creed]] with innately monstrous or magical properties, many of which can be of tremendous size and some of …

  • Conjurations

    Conjurations are creatures formed out of raw thought, ideas, and magical power. Even the less informed casters understand that summoned creatures aren’t real. The more informed, that being those who know of [[The Blind Eternities]], understand that …

  • Djinni

    Djinni are strange [[Outsiders]] that are part-spirit and part-elemental. New djinn are created either from a swell of power merging with a spirit or by two djinni merging essences for a while in a form of procreation. While most djinn are 'born' and live …

  • Drakes

    Drakes are similar to dragons but smaller and less powerful. Drakes typically lack the forelimbs that dragons possess, instead simply having rear limbs and a set of wings, similar to birds and bats, though some rare exceptions exist. Their minds are also …

  • Dragons

    Dragons are powerful and prideful serpentine creatures that range across Creed. They are huge, flying, warm-blooded reptiles - though some possess feathers and even fur - with formidable physical strength. While some dragons possess little more than a …

  • Dryads

    Dryads are unique fae that live inside of trees, taking a nymph-like form to interact with humanoids that venture near their forests. Despite their typically calm and pleasant attitude, even towards most mortals, these fae were locked inside the Faewoods …

  • Elementals

    An elemental is an [[Outsiders|Outsider]] composed of energy that embodies either the physical elements or mental concepts. While young elementals are small and practically mindless creatures, as they age they grow in both size, strength, and intelligence …

  • Gargoyles

    Gargoyles are winged statues incorporated into the architecture of a building. Sentient gargoyles are able to move from their architectural base and fly, despite their dense mineral nature, but are able to assume an unmoving stone-like form. No one is …

  • Giants

    Giants are massive creatures resembling gigantic humans. While most are known for being dimwitted and violent, some possess a sage and almost oracular wisdom, though such giants tend to be incredibly difficult to understand. While most giants tend to live …

  • Golems

    Golems are artificial life-forms created and given life through magic. They are usually humanoid in shape, although they are often much larger than a human and occasionally have additional limbs to help them perform their tasks. Golems can be made from a …

  • Gorgons

    Gorgons, are snake-skinned humanoid women with serpentine-like hair and the ability to calcify organic entities that look the gorgon in the face. Incredibly deadly, powerful gorgons are thankfully incredibly rare. Similar to basilisks, gorgons eat …

  • Griffins

    Griffins are a race of semi-intelligent beasts that resemble a cross between a bird of prey (typically an eagle) and a large cat (typically a lion). The head and wings of a griffin are birdlike, while the body and hindparts are lionesque. Nobles and …

  • Homarids

    Homarids are a questionably sentient lobster-like species that thrive in the cold waters south of the Ocean Angel nation near [[Coricona]]. The creatures show the propensity to organize, use and make weapons and armor, and some even manage some skill with …

  • Lycanthropes

    Lycanthropes are seemingly normal creatures which can transform partially or completely into powerful beasts. There are two types of lycanthropes, the most common occuring from the cursed disease known as lycanthropy. These afflicted lycanthropes take on …

  • Manticores

    Manticores are sentient, ill-tempered monsters with lion-like bodies, wings jutting from the shoulders, a scorpion’s tail, a human face, and a mouth filled with multiple rows of razor-sharp teeth. Many manticores found in mountainous regions have wings …

  • Phelddagrif

    Phelddagrifs are semi-intelligent purple hippopotamus with large feathered wings. The presence of phelddagrifs is often highly valued by spell casters as their wing's coloration reflects even slight shifts in the polarity of the mana in the area. This …

  • Thallids

    Thallids are living creatures created from fungus infused with green mana and given life. Veritable fungus cattle, thallids have little more than a beastial intelligence and produce saprolings - miniature versions of themselves - much like a fruit bearing …

  • Treefolk

    Treefolk are sentient trees and one of the most ancient races on Creed. Powerful fighters and spellcasters, treefolk often act as guardians of the lands they inhabit. Treefolk are born from seeds planted in [[Alabastra|The Murmering Bosk]] and grow into …

  • Thrulls

    Thrulls are creatures animated from dead flesh, usually with black mana, though white and red mana have been used successfully. The process of creating thrulls is fairly different from animating the undead, as thrulls are actually living creatures. While …

  • Trolls

    Trolls are large, lumbering monstrous humanoids that have incredible regenerative powers, capable of healing so fast that weapons are sometimes trapped inside their wounds. While most trolls are ill-tempered and beastial, some are fairly intelligent and …

  • Undead

    Undead are once-living creatures animated by spiritual or supernatural forces. While many types of undead are created by exposure to destructive or foul magics, many undead will arise naturally in swamps or other havens of black mana. Undead can also be …

  • Wurms

    Wurms are massive, limbless serpents. Common found in forests, though occasionally found in swamplands or mountain ranges, wurms often contest for apex predator in their environment. Capable of growing up to miles in length, adult wurms are rarely hunted …

  • Crafter

    Crafters are beings born with the [[Crafter's Spark]], capable of [[The Crafter System|gathering]] ambient [[Mana]] and storing it in the very core of their body and mind. This interaction radically changes how Crafters interact with magic, and often …

  • Crafter's Spark

    A Crafter’s Spark is what is often referred to as the latent power inborn into a very small number of sentient creatures across Creed that allows them to [[Crafter|imbue]] items with Mana. Whether a "Crafter's Spark" actually exists, in either a physical …

  • Alabastra

    [[File:539063 | class=media-item-align-none | Alabastra.jpg]] Alabastra is roughly 590 miles across and 250 miles tall at it's widest. It is home to the Keldon nation, Keld, as well as the ancient home of the Treefolk, The Murmuring Bosk. Nishoba and …

  • Erathell

    !http://cdn.obsidianportal.com/assets/170932/Erathell.jpg(Erathell)! Erathell is roughly 480 miles across at it's widest and just over 600 miles tall and is home to the elven nation, Celanthiral, the Faewoods, and the famous Sunset Fields. The Merfolk …

  • Coricona

    [[File:449526 | class=media-item-align-none | Coricona.jpg]] Coricona is 650 miles across at its widest and 690 miles from tip to tail. It is home to the kitsune empire, Ikari, the shared leonin, human, and lesser angel nation, the Twin Kingdoms, and …

  • Klurikon

    [[File:539085 | class=media-item-align-none | Klurikon.jpg]] Klurikon consists of two islands — the western island roughly 140 miles across at its thickest and 200 miles tall, the eastern island roughly 100 miles across at its thickest and nearly 300 …

  • Dentyr

    [[File:539051 | class=media-item-align-none | Dentyr.jpg]] Dentyr is 450 miles across at its widest and 660 miles from top to bottom and is a land that has seen terrible change in the last century. While it is still home to the relatively unscathed …

  • Sanctum

    !http://cdn.obsidianportal.com/assets/170933/Sanctum.jpg(Sanctum)! The island of Sanctum is roughly 90 square miles in size and is settled solely by the unusual town of Sanctuary. h4. Land Features Sanctum is a home to small hills, light forests …

  • Festivals and Events

    h4. Annual Festivals, Holidays and Traditions *Fire Festival* p. Every year on the 5th of Midspring, when the last vestiges of winter are vanishing, towns around the world celebrate the return of warmth and life to the world. Bonfires burn in town …

  • Materials, Items and Commodities

    Below are many of the materials, items and commodities that you can find in [[Creed]]. Note that materials can have varying [[Material Quality|quality]] and magical items come in many different [[Magical Item Descriptors|varieties]], all of which affects …

  • Gemstones

    Beneath the surface of Creed is a wealth of riches ripe for the plucking. The following are a few of those treasures. This page includes minerals, unique stones, gemstones, precious stones, and precious gemstones for the sake of simplicity. If you're just …

  • Food and Drink

    Food is an essential part of life and is required for every living creature. It can take a variety of forms, primarily fruits, vegetables, grains, and the meat and milk of animals. A significant fraction of the population of any land is usually dedicated …

  • Metals

    Beneath the surface of Creed is a wealth of riches ripe for the plucking. The following are a few of those treasures. *Common Metals:* * [[Steel]] * [[Copper]] * [[Silver]] * [[Gold]] * [[Platinum]] * [[Iron]] * [[Lead]] * [[Tin]] * [[Zinc]] …

  • Woods and Plants

    All over [[Creed]] one can find plants. For the most part they require soil, water, and light to grow and thrive. Most known species can derive at least some nutritional value from them and consider some of them food sources. Most plants are green but a …

  • Textiles

    A textile is a flexible material comprised of a network of natural or artificial fibers often referred to as thread or yarn. Yarn is produced by spinning raw wool fibers, linen, cotton, coir, or other material on a spinning wheel to produce long strands …

  • Global Economies

    *Population Spread* p. Settlements in Creed, while more sparse than in a normal historical context (see [[Creed]] for more into), keep a population density relatively consistent with old settlements. A typical Thorp, Hamlet or Village will have a …

  • Roleplaying your Mana Type

    Characters in a Magic: The Gathering setting are encouraged to have their Color be more than a simple character generation choice, but rather an aspect of their character that is defining to who they are. Below are a number of general truths in relation …

  • Nations

    _In the works_ h4. Sanctum *Sanctuary:* Though not technically a nation, Sanctuary is often recognized as one for political purposes. Sanctuary is almost universally recognized as one of the greatest forces in the world... _Demographics:_ …

  • Classes of Creed

    Across [[Creed]] there is a wide array of fearsome fighters, clever aristocrats, daring rogues and mages in startling variety. Many of these professions are listed below, from the more common to the nearly unheard of - to the purely legendary. Comments on …

  • Customs

    Customs range wildly from race to race, and even from town to town in some places. However, there are some broad generalizations worth making. *Crime* p. Laws around the world have a few commonalities regarding crime, though [[Laws in Creed]] and [[ …

  • Laws in Creed

    The kingdoms of Creed hold many tenants and beliefs as vital and often sacred in their lands. While the kingdoms may not always agree in what appropriate punishment should be, many agree in what is a criminal violation of their citizens' rights and …

  • Situations with the Law

    Below is a list of sample situations and the lawful, honorable and good approaches and views of the situation. This list is often very helpful to paladins and inquisitors, and reflects the common education they and many others receive in their training. …

  • Paladins in Creed

    Paladins are a unique force in Creed. Pillars of virtue and honor, and stalwart defenders of the laws of the land and of their gods, paladins hold a place of authority and respect wherever they may go. However, because of this, there are a number of …

  • Chronomancy

    Chronomancy was once a school of magic no different than Abjuration or [[Necromancy]] (though the latter has problems of its own). Chronomancy allowed for the manipulation of time itself and was largely used by arcane casters as a means to heal, empower …

  • Steelclaws

    Steelclaws are gauntlet-like weapons with 'claw caps' designed to meld seamlessly over a [[Catfolk]] or [[Leonin]]'s natural claws. The gauntlets are difficult to make and few outside the catfolk and leonin know how to make them. *Steelclaws* * Base …

  • Magna-Sword

    A magna-sword, also known as a magna-blade, is a two-handed sword with a wide hilt and an obscenely wide and unbalanced blade, capped with a blunt tip. Unlike many weapons, however, magna-swords are inherently magical. Because of this, [[Angels|lesser …

  • Gods and Religions

    Creed is home to a great many number of religions among its races and kingdoms. These religions worship immortal gods and goddesses, the primal forces of the wilds, and other truly ineffable divine beings. Some of these religions give credit to their …

  • Racial Vital Statistics

    The following section describes the height, weight, and aging characteristics for the races of [[Creed]]. Notably different from many settings, most races mature between the ages of 12 to 19 years of age (shown below in the Starting Age column). Further, …

  • Shifter's Will

    Shifter's Will is a unique construct, a inherently-magical semi-sentient extension of their wielder that acts as both a weapon and ward for shapeshifters. Forged of metal, mercury, and a shapeshifter's blood, Shifter's Will (often referred to as "my Will" …

  • Planes

    The planes of existence are different realities with interwoven connections. Except for rare linking points, each plane is effectively its own universe, with its own natural laws. The planes break down into a number of general types: the Material Plane, …

  • New Magic

    Below are many of the new magics, which are worth noting, that you may run across as the campaign progresses. * [[Dreambound Magic]] * [[Fairy Magic]] * [[Runic Magic]] * [[Chronomancy]] * [[Wild Magic]] * [[Nymphology]] * [[Sovereign Magic]] * …

  • Leonin

    Closely related to [[Catfolk]], leonin are feline humanoids resembling lions, and call the great plains of the Twin Kingdoms in [[Coricona]] home. The leonin host one of the largest standing armies in their racial capital, Kha Nar, the second half of the …

  • Guilds of Creed

    The guilds of [[Creed]] are quasi-political international organizations. Organized in a manner something between a trade union, a cartel, and a secret society, guilds are secretive and powerful organizations by their very nature. The earliest types of …

  • Angels

    Angels are benevolent humanoid-like beings with large wings on their backs. Often worshiped as divine beings, angels are a highly present race in [[The Lands of Light]] despite their small populations. The majority of angels are formed almost exclusively …

  • Shapeshifters

    Shapeshifters are, as their name would imply, creatures and people who can change their shape at will. There are a number of different types of shapeshifters, some even existing as truly unique entities. Though many of the [[True Shapeshifters|greater …

  • Shifting List

    Below is a list of all possible shapes a lesser shapeshifter can assume with their Shapeshift ability, along with the racial bonus abilities or senses the shapeshifter may gain when assuming that form (or may pick from when using a partial shift): …

  • Catfolk

    Catfolk are somewhat nomadic feline humanoids that call the forests and jungles of eastern [[Coricona]] home. [[Legends and Lore|Legends]] say that catfolk once had a magnificent temple in the center of the Coricona jungles, but if it ever existed, it is …

  • Cecaelia

    Cecaelias are a dwindling species of intelligent human-octopus hybrid monstrous humanoids that live on the outskirts of the merfolk kingdom near [[Erathell]]. Cecaelia have historically been bloody enemies of the merfolk and cephalids, claiming that …

  • Languages of Creed

    There are a plethora of languages across [[Creed]], ranging from the harsh clicks and snaps of Aven to the almost melodic Elven. While most all races have a language of their own, regions will often have a certain language (or a collection of languages) …

  • Kitsune

    Kitsune are lithe humanoids resembling foxes, who make their home in the sparse outer forests of Ikari in eastern [[Coricona]]. Kitsune place great value and belief in tradition and are highly attuned to the spirital beings known as [[Kami]]. Perhaps due …

  • Magic in Creed

    [[Mana]] is the lifeblood of Creed, a power that surges through the oceans, races through the forests, burns in the mountains, wallows in the swamps, and dances through the plains. From these lands, and memories of such places, beings can draw forth this …

  • Knowledges

    You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. *Areas of Study* Below are listed typical fields …

  • Spellcraft

    The study of magic is a common pastime in [[Creed]], and for many it is their life's devotion. Unsurprisingly, scholarly mages have discovered quite a number of new tricks for spellcraft, some of which are baseline and some of which require training. …

  • Botanicas

    While [[Magic-Shops]] will commonly carry wide ranges of [[Material Components|material components]] in addition to their normal assortment of magical items, it’s rare to see one of these shops outside of large towns and the demand for material components …

  • Spell Component Pouch

    Sold in [[Magic-Shop|Magic-Shops]] and [[Botanicas]], a spellcaster with a spell component pouch is assumed to have most of the material components and focuses needed for spellcasting. These pouches don’t contain components that have a specific cost, …

  • Preserving Jar

    This is a screw-topped large glass jar with a layer of crystals in the bottom, separated from the jar’s contents by metal gauze. Its function is to keep perishable organic matter properly preserved until it is time to use it. A dead creature, or part of …

  • Lens Grinder

    A lens grinder is a complicated and expensive piece of equipment. Pedal-powered, can be used to turn small pieces of glass or crystal into just about any desired shape. This is extremely useful for a magician who needs to produce a hemisphere of crystal …

  • Metal File

    Metal files form part of the tools of other professions, such as armorer, but are exceptionally useful to the magician. A metal file is necessary to produce ‘powder’ or ‘dust’ from any given metal. For example, if you have fifty silver pieces, they are …

  • Censer

    Censers are used for burning incense. They resemble bowls with conical lids and short stubby feet, sometimes suspended from chains. Censers are supposed to be filled with charcoal, which is then lit to provide a glowing bed on which the incense is …

  • Charcoal

    Charcoal is usually sold in chunks or small discs, impregnated with nitre to make it easier to light. It is consumed in vast quantities by temples and monasteries, where it is used as a source of heat and as the best way to burn incense. * *Cost:* 1 sp …

  • Mortar and Pestle

    These useful items are typically made from stone or metal. They consist of a blunt rod, the mortar, and a small bowl, the pestle. They are used for grinding. In mundane use they are employed to grind up peppercorns, salt crystals and such like, but in …

  • Avens

    Aven are anthropomorphic bird humanoids that live primarily within their racial home of Akrekik in eastern [[Dentyr]]. According to aven myth, the aven were created when great birds begged the [[Gods and Religions|Ancestor]] to let them walk the lands. …

  • Cephalids

    Cephalid are frail octopus-like humanoids that live within the merfolk kingdom Laquaran off the western coast of [[Erathell]]. Extremely cunning and manipulative, cephalid are typically very greedy creatures that want little more than power and control. …

  • Demons

    Demons are malicious and corrupt beings that have many different forms and subspecies. Some demons have brutish, animalistic, or grotesque figures, while others approach the pinnacle of beauty. Often seen as unholy beings, demons are a highly present race …

  • Flamekin

    Flamekin are humanoid-shaped elementals native to the Ashridge Mountains in southern [[Coricona]]. Born of the fire and stone of the mountains themselves, they are a passionate race of monks and shamans who use their inner flames as a weapon during battle …

  • Kithkin

    Kithkin are a quick and agile race of small humanoids who live along the fields and forests of the middle and eastern [[Coricona]]. Most kithkin are peaceful farmers, but are fierce warriors when provoked. Kithkin villages are often small and very tightly …

  • Merfolk

    Merfolk are a race of aquatic humanoids that calls the oceans off the west coast of [[Coricona]] home. Built on islands and underwater mountains, the cities of Laquaran, the racial kingdom of the merfolk, are some of the few areas within the oceans where …

  • Alestone

    Brown to yellowish brown, the hues of old ales, alestone is named for its color. More properly called _clinozoisite_, this semiprecious stone is found in crystals and cut into faceted gemstones of handsome appearance. Alestones are well attuned with the …

  • Alexandrite

    A greenish form of _chrysoberyl_. This gemstone changes colors in different light, usually from green by daylight to red by candle light. Other varieties of alexandrite may be yellowish or pink in daylight and a columbine or raspberry red by candle light. …

  • Amaratha

    Also known as shieldstone, amaratha is a soft, greenish-white or very pale green sparkling jewel. It is found in the form of small lumps or nodules in deep rock strata. It is most often found in exposed canyon walls or deep underground. When cut and …

  • Amber

    A golden or orange-hued fossilized resin, this fancy stone is soft and brittle and is usually tumbled smooth and cut cabochon. Some amber contains other preserved fossils, such as primitive plants and insects. These variants with identifiable inclusions …

  • Amethyst

    Amethysts are the most valuable of the quartz gemstones and are normally facet cut into brilliant shape. Related to agates and other less valuable quartzes, amethysts vary in purple hue from a lilac color to a royal purple, but the rich deep purple stones …

  • Anglers Skin

    Angler's Skin, also known as Merfolk Scale, is a fine pink coral suitable for use in jewelry. This fancy 'stone' is usually found in shallow tropical seas upon isolated reefs or atolls. It is delicate and easily shattered unless properly treated and …

  • Anthracite

    Anthracite is one of the types of coal — the property of which ranges from those of bituminous coal to those of graphite. Often, anthracite is obtained through hard rock mining, found mixed with graphite in subterranean coal seams. Anthracite is difficult …

  • Aquamarine

    Aquamarine, which means 'water of the sea,' is a type of precious stone. This transparent blue-green variety of beryl is often used by merfolk for adornment because of its durability. Most of the stones have a delicate blue or turquoise color that …

  • Aventurine

    Sometimes called lovestone, this semi-precious quartz gemstone contains many mica crystals that give a spangled appearance to the stone when it is viewed from the proper angle. Aventurine can be golden, medium to light green, or dark to pale blue in color …

  • Azurite

    Azurite is a form of malachite slightly rarer than that mineral’'s banded, green variety. This ornamental stone is a deep blue with opaque mottling in darker shades of blue. It is often smoothed from its irregular natural condition and used to ornament …

  • Beljuril

    Beljurils, also known as fireflashils, are found as smooth-surfaced, asymmetrical (but roughly spherical), fist-sized stones. They are extremely durable — cutting one can often wear out a set of metal tools. Because of this, beljurils are usually worn …

  • Bituminous Coal

    Bituminous is one of the types of coal — the properties of which range from those of sub-bituminous coal to those of anthracite. Like most types of coal, bituminous coal is usually obtained through strip mining since it is often found near the surface in …

  • Black Opal

    Black opals are a greenish type of opal which often show black mottling and golden flecks throughout. Usually found in or around ancient hot springs or their dry remnants, this gem is most often tumbled smooth and cabochon cut. The common phrase "Black as …

  • Black Sapphire

    Black sapphires are a rare variety of sapphire that is a deep, rich black with yellow or white highlights. These jewels come mostly from a rich and well-guarded vein in the Ashridge Mines near a large sulfrous aquifer. Dwarves prize them highly, as do a …

  • Black Star Sapphire

    A black star sapphire is a very rare and expensive variety of sapphire. Black sapphires with these rare inclusions, known as asteriated, seem to have a magical association with the night sky. Used as a augmenting spell component, black star sapphires have …

  • Bloodstone

    Bloodstone is a dark greenish gray variety of semiprecious quartz flecked with red crystal jasper impurities that resemble drops of blood. When worn as gemstones, typically by farmers and foresters who have little wealth to spare on such things, these …

  • Diamond

    The prime of the [[Moxen Gems|moxen]] gems, pure diamonds are rare translucent jewels that catch fire when properly faceted. While diamonds can come in a variety of hues, such as yellow, blue, and red, only the the pure, clear diamonds have the incredibly …

  • Blue Diamond

    Blue diamonds are rare semi-translucent jewels that catch a blue fire when properly faceted. The hardest of gemstones, save for a few very rare types unique to Creed, diamonds can be used to cut or etch glass, ivory, bone or leather and so serves as a …

  • Red Diamond

    Red diamonds are rare, semi-translucent jewels that catch a deep crimson fire when properly faceted. The hardest of gemstones, save for a few very rare types unique to Creed, diamonds can be used to cut or etch glass, ivory, bone or leather and so serve …

  • Emerald

    One of the moxen gems, emeralds are a brilliant green beryl that cleaves along straight, boxlike lines. This jewel is so often displayed with a particular rectangular faceted cut that the cut's name has become an "emerald cut," and it is known more …

  • Ruby

    One of the [[Moxen Gems | Moxen gems]], this clear to deep crimson red corundum stone is highly valued because of its sparkling shine, vivid hues, and great magical power. From least value to greatest, it can be found as a clear stone, crimson, or deep …

  • Sapphire

    One of the [[Moxen Gems | Moxen gems]], sapphires are a brilliant blue, translucent corundum mineral. Sapphires vary from a clear, pale blue to a radiant azure. Sapphires are strongly attuned to knowledge, reason and trickery and function as a strong …

  • Black Onyx

    Black onyx are a flat black variety of onyx that has very special magical properties. Spells that create undead benefit very strongly from the addition of significant amounts of black onyx, allowing for the creation of undead far beyond what would …

  • Pearl

    One of the [[Moxen Gems | Moxen gems]], peals are a hard object produced within the soft tissue (specifically the mantle) of a living shelled mollusk. Just like the shell of a clam, a pearl is made up of calcium carbonate in minute crystalline form, which …

  • Bluestone

    Bluestone is a colloquial name for the ornamental stone sodalite (sometimes called ditroite). This soft, brittle gemstone is rich blue and sometimes veined with pink, cream, white, and yellow. It can be found in old and weathered rocky environments. It is …

  • Blue Quartz

    This ornamental stone is a transparent, pale blue crystal most often employed only for adornment. In rare cases, blue quartz crystals can be fist-sized or larger, and these large and rare samples of the stone may be used to augment a divination spell to …

  • Carbon

    Carbon is a black, powdery substance and makes up one of the mineral riches that can be found throughout the Ashridge Mountains. It can be obtained from a variety of sources. These include soot from a fire, charcoal, and the various varieties of coal. It …

  • Carnelian

    This is the clear reddish or reddish-brown form of chalcedony. Tumbled smooth or cut cabochon and polished to a high gloss, this semiprecious stone is used as an adornment. Seers consider that dream visions of carnelians mean misfortune will come, and …

  • Chalcedony

    Chalcedony stones when dug up are often very large; most commonly they are used in the carving of statuettes or coffers. Chalcedony is usually cabochon cut and polished and looks like ivory when finished. Varieties of this semiprecious translucent stone …

  • Chrysoprase

    This semiprecious stone is a translucent chalcedony with an apple-green color. Chrysoprases are favored — for focal use in any items or as an augmenting component — for spells concerned with both invisibility and seeing invisible beings and objects.

  • Chert

    Chert is a fine-grained silica-rich sedimentary rock that may contain small fossils. This mineral varies greatly in color from white to black, but most often manifests as gray, brown, grayish brown and light green to rusty red; its color is an expression …

  • Citrine

    Citrine, a semiprecious stone also called false topaz, is a transparent yellowish quartz. It is also called citrine quartz and citrine topaz. It cleaves evenly and is usually cut in brilliant or marquise styles. Citrine makes a fairly strong augmentation …

  • Coal

    Coal is a readily combustible black or brownish-black rock sought by many a miner. It is a fossil fuel extracted from the ground by coal mining, either underground mining or open-pit mining (surface mining). It is composed primarily of carbon along with …

  • Corundum

    Corundum is a crystalline form of aluminium oxide and one of the rock-forming minerals. It is naturally clear, but can have different colors when impurities are present. Due to corundum's hardness, it can scratch almost every other mineral, leaving behind …

  • Dioptase

    A soft, brittle semiprecious stone of vivid emerald-green hue, dioptase (also known as _diopside_) is found in tiny, flawed crystals and yields only the smallest of faceted gemstones that are used in figurine adornment or to decorate lace. Larger …

  • Disthene

    Also known as _kyanite_, disthene is an abundant ornamental stone that is easily cleaved, but difficult to cut in facets without unintended splitting occurring. It usually has many inclusions. Disthene is found in crystals ranging in color from dark blue …

  • Flint

    Flint, or flintstone, is a hard, sedimentary form of the mineral quartz, often categorized as a variety of chalcedony or chert. Flint is usually dark-gray, black, or deep brown in color, and often has a waxy appearance. It occurs chiefly as nodules and …

  • Fire Agate

    Fire agate is the name given to [[Chalcedony | chalcedony]] that contains thin lines of iridescent _goethite_ (a rustlike impurity). When properly cut, this ornamental stone's iridescence displays red, brown, gold, and green hues. The finest specimens of …

  • Frost Agate

    Also known as "frost stone," this rare, beautiful ornamental gemstone has frost-like white markings. It is usually tumbled and polished glassy smooth. A gemcutter of unusual skill can cut the fragile stone into facets without splitting it, so at each …

  • Moss Agate

    This pink to yellow-white agate quartz has fern-like, gray-green manganese inclusions that make it look like a white stone covered with moss. It polishes well, and is sometimes used in coffer inlays or even — when the growths form eyes, circles, or other …

  • Sky Agate

    This light to dark blue quartz has cloud-like, white bands that make it look like a cloudy sky. Small samples with particularly striking striations are often polished and used in pendants or rings. Unusually large and high-quality samples are often kept …

  • Fire Opal

    A brilliant orange-red type of gem, fire opals are usually uniform in hue or contain golden or greenish flecks. They are most often found near active hot springs and geyser activity. Fire opals are incredibly popular among fire angels and most of the high …

  • Flamedance

    This precious stone is an extremely rare translucent gemstone found in small crystals or fragments. A very pale yellow or green in hue, it is hard and resists cleaving when worked, making it ideal for use in carving. It is usually used in lapidary work …

  • Garnet

    Garnets are a general class of crystals ranging from deep red to violet in color. These precious stones are normally isometric in shape, with 12 or 24 faces to a typical crystal, though 36- or 48-faced crystals have been found. Garnets are usually found …

  • Golden Yellow Topaz

    A fiery yellow corundum mineral, golden yellow topaz or "Kha's Topaz" is only found in deposits along the northern coast of the Twin Kingdoms in [[Coricona]]. Its color is very reminiscent of the deep yellow of some cats' eyes and the gem makes a decent …

  • Graphite

    Graphite is the hardest and therefore highest grade of coal. It is not often used for fuel since it is so difficult to ignite. Often, graphite is obtained through hard rock mining mixed in in the with anthracite in subterranean coal seams. Graphite has …

  • Greenstone

    Greenstone is the common name of _chlorastrolite_, a gray-green variety of _pumpellyite_ found in nodules as large as 3/4-inch diameter in solidified lava flows. It is a soft ornamental stone and is usually cabochon cut. The finest quality greenstone can …

  • Hematite

    Hematite is a shiny, gray-black gemstone with crimson veins, often cut in a baguette fashion (rectangular with beveled sides). Because hematite has a magical affinity with blood and muscles, it is the most basic material component for spells that animate …

  • Hornbill Ivory

    Hornbill ivory is not ivory at all, but rather material from the beak of the hornbill bird, native to dense forests. This hardstone is carved into items such as combs and beads or used for inlay work in stone or wood items of furniture. The substance is …

  • Horn Coral

    This precious stone is a pale white coral similar to Angler'’s Skin, save for its solid color. Horn coral is used in jewelry as a polished twig or branch of material, or is cabochon cut. Horn coral alchemically combined with a creature's tears and a few …

  • Hyaline

    A type milky or white quartz, hyaline is often set or inlaid in silver and is either cabochon cut or sliced into plates. The milkiness of this ornamental stone is caused by tiny droplets of water which are trapped in the crystals. Grains of gold often …

  • Hydrophane

    Hydrophane is a gemstone much favored by sailors and aquatic races. This semiprecious stone is a variety of opal that is opaque and of a frosty-white or ivory color when dry. In this state, it appears rather unattractive. When soaked in water, it becomes …

  • Hypersthene

    Also known as _bronzite_, hypersthene is normally an opaque brown color containing silvery spangles, but it is sometimes reddish or greenish in hue. This semiprecious stone is rarely found in untracked pieces larger than one half-inch across, and as a …

  • Iol

    Also known as _iolite_, _cordierite_, or _violet stone_ (despite its usual overall hue of blue), this semiprecious stone is usually cut into faceted gemstones to best display its color change when viewed from different directions. Iols so viewed appear …

  • Ivory

    The substance that provides the teeth of all mammals is referred to as ivory or _dentine_ when used for decorative purposes. Whenever teeth or tusks are large enough, they can be used for carving—. Ivory comes from elephant tusks, hippopotamus teeth, …

  • Jacinth

    Also called _hyacinth_ or _flamegem_, this fiery orange jewel is a relative of the sapphire and other corundum gemstones. Jacinth has a unique crystalline matrix and just a small amount of light striking the gem will make it look like a tiny flame …

  • Jade

    Jade is a class of fancy stone including both _jadeite_ and _nephrite_. It is often found in a massive, carvable form of a lesser grade and is then classified as a hardstone. It appears as an opaque, waxy mineral of light to dark green or white. As jade …

  • Jargoon

    Jargoon is a rare, red variety of zircon much prized for its deep crimson luster. The name “jargoon” is often carelessly applied to any large group of mixed gemstones, as in the favorite pirate catch phase: “"a duster of jargoons, matey, with garnets as …

  • Jasper

    Jasper is an opaque, semiprecious quartz found in red, brown, and black varieties. Very rare specimens are blue or have bands of blue through other colors. Crushed jasper is a stabilizing material, often included in experimental potions or alchemical …

  • Jet

    One of the [[Moxen Gems]], jet is a deep black, fancy stone that is a tough variant of bituminous coal. Jet can be facet cut and displayed either as a pendant or inset into a larger setting. It is mineralized wood that has decayed under extreme pressure. …

  • Lapis Lazuli

    Lapis lazuli is an opaque, dark- to sky-blue ornamental stone with gold flecks. The deeper blue the stone, the more highly it is prized. Lapis lazuli is usually cabochon cut and polished to show off its golden inclusions. Often the cabochons are carved …

  • Laerals Tears

    Named for the famous sorceress Laeral, these soft, brittle, colorless fancy stone crystals tend to be large and to keep a glossy, magnificent finish. Folklore holds that the first of these stones was created from Lareal's tears as she wept for her …

  • Lignite

    Lignite is one of the types of coal. Often referred to as brown coal, lignite is the lowest rank of coal. It is brownish-black and has a high moisture content, sometimes as high as 66%, and very high ash content compared to Bituminous coal. Lignite coal …

  • Limestone

    Limestone is a sedimentary rock composed largely of _calcite_. It often contains various amounts of silica in the form of chert and flint as well as clay, silt, and sand. Pure limestone is almost white. Limestone has several uses in modern day [[Creed]]. …

  • Malachite

    Malachite is a green ornamental stone with striations of darker green. It is related to [[Azurite | azurite]], which is bluer in hue, and is usually cabochon cut to provide poorer folk with jewelry. It is (falsely) rumored to prevent falls, and to help …

  • Marble

    Marble is a colorful stone that is often used in construction. Unlike most other building materials, marble often is used for the external facade of a building and especially in columns and statuary. Colors of marble range from browns to gray to white, …

  • Mellochrysos

    Mellochrysos is a vivid yellow variety of [[Zircon | zircon]] found in large crystals. These are seldom cut, but are rather polished as-is and mounted in metal claw settings for rings, brooches, and knife hilts. This semiprecious stone is hard, and when …

  • Magical Uses of Gemstones

    Gemstones can be amazingly useful for mages, especially if they're looking to develop new spells or push spells beyond their normal limits. While uses as a required material component aren't noted below, generalized uses as an augmenting material …

  • Microcline

    This feldspar ornamental stone is deep green to blue-green in hue and is usually tumbled or cabochon cut. Tiny cleavage cracks within the gemstones reflect light so that a polished microcline stone visibly shimmers. Microcline crystals cleave easily, and …

  • Moonbar

    Moonbar crystals are pearly white, opaque gems found in desert and tropical areas of [[Creed]]. Moonbars are naturally large and rectangular with curved corners. They naturally have a smooth, shiny surface, and so when found and washed clean, specimens …

  • Moonstone

    Moonstone, also known as _orthoclase_, is an opaque, white, semiprecious feldspar gemstone usually polished to a bluish sheen. Moonstone can be used in spells that draw inspiration from the moons or that cure or cause _confusion_ effects. Moonstones …

  • Nelvine

    Nelvine is the common name of albite, a variety of white feldspar. It tends to be soft and fragile, yet easily cut with crude tools. It is found in large amounts in older rocks. Nelvine is occasionally called pigeon stone due to its white, cream, fawn, or …

  • Obsidian

    Also called natural glass or volcanic glass, obsidian is a hard, glossy, and black ornamental stone that is volcanic in origin. It is often chipped into arrowheads or, in larger chunks, used to make bladed weapons. The ornamental grade of stone is usually …

  • Octel

    Also known as _scheelite_, this fancy stone occurs in soft crystals that yield sparkling, faceted gemstones of pale orange hue. Larger, irregular octel crystals are sometimes mounted on silver for wear as pendants (some jewelers call them “fox fire”), …

  • Onyx

    Onyx is an opaque agate of tan or white hue or with bands of both colors in straight lines. This semiprecious stone carves and wears well. In addition to being finished into gemstones, it is often used for figurines, statuettes, and game pieces, including …

  • Opal

    Opaque, smooth gems, opals are pale blue with green and gold mottling. They are related in type to fire and black opals, but are only slightly more common. Opals can be used as an augmenting material for spells that create illusions that affect the mind.

  • Orl

    Orls occur in the softest rock as sharp-edged, spindle-shaped, symmetrical crystals. These crystals are of red, tawny, or orange hue, but rusty-brown-hued orls are the rarest and fetch the highest price (and are the only innately magical version or orl). …

  • Peat

    Peat is an accumulation of partially decayed vegetation matter. Peat forms in wetlands or peatlands, variously called bogs, moors, and mires. Peat forms when plant material, usually in marshy areas, is stopped from decaying fully by acidic conditions. …

  • Peridot

    This translucent version of _olivine_ is usually olive green in appearance. It is one of the few gemstones that come in only one color, in various shades of green. The precious stone is normally found in basalts and with other quartz deposits. Peridot is …

  • Phenalope

    Also known as _rhodonite_, this rose-red or pink semiprecious gemstone related to _rhodochrosite_ is occasionally found in deposits large enough to yield cut slabs the size of books, which are shattered, tumbled, and then cut into attractive faceted …

  • Psaedro

    Psaedro is the more common name for _lepidolite_, a soft lilac to mauve to pink mica used in carving. With time, this hardstone'’s colors fade, especially in strong sunlight. Psaedros is used in the carving of cheap coffers, statuettes, bowls, and the …

  • Purple Agate

    Purple agate is a beautiful ornamental gemstone that is often a light or dark violet hue, or has concentric bands of both colors. It is usually cross cut or tumbled and polished glassy smooth. Incredibly rare versions of the stone with white bands in …

  • Pyrite

    The mineral pyrite, or iron pyrite, is an iron sulfide with a metallic luster and pale brass-yellow hue. This mineral's coloration have earned it the nickname fool's gold because of its superficial resemblance to gold. Pyrite will occasionally form into …

  • Ravenar

    Ravenar, a glossy, black variety of tourmaline, is also called _schorl_. Ravenar is commonly used for inlay work on daggers, buckles, and the like. Ravenar can be used as an augmenting material in items and spells that create shadows or darkness.

  • Red Tear

    Red tears are teardrop shaped, glossy crystals of vivid cherry-red, blood-crimson, or fiery orange hue. They are found in deep mines or gorge walls where old rock has been exposed. Legends say they are the tears of lovers shed for their beloveds who were …

  • Rock Crystal

    Rock crystals are clear, transparent stones that are generally softer and less wear-resistant than higher-priced gemstones; it sees more use as adornment on furniture and crowns than as everyday jewelry. Rock crystals of particularly fine grade —— that is …

  • Rogue Stone

    Rogue stones are small jewels of a shifting, rainbow-colored, iridescent hue. Their fluid shades of color appear almost liquid under normal sunlight. Rogue stones are extremely rare and always found as singleton gemstones among others in gemstone cashes …

  • Wild Mage

    *Table: Wild Mage* |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+0|+0|+0|+2|Chaos Devotion, Wild Spells, Wild Knowledge, Wild Surges|8 Points+7 Bonus| |*2nd*|+1|+0|+0|+3|Wild Magic|8 Points+7 Bonus| |*3rd*|+1|+1|+1|+3|Eye for …

  • Inquisitor

    *Table: Inquisitor* |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+0|+2|+0|+2|Domain, Judgment 1/day, Monster Lore, Stern Gaze, Divine Devotion|2 Points| |*2nd*|+1|+3|+0|+3|Cunning initiative, Detect Alignment, Track|2 Points| |* …

  • Paladin Defender

    *Table: Paladin Defender* |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+1|+2|+0|+0|Aura of Good, Detect Evil, Devotion to the Holy Order, Smite Evil 1/day, |1 Points+2 White| |*2nd*|+2|+3|+0|+0|Divine Grace, Lay on Hands|1 Points …

  • Sand

    Sand is a granular material made up of finely divided rock and mineral particles. Smaller particles are known as silt while larger particles are known as gravel. There are two basic varieties of sand. The first and most common occurs due to the passage of …

  • Sardonyx

    Sardonyx is a form of onyx with alternating bands of carnelian in a red and white pattern. It has the same magical uses and properties as the jewels known as king's’ tears. Sardonyx gemstones can be used as an augmenting component in spells that ward …

  • Scapra

    This name is given to the finest scapolite stones: pale to medium yellow fancy stones that are soft and easy to cut into facets, but also too soft for use in rings or on clothing. Powdered scapra can be used to augment spells that cure or ward against …

  • Shandon

    Also known as _natrolite_, this fancy stone occurs in slender, colorless crystals that yield tiny faceted gemstones used by skilled clothiers to adorn veils and robes with ornamentations to impart the effect of beads of water glistening on the material. …

  • Smokey Quartz

    Also called _cairngorm_ or _moorland topaz_, smoky quartz ranges from a gritty yellow to brown or black in color. As a black gemstone, it is called _morion_ and often mistaken for black onyx. This semiprecious stone is usually brilliant cut into faceted …

  • Sparkling Night

    A sparkling night is an extremely rare and valuable gem that is rather difficult to find. A sparkling night is described by the few who have enough money to have owned one as a partially transparent deep purple gem that seems to sparkle from within when …

  • Sphene

    Sphene is a soft, brittle precious stone easily worked by unskilled cutters (like scapra). It comes in various yellow to green shades, but a fine emerald green is the most prized hue. Sphene crystals can be cut into beautiful, sparkling, faceted gemstones …

  • Spinel

    Spinel is a translucent, durable precious stone found primarily in three colors: red, blue, and green. Green spinels are the rarest of the three. Spinels have unique dimensional properties and can be used to augment teleportation spells. Spinels are …

  • Star Diopside

    Star diopside is the most prized form of a hard, durable mineral that is rarely found in attractive colors. This mineral is usually too dark green in color for great beauty, but mountain and streambed pebble crystals of pale to medium green hue produce …

  • Star Rose Quartz

    This smoky, rose quartz is asteriated. Most of the stars seen have six arms, but a rarer twelve-arm variety is rumored to exist. Aside from its jewelry uses as a centerpiece in pectorals and earrings worn by mature matrons and courtiers of “old family” …

  • Star Ruby

    A variation of the ruby, red corundum, this jewel is less translucent than a normal ruby and has a white star highlighted at its center (known by gemsmiths as being asteriated). Such stars are caused by the optical properties of the mineral crystal. They …

  • Star Sapphire

    An exceedingly valuable variation of the sapphire, this jewel is less translucent than a normal sapphire and has a white star of four or more points highlighted at its center. Such stars, caused by the optical properties of the mineral, always have an …

  • Sub-Bituminous Coal

    Sub-bituminous is one of the types of coal whose properties range from those of lignite to those of bituminous coal. It may be dull, dark brown to black, soft and crumbly at the lower end of the range, to bright, jet-black, hard, and relatively strong at …

  • Sulfur

    Sulfur or _sulphur_ is one of the more common substances sought out by alchemists. It is an abundant non-metal. Sulfur, in its native form, is a yellow crystalline solid. In nature, it can be found as the pure element and as sulfide and sulfate minerals. …

  • Sunstone

    Sunstone is a feldspar ornamental stone closely related to moonstone. It is more properly known as _oligoclase_. Sunstone can be colorless or faintly greenish and of facet grade, but most common by far is its softer variety suitable only for being cut …

  • Topaz

    Topaz is a very hard, durable, golden, translucent precious stone found in large crystals in granite. While this form of corundum is usually yellow or brown, it can be made pink, red, or a bright light blue if exposed to great temperatures, such as by …

  • Tourmaline

    Long-crystal tourmaline in its multicolored varieties is considered a fancy stone. The black variations are called [[Ravenar | ravenar]]; they are valued more highly and considered gems. Tourmaline hues vary from green to blue, brown, or red, all in pale …

  • Turquoise

    This opaque, aqua-blue ornamental stone most often has darker blue mottlings. It is also said to bring good luck, especially to animals, children, and (strangely) fools. Horsemen often place a sliver of this stone in a horse's harness to bring good luck …

  • Water Opal

    Water opal is a clear, translucent variety of opal with only a play of color to it, like oil on a clear puddle. Transparent opals without a play of color are known as _hyalite_. They are considered inferior and are nigh worthless. Water opals are rare and …

  • Waterstar

    Also known as _achroite_ or colorless tourmaline, waterstar is a rare, colorless, sparkling stone. Only stones of this material that are entirely free of flaws and inclusions are valued for gemstone use (as a fancy stone). Crystals of this flawless type …

  • Violet Garnet

    Violet garnets are the rarest and most valuable variation of garnets. These precious stones are normally isometric in shape, with 12 or 24 faces to a typical crystal, though 36- or 48-faced crystals have been found. Garnets are usually found in granites. …

  • Zarbrina

    Also known as _cerussite_, this very soft, lead-like, colorless mineral is easily cut into brilliant faceted gemstones. This ornamental stone is usually mounted in ceremonial, little-used jewelry or set in small metal claw mounts into the sleeves or …

  • Ziose

    Ziose is the name given by geologists to a particular facet-grade variety of _ziosite_. This rare mineral yields cut stones that flash three vivid hues depending on how the light catches them or in what direction they are viewed: purple, blue, and red; or …

  • Zircon

    A brownish crystal found in igneous (volcanic) rocks, zircon attains a variety of pale colors valued in the gemstone trade through skilled heating and cutting. It is usually cut into facets. These semiprecious stones are occasionally passed off as more …

  • Mookaite

    Mookaite, a silicified siltstone often found on high cliffs, is widely known for its spectacular contrasting color patterns of yellows, creams, reds and maroons. Many specimens of mookaite can accept a very high polish. Mookaite is very reminiscent of the …

  • Spellcasting

    Skies of Glass will be using the spellcasting system developed for the alpha-testing *Magic: The Gathering* roleplaying game. * [[Colors of Magic]] * [[Mana Essence]] * [[Attunement]] * [[Mana-Touched]] * [[Drawing Mana]] * [[Allied and Opposed …

  • Colors of Magic

    There are five colors of [[Mana]]: Red, Green, White, Blue and Black. Each color represents different aspects of the potential of magic. * [[Red]]: Fire, Destruction, Chaos, Rage, Freedom, Passion, Creativity, Impulse, Fury, Warfare, and Lightning * …

  • Attunement

    Attunement is what allows a creature to draw mana (but not necessarily use it). It happens naturally in all living creatures by simply living in an area and gaining that color as their mana essence. Those that pursue magic may learn to attune themselves …

  • Drawing Mana

    Mana is innate in existence and on a plane is tied to the land itself. To cast spells a caster calls up their memories of the land, draws forth that power, and unleashes it in whatever fashion they've learned. Each type of mana has its own key ability …

  • Allied and Opposed Mana

    Some types of mana play nicely with each other. Others don't. This is referred to as Allied and Opposed mana types and is important for [[Casting Spells]] and for [[Counterspelling]]. Mana types that touch on the mana wheel are considered to be Allied and …

  • Caster Level

    A character's caster level represents their ability to manipulate mana and wield them as spells. Only a character with the ability to cast spells, granted racially or by a class ability, has a caster level. All hero classes (classes available to PCs …

  • Mana Pools

    A mana pool represents a casters reserves for a color of magic, the grand sum of their memories and their ability to pull magic from them. There are five mana pools - red, green, white, blue, black. See [[Mana Points]] to understand how characters gain …

  • Mana Points

    Mana points represent memories of the land from which you can draw power. More mana points don't necessarily denote _more_ memories, but rather your ability to pull more power from each memory. Character gain mana points as they level determined by the …

  • Bonus Mana Points

    Each character gains a number of bonus mana points for each mana pool they have access to based on their caster level for that pool and their permanent ability score tied to each pool (see [[Drawing Mana]]). Temporary increases or decreases to an ability …

  • Spells by Pool

    Each [[Mana Pools|Mana Pool]] has a slew of aspects and powers unique to the spells it powers, where-as some spells bleed over between Pools and some spells require that you draw from multiple pools. Below are the spell-lists for the different pools, …

  • Red Pool Spells

    The spells below require [[Red]] [[Mana Points]] be dedicated to learn and use Red mana points to cast. They call on the powers of mountains, fire, lightning, and chaos to destroy their foes and enrage their champions. *Cantrips* |*Name*|*School*|* …

  • Green Pool Spells

    The spells below require [[Green]] [[Mana Points]] be dedicated to learn and use Green mana points to cast. They call on the powers of forests, the beasts of the wild, and life itself to cut down their foes and renew their champions. *Cantrips* |* …

  • White Pool Spells

    The spells below require [[White]] [[Mana Points]] be dedicated to learn and use White mana points to cast. They call on the powers of plains, light, good, and law to lay low their foes and protect their champions. *Cantrips* |*Name*|*School*|*Casting …

  • Blue Pool Spells

    The spells below require [[Blue]] [[Mana Points]] be dedicated to learn and use Blue mana points to cast. They call on the powers of islands, water, ice, and the mind itself to bewilder their foes and enlighten their champions. *Cantrips* |*Name*|* …

  • Black Pool Spells

    The spells below require [[Black]] [[Mana Points]] be dedicated to learn and use Black mana points to cast. They call on the powers of swamps, death, corruption, and evil to drain their foes and empower their champions. *Cantrips* |*Name*|*School*|* …

  • Diverse Spells

    The spells below can be accessed through various types of [[Mana]], but a caster must choose which [[Mana Pools|Pool]] he'll learn it in and it requires that Pool's mana be dedicated to learn it and that Pool's mana be used to cast it. *Cantrips* |* …

  • Multi-Mana Spells

    The spells below can be accessed through combining multiple types of [[Mana]], a multi-mana spell requires a caster to dedicate [[Mana Points]] from each [[Mana Pools|Pool]] used in the spell (see [[Learning Spells]]) and it requires certain amounts mana …

  • Learning Spells

    Learning to cast spells can be a difficult process. Many novices spend years studying with mentors and reading from arcane tomes to be able to grasp the concepts. To learn a new spell a spellcaster must first have an appropriate [[Caster Level]], then …

  • Casting Spells

    To cast a spell one must meet a number of requirements. You must know the spell (see [[Learning Spells]]), you must have the necessary amount and type of mana available (or allied mana, see below), and you must have all necessary material components or …

  • Counterspelling

    It is possible to use raw energy to counter an opponent's spell. By doing so, the caster is using the power of an Opposing mana type of the target spell in order to cancel it out. *How Counterspells Work* p. To use a counterspell, the character must …

  • Mana-Touched

    Mana-touched traits allow a character to add mana points to a pool without actually having the proper attunement feat. These traits may only be selected if a campaign is using secondary mana essences. *Red-Touched* p. _Benefit:_ You may allocate new …

  • Character Advancement

    As player characters overcome challenges, they gain experience points. As these points accumulate, PCs advance in level and power. Basic character advancement is detailed in *Table: Character Advancement and Level-Dependent Bonuses*. *Advancing Your …

  • Goblins

    Goblins are small, gangly humanoids that are known for their mischievous natures, tenacity in battle, low intellect, and affinity for explosions. Goblins used to live in the mountainous forests of northern [[Dentyr]], but since the wasting spread north …

  • Post-Combat Bleeding

    For every 10 hit points a character is missing after a combat (or other dangerous situation), the Post-Combat Bleeding condition deals them 1 point of bleed damage at the end of every minute after that situation has ended. This is notably distinct from …

  • Alcohol Rules

    *Consumption* p. When a character consumes alcoholic beverages in excess, they go through gradual states of intoxication. Characters can consume one drink per 6 points of Constitution, per hour, without having to make any checks. This assumes that a …

  • Starfork

    !http://cdn.obsidianportal.com/assets/184267/Midport_-_Sunset_Fields.jpg(Midport sunset fields)! *Notes* p. Starfork is a Small Port City, with 7500 inhabitants. The city is set on a small island off from the Erathell coast and is one of the three …

  • Celanthiral

    !http://cdn.obsidianportal.com/assets/184271/Elven_City_2.jpg(Elven city 2)! *Notes* p. Celanthiral is a Trade Metropolis, with 21500 inhabitants. * Does Have: 52 Jewelers (1 visited, unnamed, rest unvisited), 14 Blacksmiths (1 metal merchant …

  • Laquaran

    !http://cdn.obsidianportal.com/assets/184272/Laquaran.jpg(Laquaran)! *Notes* p. Laquaran is a Metropolis Port City, with 14,250 inhabitants. The largest port on Creed, Laquaran sprawls out over a small grouping of islands, ports ringing the entire …

  • Hope

    !http://cdn.obsidianportal.com/assets/184277/Beautiful_Northlands_and_Flower.jpg(Beautiful northlands and flower)! *Notes* p. Hope is a Small Town, with 1800 inhabitants. Hope has a small port and has all ammenities of a town population base of 1800 …

  • Harcourt

    !http://cdn.obsidianportal.com/assets/184278/Southern_Port_-_Sunset_Fields.jpg(Southern port sunset fields)! *Notes* p. Harcourt is a Small City, with 6100 inhabitants. Set on the southern edge of the Erathell coast, the city is surrounded by …

  • Wild Spells

    A character may only cast [Wild] spells if they possess a fractured essence (also known as having a [[Wild Magic|Surge Die]]). Wild mages gain all core Wild Spells as imbued spells as soon as they meet the listed prerequisites. Any other character with a …

  • New Spells

    The spells below have either been created by player characters or by the DM or are old spells that have been altered to the point that they require their own page. *Red* * [[Wild Spells]], 1st-9th * [[Flamespike]], 1st * [[Globule of Chaos]], 2nd * …

  • Globule of Chaos

    *Globule of Chaos* * Evocation [Chaos] * Level: Red 2 * Components: V, S * Casting Time: 1 standard action * Range: close (25 ft. + 5 ft./2 levels) * Target, Effect, or Area: globule projectile of chaotic energy * Duration: instantaneous (1 round …

  • Pool Focus

    *Pool Focus [Mana]* p. Choose a mana pool. Any spells you cast of that pool are more difficult to resist. * _Benefit:_ Add +1 to the Difficulty Class for all saving throws against spells from the pool of mana you select. * _Special:_ You can gain …

  • Welbeck

    *Notes* p. Welbeck is a Village, with 800 inhabitants. Welbeck is a small farming town. Welbeck was a relatively wealthy town about one hundred years ago, but has in the last 50 years fallen into a local economic recession. There are some empty houses in …

  • Serra's Gift

    Serra is depicted in a number of forms, always as an angelically-winged version of the race of the worshiper. Serra is often depicted with a sword and shield, and often in either full armor or just in a dress. !http://cdn.obsidianportal.com/assets/ …

  • The Old Lords

    The five elven lords and ladies of Old. Divine beings that once watched over the elves, they came to Creed to aid their brethren as they struggled under the malice of the fae. After using their divine might to seal the fae within their forest prison, the …

  • Redburn

    *Notes* p. Redburn is a Small Town, with 1500 inhabitants. Primarily a fishing, but known for some arcane studies and exports from the Duvain family's presence in the area. * Does Have: 1 Blacksmith (Conbert's Extraordinary Armor and Shields), 3 …

  • Cervin

    The steed of choice for elves, these graceful creatures resemble long-legged deer with elegant horns cresting over their heads. Some very rare Cervin are born with wings, though this is a trait that never breeds true and these creatures are incredibly …

  • Cuffhound

    Large canines employed by elves as trackers and attack dogs, these hounds have an independent spirit and tend to distrust nonelves. Nearly as strong as dire wolves, these hounds have incredibly strong curved claws with provide incredible traction in the …

  • Communal Longstrider

    *Communal Longstrider* * Transmutation * Level: Red 2 * Components: V, S, M (A pinch of dirt) * Casting Time: 1 standard action * Range: Touch * Targes: Creatures touched. * Duration: 1 hour/level (D) * Saving Throw: Will negates (harmless) * …

  • Wraithstrike

    *Wraithstrike* * Transmutation * Level: White, Blue, or Black 2 * Components: V * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: Until the end of turn _When you cast this spell, your melee weapons or natural weapons …

  • Flamespike

    *Flamespike* * Evocation [Fire] * Level: Red 1 * Components: V * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: Until the end of your next turn. _When you cast this spell, flame ripples around your weapons, ready to …

  • Lightning Surge

    *Lightning Surge* * Evocation [Electricity] * Level: Red 3 * Components: V * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round/caster level or until discharged; see text _Lightning crackles out along your weapons …

  • O-Kamachi

    !http://cdn.obsidianportal.com/assets/206249/The_Spirits.jpg(The spirits)! h3. The Myojin *The Myojin of Infinite Rage* !http://cdn.obsidianportal.com/assets/251725/Myojin_of_Infinite_Rage.jpg(Myojin of infinite rage)! *The Myojin of Life's …

  • Reputation and Renown

    The politics of Creed can be a complex, interwoven mess at the best of times. Fortunately, the recent centuries has been relatively peaceful, with alliances holding steady, trade flourishing, and even Keld playing nice. Many attribute this to the serious …

  • Reputation Bonuses

    Each level of reputation gained with an organization - as tracked in [[Reputation and Renown]] - grants a bonus to the players. Gaining this bonus requires some amount of training (always offered for free by the organization), usually taking between an …

  • Wish I May, Wish I Might

    _Have the wish I wish tonight._ *Benefits* p. Whenever you begin to cast a _Wish_ spell (whether personally or through an item), so long as you can see at least one star in the sky you gain the benefits of an "Augury":http://www.d20pfsrd.com/magic/all …

  • Ravenglass

    *Notes* p. Ravenglass is a Village, with 500 inhabitants. Ravenglass is a small farming town and is well known for producing a unique glass made with the colorful sands from the nearby coast and has a slew of expert glassblowers. Unfortunately, …

  • Millton

    !http://cdn.obsidianportal.com/assets/221769/Millton.jpg(Millton)! *Player Notes* * A wonderful vacation spot for the whole family. Hundreds of activities available every day, such as being horribly murdered, getting used as spell components for …

  • Celanthiral Academy

    !http://cdn.obsidianportal.com/assets/222667/Court_of_Ancient_Rites_-_Elven_Lands.jpg(Court of ancient rites elven lands)! Four hundred feet tall. The exterior of the bottom of the tree is set with student housing. The first three floors contain a …

  • Saprazzan Steel

    Saprazzan Steel is a metal mined from the bottom of the ocean floor by the merfolk, though no one's exactly sure where the name comes from. A red metal with what appears to be veins of mother of pearl running through it, Saprazzan Steel is highly valued …

  • Rustmetal

    Rustmetal is a highly magical metal that appears to be a red-gray iron on the verge of rusting away completely. Veins of this metal are on rare occasion found in iron mines, most often down in the Ashridge Mountains. Despite it’s appearance, Rustmetal is …

  • Spirit Silver

    Spirit Silver is a very soft, silver metal that constantly weeps a faint amount of pale mist. The metal comes from Ikari most commonly and is formed from kami passing through a normal vein of silver over the course of many, many years, making it …

  • Loxodon Warhammer

    The loxodon warhammer is a long handled mace with a large head, a sturdy steel haft, and a heavy counterbalance, usable only by [[Loxodon]]. Many loxodons will practice with these warhammers in their youth but only a handful ever pick up how to use one …

  • Clawed Scythe

    The clawed scythe resembles a large raptor claw on the end of a pole usable only by [[Avens|aven]] and [[Avens|elen]]. The clawed scythe is particularly favored by the aven and elen that follow a more lawful bent and prefer taking their enemies in for …

  • Shielded Staff

    The shielded staff is a longer version of the quarterstaff with large shield plating along one side of it usable only by [[Avens|raypen]] and [[Avens|owl avens]]. The weapon acts as weapon and shield both, giving considerable defense to the often frail …

  • Morphic

    *Morphic:* A weapon with the morphic enchantment can alter between two different forms. A morphic weapon may shift at will between its original form and one other form, chosen upon enchanting. Shifting a morphic weapon is a swift action. Cost: 5000 gp.

  • Powerstones

    Powerstones are mysterious gemstones that contain incredible amounts of power. While it's clear the gemstones are of artificial creation, there are no records of their origin on Creed and so far all attempts to create a powerstone have failed. …

  • Gold

    Gold in its pure form is a dense, soft, yellow metal that is highly malleable and ductile. Gold is the second most valuable non magic metal on Creed. Due to its rarity and durability, it is a popular material for metalworking into jewelry and other art. …

  • Copper

    Copper is a reddish brown metal. It is very ductile and malleable. It is commonly used as trade bars, weapons, crude jewelry, and in the brewing of alcohol. Copper is used for coinage and is also one of the main components in the alloy bronze. …

  • Electrum

    Electrum is a naturally occurring alloy. It is primarily made up of gold, followed by silver, and some trace amounts of copper and other metals. The proportions vary, but around 75% gold, 20% silver, 4% copper, and the remainder in trace metals is …

  • Platinum

    When pure, platinum looks grayish-white and firm. This metal is very corrosion resistant, never forming a patina unless scarred with highly caustic substances. More valuable than gold, this metal is the most valuable non-magic metal commonly available in …

  • Silver

    Silver is a soft, white, lustrous metal. It is commonly used as trade bars, jewelry, ornamentation, utensils, and occasionally mirrors, though alchemists have found many uses for the metal as well. It is also occasionally used in to create weapons to hunt …

  • Adamantine

    Adamantine is an incredibly hard, black metal occasionally found running in veins deep underground. Highly magically absorptive and incredibly difficult to break, adamantine is valued by Crafters, mages, and warriors alike. Adamantine has 40 hit points …

  • Arandur

    Arandur is a rare natural metal found in igneous rock, usually as streaks of blue-green ore amid vitreous glass. So that it does not become as brittle as the glass it is found in, it must be tempered with a specific alchemical bath (see below) in its …

  • Bog Iron

    Bog iron is a type of iron ore. It is commonly found in marshes or bogs. These are impure deposits of iron that are usually found mixed with goethite, magnetite, and quartz. These deposits are near or on the surface so do not require mining to reach - at …

  • Cold Iron

    Cold iron is a pale blue metal brought up from deep iron mines, particularly those near outcroppings of the faewoods. Cold iron takes it name from the fact that it has to be regularly exposed to near-freezing temperatures during its forging process, …

  • Ferroplasm

    A strange substance gathered from the elemental mines of Limbo, this malleable metal holds its shape only in the hands of an elemental being. When an item forged with ferroplasm is unattended or held by a non-elemental creature, it melts into an ooze-like …

  • Iron

    Iron has a dull black color normally, but quickly streaks with flaking red when it rusts. When combined with carbon, iron can form the alloy steel. Iron is primarily found in the minerals hematite, magnetite, and taconite.

  • Lead

    Lead is a soft, heavy, ductile, and very malleable metal. It is bluish white when freshly cut but quickly tarnishes to dull gray in air. Lead has many uses throughout Creed. It is used as an ingredient in many glazes used on pottery. It is also a …

  • Mithral

    Mithral is a very rare, silvery, glistening metal that is lighter than iron but just as hard, mined most primarily from rich deposits surrounding Celanthiral. When worked like steel, it becomes a wonderful material from which to create armor and is …

  • Tin

    Tin looks silvery-white and is very malleable - that is, easily worked with. It is also very ductile and crystalline. It resists corrosion and it is often used to coat other metals or is combined with them to form rust-resistant alloys. Tin is a …

  • Bronze

    Bronze is a sentient-made alloy that is extremely rare in nature. Typically, bronze is 60% copper and 40% tin, but different proportions and copper alloys with other metals are known. With the exception of steel, bronze is superior to iron in almost …

  • Brass

    Brass is a sentient-made alloy that is extremely rare in nature. The proportions vary widely, but its two primary materials are copper and zinc. Brass is used in decorative ways as it cannot hold up to a lot of friction and is prized for its gold-like …

  • Steel

    Steel is an alloy of the metal iron and carbon. The most common source of the carbon is charcoal. While steel holds an edge better that iron, and is harder and stronger, it also tends to be more brittle. Its ability to take and keep a sharp edge makes it …

  • Zinc

    Zinc looks like a bluish-white metal. It tarnishes very easily in moist air. It can be set on fire and burns with a bluish-green flame. Found in its natural ore state, a rock called calamine, it is sometimes used for medicinal purposes. Zinc is …

  • Telstang

    Telstang is an unusual alloy of copper, mithral, platinum, and silver that most often sees use by mages in wartime due to its unique protective properties. Telstang is a dull silver in hue, rather like pewter, and is known as the singing metal because it …

  • Blue Ice

    Found only in the depths of the most ancient glaciers in northern Alabastra and the Diamond Steppe Isle, veins of blue ice are often sought out by the hearty [[Catfolk|nishoba]]. Also known as coldsteel, blue ice appears as dark blue, opaque ice that …

  • Rimefire Ice

    This form of ice is found only in the northernmost icebergs inhabited on the Diamond Steppe Isles. These icebergs are approximately 95% normal ice, but the remaining 5% consists of veins of pale blue ice that glows softly, providing illumination equal to …

  • Stygian Ice

    This extraplanar ice comes from the river Styx, the strange river that passes from The Lands of Light, through Creed, and into The Dark Lands. Forming in long veins along the bottom of the river before breaking off and floating to the surface, this ice is …

  • Magna-Flail

    A magna-flail, also known as a doom flail, is a two-handed flail with a long chain and an obscenely large and unwieldy head. Unlike many weapons, however, magna-flails are inherently magical. Because of this, [[Demons|lesser demons]] and [[True Demons| …

  • Magna-Halberd

    A magna-halberd, also known as a flame spike, is a two-handed weapon with a flame-shaped form and unbalanced blade. Unlike many weapons, however, magna-halberds are inherently magical. Because of this, [[Angels|fire angels]] that train extensively with …

  • Magna-Trident

    A magna-trident, also known as an ice spike, is a two-handed weapon with a wave-shaped form and unbalanced head. Unlike many weapons, however, magna-tridents are inherently magical. Because of this, [[Angels|ocean angels]] that train extensively with the …

  • Masterwork

    A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls. The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding …

  • Dwarvencraft

    While masterwork weapons are available from any skilled craftsman, the dwarves have perfected their skills to an almost magical degree. They possess secrets of smithing and weapon engineering that outstrip many cultures around the world - perhaps save the …

  • Ceremonial

    Crafted out of only the finest materials, always displaying the crest of the wearer, and decorated with gemstones and silks, ceremonial armor is an absolute beauty to behold. While not strictly designed for combat, ceremonial armor is the knight's choice …

  • Castle-Forged

    Castle-forging a metal while it is being forged is a costly refinement process usually only undertaken for nobles or the members of a ruler's guard. By refining the base material with metals suffused with specific mystical unguents more commonly used for …

  • Material Quality

    Materials can have one of four different qualities. Materials found in the wild can be discovered in these various qualities, and material workers (metallurgists, tanners, cloth spinners, and woodworkers, mostly) can [[Refined|Refine]] lesser quality …

  • Refined

    Refining a material is a costly process used to improve that [[Material Quality|material's quality]] by a material worker (metallurgists, tanners, cloth spinners, and woodworkers, mostly). A material can be refined while it is first being processed, or an …

  • Tabards

    A tabard is a short coat, open at the sides and so usually belted, worn either as clothing, over armor, or underneath an open-fronted mage's robe, and is emblazoned with the bearer's arms or the mark of an organization they belong to (such as a church, …

  • Thran Steel

    Thran Steel is a bronze colored steel that sheens white in the light. This incredibly magical metal is arguably one of the most rare substances on Creed and is found almost exclusively as small shards in the wastelands of Dentyr. While the few alchemists …

  • Glass

    Glass is a clear solid that is made by combining sand, _soda ash_ from certain plants, and _lime_ from limestone. In Creed it is used for everything from lanterns to windows to vials. The addition of other trace minerals can change to color of glass, …

  • Rubber

    Rubber is an elastic, water proof material made from the sap of the _Latog_ tree. The sap itself is a defensive mechanism of the tree to protect it from damage. While any metal works, the most popular type of spigot is made from bronze as it seems to take …

  • Silk

    Silk is a type of cloth. It is made by spinning the fibers from the silk worm's cocoon. The caterpillars are killed before they emerge and the entire cocoon is unraveled as one continuous thread. The material is strong, soft, and shimmers, refracting …

  • Chiffon

    Chiffon is a lightweight, balanced plain woven sheer fabric which is woven with alternate S- and Z-twist crepe (high-twist) yarns. The twist in the crepe yarns puckers the fabric slightly in both directions after weaving, giving it some stretch and a …

  • Damask

    Damask is a figured fabric of silk, wool, linen or cotton, with a pattern formed by weaving. Made with one warp and one weft in which, generally, warp-satin and weft sateen weaves interchange. Twill or other binding weaves may sometimes be introduced. The …

  • Drill

    Drill is a strong, durable cotton fabric with a strong bias (diagonal) in the weave. It can be used unbleached, although it is more often bleached, or dyed. The lighter weights are used in such clothing items as shirts, blouses, and martial arts wear. …

  • Felt

    Felt is a non-woven cloth that is produced by matting, condensing and pressing fibers. While some types of felt are very soft, some are tough enough to form construction materials. Felt can be of any color, and made into any shape or size. Felt is the …

  • Gabardine

    Gabardine is a tough, tightly woven fabric used to make overcoats, trousers and other garments. The fiber used to make the fabric is traditionally wool, spun into a worsted yarn, but it may also be made from cotton. The fabric is smooth on one side and …

  • Houndstooth

    Houndstooth or _houndstooth check_ is a duotone textile pattern, characterized by broken checks or abstract four-pointed shapes. The traditional houndstooth check is made with alternating bands of four dark and four light threads in both warp and weft …

  • Lace

    Lace is an openwork fabric, patterned with open holes in the work, created through lacemaking. Originally linen, silk, gold, or silver threads are often used. More common lace is often made with cotton thread. A few modern artists in Celanthiral make …

  • Linen

    The term linen refers to yarn and fabric made from flax fibers. The word also refers to lightweight undergarments such as shirts, chemises, waistshirts, lingerie, and detachable shirt collars and cuffs. Linens are manufactured almost exclusively of fibers …

  • Organza

    Organza is a thin, plain weave, sheer fabric traditionally made from silk, the continuous filament of silk worms. Silk organza is used for bridal wear and evening wear. In the interiors market it is used for effects in bedrooms and between rooms as …

  • Sateen

    Sateen is a cotton fabric with a satin-like finish. Sateen may be bleached, dyed, or printed. Sateen produces the sheen and softer feel through the use of a different structure in the weaving process. The sateen structure is four over, one under, …

  • Satin

    Satin is a cloth that typically has a glossy surface and a dull back. It is a warp-dominated weaving technique that forms a minimum number of interlacings in a fabric. If a fabric is formed with a satin weave using filament fibers such as silk the …

  • Serge

    Serge is a type of twill fabric that has diagonal lines or ridges on both sides, made with a two-up, two-down weave. The worsted variety is used in making military uniforms, great coats, and trench coats. Its counterpart, silk serge, is used for linings.

  • Stuff

    Stuff is a type of coarse thickly woven cloth. Originally it was entirely of wool, but later a woolsey-linsey cloth, made with a warp of linen yarn and a worsted weft.

  • Taffeta

    Taffeta, or taffety, is a crisp, smooth plain woven fabric made from silk. It is considered to be a "high end" fabric, suitable for use in ball gowns, wedding dresses, and in interiors for curtains or wall coverings. There are two distinct types of silk …

  • Tweed

    Tweed is a rough, unfinished woolen fabric, of a soft, open, flexible texture. It is made in either plain or twill weave and may have a check or herringbone pattern. Subdued, interesting color effects (heather mixtures) are obtained by twisting together …

  • Burlap

    Burlap or hessian cloth, is a coarse woven fabric usually made from jute or hemp and allied vegetable fibers. It is created with a plain weave. Burlap is often used to make sacks and bags to ship goods like coffee beans. It is breathable and thus …

  • Cotton

    This fiber is most often spun into yarn or thread and used to make a soft, breathable textile, which is the most widely used cloth in clothing. Cotton fiber, once it has been processed to remove seeds (ginning) and traces of honeydew (a secretion from …

  • Wool

    Wool is the fiber derived from the fur of animals, principally sheep, but the hair of certain species of other mammals such as goats, llamas and rabbits may also be called wool. Wool has two qualities that distinguish it from hair or fur: it has scales …

  • Leather

    Leather is a processed form of animal hide. It must first be cleaned - both of the detritus of its previous owner and whatever hair it might have growing from the other side. It also has to be softened a bit in order to make it into useful things such as …

  • Hide

    Hide has at least two different, important meanings. The most basic and obvious one is when it is still the skin of an animal. The animal is taken from nature via a skilled hunter or a wily trapper. It may also be raised from birth for the slaughter by a …

  • Tanning

    A tanner is the person to which animal hides are taken to be cured and turned into useful leather and sometimes parchment. While potentially profitable, the facility in which this process occurs, known as a tannery, are not welcome within a town. The …

  • Frystalline

    This magical crystalline growth appears in veins of metal near holy, or unholy, sites. The crystalline growth is said to contain divine energies and any weapon made of frystalline is treated as either a good-aligned or evil-aligned weapon for the purpose …

  • Damage Types

    In a world filled with magic and mystical creatures, there are uncountable ways to harm your foes. Below is a list of many of the types of damage you can encounter on Creed. Unless otherwise specified, damage ablation (as rare as it is) is functional …

  • Barbarians

    Closely related to [[Humans]], barbarians are taller and thicker in comparison but otherwise appear almost identical to their smaller cousins. Thought by many to be the ancient descendants of giants and humans, barbarians make their home in the valleys …

  • Unbound Dryad

    Unbound dryads are dryads that have split themselves from their tree to let them explore the world, or are the [[Half-breeds|descendants]] of dryads that did this at some point in the past. First-generation dryads (those that had to split themselves from …

  • Dwarves

    Dwarves are a race of hardy humanoids that call the mountains of southern [[Coricona]] home. Building their cities underneath the massive mountains (more commonly known as Halls or Khaz, in the dwarvish tongue), the dwarves call [[Khaz Kvinn]] on the …

  • Elves

    Elves are a race of lithe humanoids who make their homes in the Great Forest of Erathell. Building their homes in the mystically protected [[Trails of the Elven Lords]], the elves tend to build taller cities rather than wider cities, climbing up into the …

  • Keldons

    Keldons are a warmongering race of humanoids that live in the arctic nation of Keld in [[Alabastra]], making [[The Necropolis]] their racial capital. Keldons are commonly thought to be the greatest contributor to the origin of the human race, the two …

  • Kenku

    Kenku are anthropomorphic raven humanoids who live primarily in Klurikon, but small communities of them can often be found in cities across Creed. Thought by many to be cousins or descendants of the [[Avens|aven]], both the flightless kenku and the aven …

  • Humans

    Humans are a genetically neutral race of humanoids that make their homes across Creed. Though some call [[Divinity's Reach]] the human capital, many challenge those claims. Humans are present in almost every culture across Creed and are well known as …

  • Loxodon

    Loxodons are elephantine monstrous humanoids that make their homes in small communities across Creed. Loxodons are an incredibly spiritualistic people, believed by many to be the oldest of all sentient species. Loxodon have established a number of small …

  • Nezumi

    Nezumi are anthropomorphic rat humanoids who live primarily in Klurikon. Nezumi tend to live in massive warrens deep in the bogs, filthy places but usually well-hidden. Nezumi are a cowardly but fairly brutal race, submitting quickly to someone greater …

  • Minotaurs

    Minotaurs are bovine monstrous humanoids that make their home in the southern mountain ranges of [[The Ashridge Mountains]] in [[Coricona]]. Tribalistic and brutal warriors by nature, minotaurs historically waged great wars against the dwarves, barbarians …

  • Vedalken

    Vedalken are alien-looking humanoids that make their home on the western coast of the Twin Kingdoms in [[Coricona]], [[Asuren]] functioning as a "racial capital" of sorts. The vedalken are a people with little emotion and a dispassionate view toward life. …

  • Viashino

    Viashino are reptilian monstrous humanoids that once made their homes in the great deserts and magnificent cities of Rhyza Varus in western [[Dentyr]]. They are historically a very reclusive race — few but their neighbors or the most educated even knew of …

  • Races in the World

    While the many races of Creed have spread across the various continents, especially in the most recent centuries of relative peace, many races still hold racial homes and are still much more likely to be found in certain places. Below is a list of various …

  • Animals

    !http://cdn.obsidianportal.com/assets/228230/Loam_Lion.jpg(Loam lion)! !http://cdn.obsidianportal.com/assets/228457/Imperiosaur.jpg(Imperiosaur)!

  • True Demons

    *Demons* [[File:404832 | class=media-item-align-none | Cackling_Imp.jpg]] *Devils* !{height:527px;width:720px}http://cdn.obsidianportal.com/assets/228234/Bloodgift_Demon.jpg(Bloodgift demon)!

  • Fae

    !http://cdn.obsidianportal.com/assets/228242/Murderous_Redcap.jpg(Murderous redcap)! !http://cdn.obsidianportal.com/assets/228235/Oonas_Blackguard.jpg(Oonas blackguard)!

  • Ogres

    Ogres are massive, brutish humanoids with low intelligence (with some exceptions) and a great bloodlust. Ogres revel in the misery of others and when smaller races aren't available to crush between meaty fists or defile in blood-red lusts of violence, …

  • Oozes

    Oozes are amorphous blobs that exist only to consume whatever falls into their path, getting stronger in the process. Surprisingly resilient, these creatures typically generate spontaneously from a number of sources - failed alchemical experiments, …

  • Orcs

    Natives to the mountains and highland valleys of [[Dentyr]], orcs are large, green-skinned humanoids with a noble demeanor and a fierce passion for battle. Nomadic, shamanistic, and fairly reclusive by nature, orcs claim no racial lands, but see many of …

  • Plants

    Plants are organisms that produce their own food from inorganic matter by the process of photosynthesis and that have more or less rigid cell walls containing cellulose. While the grand majority of plants are unintelligent, there are a number of species …

  • True Shapeshifters

    True shapeshifters are creatures that can change their shape at will. There are a number of different types of shapeshifters, some even existing as truly unique entities. While lesser shapeshifters, humanoid in both mind and body, are only capable of …

  • Spirits

    A spirit is a sentient entity composed of energy tied to a deceased being. Unlike ghosts, spirits have no necromantic ties, though they are nevertheless stuck souls that cannot pass beyond. While many spirits simply wander through the world, some are …

  • Banned Spells

    The spells below have been banned by group decision. Be aware that some spells have become [[Spells|Legendary, Trial, or Imbued spells]], and thus cannot be learned without the noted efforts and do not appear on the allowed or banned spells list. * …

  • Unluck

    *Unluck* * Divination * Level: Black 3 * Components: V, S, M (A piece of a broken mirror) * Casting Time: 1 standard action * Range: Close (25 ft. + 5 ft./2 levels) * Target: One creature * Duration: 1 round/level * Saving Throw: Will negates * …

  • Summon Lightning Elemental IV

    *Summon Lightning Elemental IV* * Conjuration (Summoning) [Electricity] * Level: Red 4 * Components: V, S, F (A lightning elemental figurine worth 450 gp) * Casting Time: 1 round * Range: close (25 ft. + 5 ft./2 levels) * Effect: One summoned …

  • Huge Lightning Elemental

    *Huge Lightning Elemental* * Neutral, Huge outsider (air, elemental, extraplanar, conjuration) * Senses darkvision 60 ft.; Perception +13 _Defenses_ * AC 22, touch 20, flat-footed 10 (+11 Dex, +1 dodge, +2 natural, –2 size) * HP 105 (10d10+50) * …

  • Classic Elementals

    *Earth Elementals* p. !http://cdn.obsidianportal.com/assets/229756/Earth_Elementals.jpg(Earth elementals)! *Air Elementals* p. !http://cdn.obsidianportal.com/assets/229757/Air_Elementals.jpg(Air elementals)! *Fire Elementals* p. !http://cdn. …

  • Kami

    Kami are "great spirits", spectral beings that associate with almost anything in the world, tied to places, objects, or even concepts. They come in an overwhelming variety of forms, even among the same "species" of kami, each capable of very alien and …

  • Insects

    Insects are among the most diverse groups of animals on the planet, including insects, arachnids, other arthropods, worms, and similar invertebrates, and representing more than half of all known living organisms. Incredibly diverse, while most insects are …

  • Half-breeds

    Given the number of species in the world, it's not surprising that a number of the inevitable trysts between them lead to the birth of half-breeds. In some cases, one lineage will overcome the other, creating a fundamentally pure-breed from even mixed …

  • Skillful Crystal

    A skillful crystal is often used by mages who wish to expand their martial repertoire without resorting to all the unpleasant physical effort that would normally entail. So long as the skillful crystal is embedded in a masterwork simple or martial …

  • Chirbury

    *Notes* p. Chirbury is a Thorp , with 61 inhabitants. Chirbury is very near the center of the Sunset Fields and vegetables and fruit grows incredibly rapidly here, almost like a weed. * Does Have: 1 law officer * Doesn’t Have: No restaurants * …

  • Heart of Water

    *Heart of Water* * Transmutation [Water] * Level: Blue 3 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target: You * Duration: 1 hour/level (D) or until expended _The crashing of waves echoes in your ears. This spell …

  • Heart of Air

    *Heart of Air* * Transmutation [Air] * Level: Blue 2 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target: You * Duration: 1 hour/level (D) or until expended _You feel light as a feather, as if the slightest breeze …

  • Heart of Earth

    *Heart of Earth* * Transmutation [Earth] * Level: Green 4 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target: You * Duration: 1 hour/level (D) or until expended _You feel your flesh strengthen with the power of stone …

  • Heart of Fire

    *Heart of Fire* * Transmutation [Fire] * Level: Red 5 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target: You * Duration: 1 hour/level (D) or until expended _You feel a sudden flame burning within you. This spell …

  • Unholy Strength

    _Embrace temptation and seek power in the dark places of the heart._ *Benefits* p. You gain a +2 Profane bonus to Strength, +1 damage on all attacks (including weaponized spells), and 8 hit points.

  • Oakstone

    Despite their gemstone appearance, oakstones are not a product of the earth, but of a tree. With sizes ranging from an acorn to a pinecone, oakstones are translucent, reddish-brown in color, and contain branch-like inclusions. As hard as a ruby, an …

  • Coin Names

    Below is noted the various groups and nations in the world and what currencies they use and typically accept. Barter is typically accepted within any nation, though those that explicitly note barter mean that _only_ barter is accepted - your coinage will …

  • Truesteel

    Truesteel is a fine iron that needs no alloy and shines with a silvery gleam, found occasionally in iron mines. Truesteel holds a slightly sharper edge than steel but is otherwise nearly identical. Truesteel is somewhat easier to work with compared to …

  • Celestial Heartwire

    An incredibly fine, flexible metal found only in mines and outcroppings of ore in The Lands of Light. It is not suitable for making an entire suit of armor, but small sections of heartwire can be incorporated into armor to reinforce vital areas. This …

  • Flametouched Iron

    Mined only in the southern Ashridge Mountains, often near subterranean rivers, flametouched iron is rare and considered sacred by followers of Fiers. When mined, this iron variety has a speckled pale red color, resembling rusting iron. When flametouched …

  • Wild Magic

    In some areas of Creed, the mana is so warped or frayed that magic rarely functions reliably. This damage may be due to some magical disaster or due to some powerful effect that fractures mana, such as breaking [[Powerstones]]. While most zones of wild …

  • Wild Items

    Wild items are objects created by wild mages by infusing fragments of wild magic into the item during its creation. This may be done by the wild mage either drawing the power of an area of wild magic into themselves and the item during the item's creation …

  • Nymphology

    Though rarely discussed, the fact is the erotic arts are one of the most beguiling and least discussed aspects of the mystical professions. Just as with all other aspects of magic there are dangers and rewards both. There is no immorality here, just the …

  • Demonology

    The practice of demonology, that is, the study and control of beings from the dark lands, is one of lengthy research and sheer force of personality. The strength of mind required to hold the most minor of demons in check is beyond the imagination of most …

  • Absinthe

    * Type: Liquor * Quality: Excellent _Description:_ An alcoholic liqueur flavored with wormwood, an aromatic plant which provides nice flavor and color to absinthe. “Madness and death are not things to which I aspire.” is a common saying to those that …

  • Aliant

    * Type: Wine * Quality: Excellent _Description:_ A brilliant blue dry wine made by catfolk. This wine is produced from berries of the alia plant, a plant exclusive to the dark valleys of Ikari's jungle. Each Alia plant will produce at most a fourth of …

  • Blink Dog 20-20

    * Type: Wine * Quality: Normal _Description:_ Nicknamed "Blink Dog 20/20" by locals, this wine is touted by its ’connoisseurs’ as “grape squeezins with a kick." This less-than-remarkable wine is the poor man’s drink in many port dives and small towns. …

  • Bloody Mary

    * Type: Liquor * Quality: Excellent _Description:_ A very exotic and questionably evil drink, a Bloody Mary contains strange, rare, and usually illegal ingredients: pure tomato juice, rare Tabasco sauce (a spicy additive with the main ingredient being …

  • Brindleberry Wine

    * Type: Wine * Quality: Normal _Description:_ This unusually alcoholic wine made from the brindleberry is a favorite across Creed, though is the center of much debate. It is a powerful aphrodisiac, and can cause a significant decrease in inhibitions …

  • Brown Mold Beer

    * Type: Beer * Quality: Normal _Description:_ A beer with a strong malted taste made from brown mold. In an unusual reaction to fermenting, the brown mold keeps the beer chill for long periods of time, even in hot climates. For this reason some tavern …

  • Cragg's Flaming Twister

    * Type: Liquor * Quality: Excellent _Description:_ A strange brew created by Cragg, a crazy half-ogre bartender. For as famously ugly as Cragg was, he managed to make one hell of a drink that's stayed famous around the world even decades after his …

  • Dimech Beer

    * Type: Beer * Quality: Poor Description: This potent beer was created by the dwarven artificer Dimech who was quite fond of being drunk but hated wasting his time getting there. Game Effects: This beer gets the drinker drunk fast. The save made …

  • Dornakh

    * Type: Liquor * Quality: Poor _Description:_ This liquor is a favorite of goblinkind, who distill this most strange and potent liquor. Civilized races view this drink as a distorted form of whiskey. It is dull red in color with a harsh metallic …

  • Dragon's Blood

    * Type: Liquor * Quality: Normal _Description:_ This bright red drink is said to have an interesting taste, similar to liquid fire, with a surprisingly rich and tingly aftertaste. Ale quenches the burning sensation somewhat, water makes it worse. …

  • Dragon's Breath

    *Dragon’s Breath* * Evocation [See text] * Level: Red, Green, White, Blue, or Black 6 * Components: V, S, F (a whole dragon scale from the chosen dragon type) * Casting Time: 1 standard action * Range: 30 ft. or 60 ft. * Area: cone-shaped burst or …

  • Dwarven Jalapeno Wine

    * Type: Wine * Quality: Very Poor _Description:_ For a wine, the alcohol content is fairly high, similar to Port, though it has a taste and consistency similar to drinking Tabasco sauce. While not necessarily the most unpleasant drink, many drinkers …

  • Dwarven Thrower

    * Type: Liquor (Mixture) * Quality: Excellent _Description:_ The Dwarven Thrower is a mixture of several types of dwarven liquors. It is so popular that it is sold premixed in all establishments of those run by dwarves. Some clans even have a rite of …

  • Ashridge Brandy

    * Type: Liquor * Quality: Excellent _Description:_ A superior brandy made with a variety of ingredients gathered from across all of the Ashridge. While all ingredients are fairly well known, the process for making this brandy is long, complicated, …

  • Fire Beer

    * Type: Beer * Quality: Normal _Description:_ While some unscrupulous tavern owners would have people think that this drink is made on/from the Elemental Plane of Fire, it is actually nothing more than obscure ale that started life as a practical joke …

  • The Flaming Amigo

    * Type: Liquor (Mixed) * Quality: Very Poor (an acquired taste) _Description:_ A dangerous drink indeed. The ingredients tell it all: * 2 oz. dark rum * 2 oz. light rum * 2 oz. 150 proof rum * 2 oz. vodka * 2 oz. whiskey * 2 oz. tequila * 2 …

  • Gammonberry Wine

    * Type: Wine * Quality: Excellent _Description:_ A highly intoxicating but delicious drink. This wine is very expensive as it uses a number of rare fruits to produce (with gammonberry being the main ingredient). A famous story says that when offered …

  • Glempe

    * Type: Wine * Quality: Good (Acquired Taste) _Description:_ Glempé is created by the Ashridge barbarians. Originally made as a drink for long travels, the violent nature of the drink found it a special place as a test of strength during coming of age …

  • Green Slime Wine

    * Type: Wine * Quality: Excellent _Description:_ This very rare wine is made by using the remains of a small Green Slime. This can be either a white or a red wine, though it will always have a green tinge. If correctly brewed, the wine will have a …

  • Jagerbeir

    * Type: Beer * Quality: Normal _Description:_ Jagerbeir is a dark, bitter dwarven brew. This black beer is made of fermented fungus and cabbage. Over ten varieties of each make up the ingredients, which helps keep it a closely guarded secret (although …

  • Jolly Dwarf

    * Type: Liquor * Quality: Excellent _Description:_ The most popular and best straight whiskey in Coricona and, many would argue, the best on Creed. Jolly Dwarf has unfortunately become incredibly rare, as the distillery which made it was swept up in …

  • Klatchlan Coffee

    * Type: Liquor * Quality: Excellent _Description:_ A strong coffee liquor favored by the fire angels of Dentyr. Highly caffeinated, this drink is loved for its ability to keep a reveler going through even the most lengthy of festivals. _Game …

  • Lycanthrope Moonshine

    * Type: Liquor * Quality: Good _Description:_ This distilled whiskey has a unique cream flavor that's very popular amongst lycanthropes, although each type of lycanthrope (i.e. werewolf, werebear, etc.) has its own particular brand. Interestingly, …

  • Mages' Brew

    * Type: Liquor * Quality: Very Good to Excellent _Description:_ Mages’ Brew is a potent and smooth drink, one of the few alchemical drink creations to gain significant popularity. Spellcasters have a great deal of immunity to the effects of this drink …

  • Minotaur Malt Liquor

    * Type: Beer * Quality: Good _Description:_ This malt liquor beer is very popular amongst rough-and-tumble adventurers, largely due to its high alcohol content. The name symbolizes the hardiness of the brew. One popular advertisement is “Get Minotaur …

  • Obliviax Wine

    * Type: Wine * Quality: Normal _Description:_ Made with Memory Moss as an ingredient, this wine is very special and prized not for its taste but for its side effects. If the wine was properly fermented, the drinker will acquire the memories of …

  • Old Dragon's Breath

    * Type: Liquor * Quality: Excellent _Description:_ O.D.B. come in two varieties — Old Dragon’s Breath and Old Demon's Blood — which are very similar. Old Dragon's Breath is a coppery red liquor, made with a smooth vodka base mixed with sweet and hot …

  • Old Demon's Blood

    * Type: Liquor * Quality: Excellent _Description:_ O.D.B. come in two varieties — Old Dragon’s Breath and Old Demon's Blood — which are very similar. Old Demon's Blood, a smooth black liquor, is a Tabasco-infused tequila mixed to form a searingly …

  • Old One-Eye

    * Type: Beer * Quality: Poor _Description:_ Old One-Eye is a special brew almost all taverns are familiar with. The ingredients are one cask of a good beer, several casks of water (depending on the cheapness of the maker), and a bottle or two of poor …

  • Dwarven Pride

    * Type: Beer (sort of) * Quality: Normal _Description:_ Dwarven Pride is the result of one too many dwarves trying to perfect the Dwarven Thrower. While this alchemical drink is considered to be far inferior to the Thrower, many enjoy downing a …

  • Pulgue

    * Type: Liquor * Quality: Poor _Description:_ Pulgue is a fermented drink made in the the deserts of northern Dentyr. Made by the goblins of the region, it is made from the juice of a cactus plant called agave. It isn’t the best drink in the world, …

  • Red Righettini Fungus Beer

    * Type: Beer * Quality: Average _Description:_ Developed out of the Righettini fungus that grow in the deep caves of Dentyr, this beer is a favorite of many orcs and fire angels. Red Righettini Fungus Beer tastes like an odd beer, but has a fair …

  • Rocgut

    * Type: Liquor * Quality: Very Poor _Description:_ Created in a tarvern named the Red Roc, the main drink of the dive is suitably named Rocgut. Rocgut is a potent and disgusting brew, made from the bodily fluids of a slain roc, including the blood, …

  • Traveling the Oceans

    _In the Works_ _Please forgive the *awful* map, but I realized this should probably be posted_ *Oceanic Currents* p. Creed's ocean currents flow for great distances, and together they create the great flow of the global conveyor belt which plays a …

  • Magical Item Descriptors

    For all but the most novice adventurer, magical items are an integral part of their plans and often a vital part of their survival. However, not all items are made the same and knowing the occasionally subtle differences between the many types of magical …

  • Foxfire

    *Foxfire* * Evocation [Kitsune, Light] * Level: White 1 * Components: S * Casting Time: 1 swift action * Range: Medium (100 ft. + 10 ft./level), see text. * Effect: One glowing sphere of light * Duration: 10 minutes (D) * Saving Throw: Fortitude …

  • Sake

    * Type: Beer * Quality: Normal to Excellent _Description:_ Sake is an odd beer brewed from rice and served hot. Originally made by the avens of Dentyr, kitsune have long had a particular love for the drink and have turned its production into something …

  • The Silver Wolf

    * Type: Liquor * Quality: Fantastic _Description:_ This exotic vodka-like liquor is made from the blood of dire wolf alphas, unholy water, potatoes grown on hallowed ground, and a variety of secret additional ingredients. It is usually served in a …

  • Shocking Wine

    * Type: Wine * Quality: Very Good _Description:_ This excellent sparkling white wine is made of grapes from the Elemental Plane of Air and contains a small electric charge. Drinking this wine sends a pleasant shocking sensation through the imbiber. …

  • Tiefling Iced Tea

    * Type: Liquor * Quality: Very Good _Description:_ Tiefling Iced Tea is currently only made and served in the Black Sails Tavern in Klurikon. It is always served in a Blueshined steel mug as that is the only thing that can hold this brew without …

  • The Utter Moron

    * Type: Liquor * Quality: Excellent _Description:_ An incredibly rare drink made by dragons. Crafted from their elemental bile, bottled, and stored for five years, then combined with a mixture of whiskey and beer (few people know how much of each) …

  • Whimsey Wine

    * Type: Wine * Quality: Excellent _Description:_ Whimsy Wine is a rare concoction created by wild mages or in areas of wild magic. A fruity, fizzy drink, the effects of this alcohol can be most amusing. _Game Effects:_ Unless the drinker is a wild …

  • Yellow Mold Beer

    * Type: Beer (Malt) * Quality: Good _Description:_ A light-tasting and pale beer made from fermented yellow mold. While there is a slight chance that if some spores survive the fermentation process that the drinker will suffer from hallucinations, …

  • Zombie Killer

    * Type: Liquor * Quality: Good _Description:_ Zombie Killer is a black liquor made by fermenting a rare fungus that only grows on the bodies of zombies. While many rumors of some rather bizarre enchantments and rituals being required to make this …

  • Rainbow Dust

    * Type: Liquor * Quality: Good _Description:_ An unusual liquor that sparkles and glows various colors, radiating reds, blues, violets, oranges, yellows, greens, and various other spectacular colors. Occasionally a person might distinguish some sort …

  • Something to Remember

    * Type: Liquor * Quality: Good _Description:_ A pale blue drink with a sweet and subtle flavor. Made from a particular plant native to the [[The Faewoods | faewoods]], this drink is extremely expensive but holds the unusual ability to lock memories …

  • Amareth Wine

    * Type: Wine * Quality: Fantastic _Description:_ A very rare elven wine, this golden wine must be aged for over one hundred years. Rarely found outside private collections, the highly coveted Amareth is said to be the finest thing a person could ever …

  • Calavaasel

    * Type: Wine * Quality: Good _Description:_ Calavaasel is a light red wine with a wonderful, sweet taste. It acts as a mild stimulant and is quite popular during long feasts. _Game Effects:_ Normal.

  • Nine Days Dead Ale

    * Type: Beer * Quality: Normal (acquired taste) _Description:_ "Nine Days Dead" is the name of a particular brand of dark ale brewed by the Brimstone Brewery near the southern edge of the twin kingdoms. It is certainly an acquired taste, as it leaves …

  • Nythiral Wine

    * Type: Wine * Quality: Good _Description:_ This light, white wine is an unusual ocean angel creation. Created from a particular kelp native to Aasrugel, it was originally intended to be a dessert wine though it was quickly discovered to be quite …

  • Skahzim

    * Type: Beer * Quality: Very Poor _Description:_ Skahzim is also known as “Gladiator’s Grog." It is a thick, heavy drink with a nutty smell and a most repugnant taste. Skahzim temporarily boosts its drinker's combat prowess, but is exhausting and very …

  • Sylvanblood Wine

    * Type: Wine * Quality: Good _Description:_ This loathsome beverage appears to be a quality red wine and is one of few fae drinks known. Sylvanblood Wine, as the name implies, is the mingling of an average red wine with the blood of elves and the …

  • Tahku

    * Type: Beer * Quality: Very Poor _Description:_ Ogres periodically brew this vile ale. Tahku is a yellowish-green in color, has a thick and chunky consistency, and a nauseating smell which resembles the odor of stale sweat, rotten eggs, and drake …

  • Thorgar Ale

    * Type: Beer * Quality: Good (acquired taste) _Description:_ Thorgar ale is a heavy, rich drink, sometimes called “Delver’s Brew” by its original dwarven makers. Thorgar has a hearty taste, thick and full-bodied, though it seems rather harsh until one …

  • Val'Suul

    * Type: Wine * Quality: Normal _Description:_ Val’Suul is a particularly refreshing viashino brew, crafted from the desert vegetation of Rhyza Varus. Typically used while traveling the wastes today, it holds a particularly special place in viashino …

  • White Lotus Mead

    * Type: Beer * Quality: Good _Description:_ A light drink with a milky consistency and a sharp taste. A glass of White Lotus mead puts the drinker in a relaxed and euphoric state for about an hour, very similar to cannabis. Some people claim that they …

  • Something

    And boy oh boy will it be something-y. Just you wait and see.

  • Wings of Cover

    *Wings of Cover* * Evocation [Force] * Level: White 4 * Components: V * Casting Time: 1 immediate action * Range: Personal * Target: You * Duration: Instantaneous _Immense, partially translucent wings unfurl from behind you and shield you from …

  • Mukren

    h4. Mukren, the Runeclaw Bear * Male advanced runeclaw bear * Neutral Large (long) magical beast * *Senses* darkvision 60 ft., low-light vision, scent; Perception +22 _Defenses_ * *AC* 23, *touch* 12, *flat-footed* 19 (+4 Dex, +11 natural, –2 …

  • Forceful Strike

    *Forceful Strike* * Evocation [Force] * Level: Red 4 * Components: V, S * Casting Time: 1 swift action * Range: Touch or reach of melee weapon * Target: 1 creature * Duration: Instantaneous * Saving Throw: Fortitude partial (see text) * Spell …

  • Wreath of Entanglement

    *Wreath of Entanglement* * Evocation [See text] * Level: Green/White 4 or Green/Black 4 * Components: V * Casting Time: 1 swift action * Range: special; see text * Target: one creature * Duration: Until end of turn and 1 round/level; see text * …

  • Litany of Weakness

    *Litany of Weakness* * Necromancy [Language-Dependent] * Level: Black 2 * Components: V, S * Casting Time: 1 swift action * Range: Close (25 ft. + 5 ft./2 levels) * Target: One creature * Duration: 1 round * Saving Throw: No * Spell Resistance: …

  • Litany of Warding

    *Litany of Warding* * Transmutation * Level: Red or White 3 * Components: V, S * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round With this litany, you become more aware of your opponents. You can make two …

  • Litany of Sight

    *Litany of Sight* * Divination * Level: Blue 4 * Components: V, S * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round * Saving Throw: No * Spell Resistance: Yes This litany reveals the unseen to you. You can …

  • Litany of Escape

    *Litany of Escape* * Conjuration (teleportation) [language-dependent] * Level: Blue 5 * Components: V, S * Casting Time: 1 swift action * Range: close (25 ft. + 5 ft./2 levels) * Target: one willing creature that is grappled * Duration: …

  • Venomous Bolt

    *Venomous Bolt* * Necromancy [poison] * Level: Green/Black 5 * Components: V, F (The arrow or bolt to be fired) * Casting Time: 1 swift action * Range: 0 feet * Target: one arrow or bolt * Duration: 1 round * Saving Throw: Fortitude negates; see …

  • Reviving Finale

    *Reviving Finale* * Conjuration (healing) * Level: White 3 * Components: V, S * Casting Time: 1 swift action * Range: 20 ft. * Targets: Up to 1 ally/level, all of which must be within a 20-ft.-radius burst centered on you * Duration: …

  • Instant Enemy

    *Instant Enemy* * Enchantment * Level: Red, Green, White, Blue, or Black 5 * Components: V, S * Casting Time: 1 swift action * Range: Close (25 ft. + 5 ft./2 levels) * Target: One creature * Duration: 1 minute/level * Saving Throw: No * Spell …

  • Litany of Entanglement

    *Litany of Entanglement* * Conjuration (creation) [Language-Dependent] * Level: Green or White 4 * Components: V, S * Casting Time: 1 swift action * Range: Close (25 ft. + 5 ft./2 levels) * Target: One creature * Duration: 1 round * Saving Throw …

  • Blaze of Glory

    *Blaze of Glory* * Conjuration (healing) [Good, Mind-Affecting] * Level: White 7 * Components: V * Casting Time: 1 standard action or immediate action; see text * Range: 30 ft. * Area: 30-ft.-radius burst centered on you * Duration: Instantaneous …

  • Noble Sacrifice

    *Noble Sacrifice* * Abjuration * Level: White 3 * Components: V * Casting Time: 1 immediate action * Range: Close (25 ft. + 5 ft./2 levels) * Target: One creature * Duration: Instantaneous * Saving Throw: Fortitude negates (harmless) * Spell …

  • Foe to Friend

    *Foe to Friend* * Enchantment (compulsion) [mind-affecting] * Level: Blue 7 * Components: V, S * Casting Time: 1 immediate action * Range: Medium (100 ft. + 10 ft./level) * Target: one living creature * Duration: 1 round * Saving Throw: Will …

  • Word of Resolve

    *Word of Resolve* * Abjuration * Level: White 2 * Components: V * Casting Time: 1 immediate action * Range: Close (25 ft. + 5 ft./2 levels) * Target: One ally * Duration: Instantaneous * Saving Throw: Will negates (harmless) * Spell Resistance: …

  • Staggering Fall

    *Staggering Fall* * Transmutation * Level: Green/Blue 2 * Components: V, S * Casting Time: 1 immediate action * Range: Medium (100 ft. + 10 ft./level) * Target: one falling creature; see text * Duration: Instantaneous; see text * Saving Throw: …

  • Prayer

    *Prayer* * Enchantment * Level: Red/White/Black 3 * Components: V, S * Casting Time: 1 standard action * Range: 40 ft. * Area: all allies and foes within a 40-ft.-radius burst centered on you * Duration: 1 round/level * Saving Throw: None or …

  • Daybreak Arrow

    *Daybreak Arrow* * Evocation [Light] * Level: White 3 * Components: V, S * Casting Time: 1 standard action * Range: Touch * Target: Up to 50 pieces of ammunition, all of which must be together at the time of casting * Duration: 10 minutes/level …

  • Pass without Trace

    *Pass without Trace* * Transmutation * Level: Green 1 * Components: V, S * Casting Time: 1 standard action * Range: touch * Targets: one creature/level touched * Duration: 1 hour/level (D) * Saving Throw: Will negates (harmless) * Spell …

  • Rusting Grasp

    *Rusting Grasp* * Transmutation * Level: Red or Green 4 * Components: V, S * Casting Time: 1 standard action * Range: Touch * Target: One ferrous object or one ferrous creature * Duration: See text * Saving Throw: See text * Spell Resistance: No …

  • Mending

    *Mending* * Transmutation * Level: White or Blue 0 * Components: V, S * Casting Time: 1 standard action * Range: 10 ft. * Target: One object of up to 1 lb./level * Duration: Instantaneous * Saving Throw: Will negates (harmless, object) * Spell …

  • Make Whole

    *Make Whole* * Transmutation * Level: White or Blue 2 * Components: V, S * Casting Time: 10 minutes * Range: Close (25 ft. + 5 ft./2 levels) * Target: One object of up to 10 cu. ft./level or one construct creature of any size * Duration: …

  • Searing Light

    *Searing Light* * Evocation [Light] * Level: White 3 * Components: V, S * Casting Time: 1 standard action * Range: Medium (100 ft. + 10 ft./level) * Effect: Ray * Duration: Instantaneous * Saving Throw: None * Spell Resistance: Yes Focusing …

  • Glyph of Warding

    *Glyph of Warding* * Abjuration [Glyph, See text] * Level: White 3 * Components: V, S, M (powdered sunstone worth 200 gp) * Casting Time: 10 minutes * Range: Touch * Target or Area: Object touched or up to 5 sq. ft./level * Duration: Permanent …

  • Greater Glyph of Warding

    *Greater Glyph of Warding* * Abjuration [Glyph, See text] * Level: White 6 * Components: V, S, M (powdered sunstone worth 400 gp) * Casting Time: 10 minutes * Range: Touch * Target or Area: Object touched or up to 5 sq. ft./level * Duration: …

  • Freedom of Movement

    *Freedom of Movement* * Abjuration * Level: White 4 * Components: V, S * Casting Time: 1 standard action * Range: Personal or touch * Target: You or creature touched * Duration: 10 minutes/level * Saving Throw: Will negates (harmless) * Spell …

  • Sunbeam

    *Sunbeam* * Evocation [Light] * Level: White 7 * Components: V, S * Casting Time: 1 standard action * Range: 60 ft. * Area: Line from your hand * Duration: 1 round/level or until all beams are exhausted * Saving Throw: Reflex negates and Reflex …

  • Sunburst

    *Sunburst* * Evocation [Light] * Level: White 8 * Components: V, S, F (Sunstone focus worth 200g) * Casting Time: 1 standard action * Range: Long (400 ft. + 40 ft./level) * Area: 80-ft.-radius burst * Duration: Instantaneous * Saving Throw: …

  • Wind Wall

    *Wind Wall* * Evocation [air] * Level: Blue 3 * Components: V, S, M (an exotic feather) * Casting Time: 1 standard action * Range: medium (100 ft. + 10 ft./level) * Effect: wall up to 10 ft./level long and 5 ft./level high (S) * Duration: 1 round/ …

  • Arcane Concordance

    *Arcane Concordance* * Evocation * Level: Red, Green, White, Blue, or Black 4 * Components: V, S, F (A spent wand) * Casting Time: 1 standard action * Range: Personal * Area: 10-ft.-radius emanation centered on you * Duration: 1 round/level * …

  • Litany of Sloth

    *Litany of Sloth* * Enchantment (compulsion) [Language-Dependent, Mind-Affecting] * Level: Blue or Black 2 * Components: V, S * Casting Time: 1 swift action * Range: Close (25 ft. + 5 ft./2 levels) * Target: One creature * Duration: 1 round * …

  • Mad Monkeys

    *Mad Monkeys* * Conjuration (summoning) * Level: Red or Green 3 * Components: V, S * Casting Time: 1 round * Range: Close (25 ft. + 5 ft./2 levels) * Effect: Swarm of monkeys * Duration: 1 round/level * Saving Throw: None * Spell Resistance: No …

  • Lesser Heal

    *Lesser Heal* * Conjuration (healing) * Level: Green or White 6 * Components: V, S * Casting Time: 1 standard action * Range: Touch * Target: Creature touched * Duration: Instantaneous * Saving Throw: Will negates (harmless) * Spell Resistance: …

  • Inheritor's Smite

    *Inheritor's Smite* * Transmutation * Level: Red/White or Red/Black 2 * Components: V, S * Casting Time: 1 swift action * Range: personal * Target: you * Duration: 1 round * Saving Throw: None * Spell Resistance: No _You channel divine power …

  • Blessing of Fervor

    *Blessing of Fervor* * Transmutation * Level: Red/White or Red/Black 4 * Components: V, S * Casting Time: 1 standard action * Range: close (25 ft. + 5 ft./2 levels) * Targets: one creature/level, no two of which can be more than 30 ft. apart * …

  • Wild Strike

    *Wild Strike* * Evocation [Chaotic] * Level: Red 1 * Components: V * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: Till the end of your next turn. _When you cast this spell, wild energies ripple around your weapons, …

  • Righteous Blow

    *Righteous Blow* * Evocation [Good] * Level: White 1 * Components: V * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: Till the end of your next turn _When you cast this spell, holy light surrounds around your weapons, …

  • Sword of Law

    *Sword of Law* * Evocation [Lawful] * Level: White 1 * Components: V * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: Till the end of your next turn. _When you cast this spell, a well-defined line of energy outlines …

  • Fel Strike

    *Fel Strike* * Evocation [Evil] * Level: Black 1 * Components: V * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: till the end of your next turn. _When you cast this spell, foul darkness pours from your weapons, ready …

  • Outsiders

    The planes that surround [[Creed]] support an incredible diversity of life, creatures known as Outsiders. Outsiders are inherently spiritual beings, their physical bodies merged with their essence and at least partially composed of the essence of their …

  • Celestials

    Celestials are the [[Outsiders]] native to [[The Outer Planes|The Lands of Light]]. While most celestials are unique creatures unto themselves, some celestials resemble beings found on Creed. Though these creatures are often regal and beautiful, …

  • Fiends

    Fiends are the [[Outsiders]] native to [[The Outer Planes|The Dark Lands]]. While most fiends are unique creatures unto themselves, some fiends resemble beings found on Creed. These creatures often have harsh and hideously alien bodies, though some fiends …

  • Specialized Conjurations

    While some spellcasters enjoy the versatility offered by the [[Summon Monster 1|Summon Monster]] spells, many prefer to sacrifice this versatility in exchange for a more specialized conjuration and some particularly powerful casters enjoy the protections …

  • Crafting New Spells

    While there are already many spells floating around Creed, new ones are always being researched and created every day. While some new spells are simple alterations of existing spells, some are radical new concepts never seen before. Spells fall into one …

  • Cloud Wings

    *Cloud Wings* * Transmutation * Level: Red/Blue 4 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target: You * Duration: 1 hour/level _Swirling mists cling to your wings, propelling you through the air._ This spell …

  • Karth

    !(media-item-align-none)//db4sgowjqfwig.cloudfront.net/assets/272417/Karth.jpg?1386769090(Karth.jpg)! Known as "The Lonely Mountain" to nearly all citizens of Creed, the mountain "island" rises nearly five miles above the waves. Nestled in the tip of …

  • Acrobatics

    You can keep your balance while traversing narrow or treacherous surfaces. You can also dive, flip, jump, and roll, avoiding attacks and confusing your opponents. h4. Uses This skill has three distinct uses, spit up into their own pages: # [[ …

  • Balance

    A subset of [[Acrobatics]], determining your ability to keep your balance while traversing narrow or treacherous surfaces. h4. Uses *Cross Narrow Surfaces/Uneven Ground* You can use Acrobatics to move on narrow surfaces and uneven ground without …

  • Tumble

    A subset of [[Acrobatics]], determining your ability to avoid attacks and confuse your opponents. h4. Uses You cannot use Acrobatics to tumble if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an …

  • Appraise

    You can evaluate the monetary value of an object. *Check* A DC 15 Appraise check determines the value of a common item. If you succeed by 5 or more, you also determine if the item has magic properties, although this success does not grant knowledge …

  • Climb

    You are skilled at scaling vertical surfaces, from smooth city walls to rocky cliffs. *Check* With a successful Climb check, you can advance up, down, or across a slope, wall, or other steep incline (or even across a ceiling, provided it has …

  • Swim

    You know how to swim and can do so even in stormy water. *Check* Make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move …

  • Animal Tricks

    Training an animal how to do a trick is a subset of [[Handle Animal]]. *Tricks* The following tricks can be taught to animals by training the animal for a week and making a successful Handle Animal skill check against the listed DC. * Aid (DC 20 …

  • Handle Animal

    You are trained at working with animals, and can teach them tricks, get them to follow your simple commands, or even domesticate them. *Check* The DC depends on what you are trying to do. *Table: Handle Animal DCs* |*Task*|*Handle Animal DC*| | …

  • Disguise

    You are skilled at changing your appearance. *Check* Your Disguise check result determines how good the disguise is, and it is opposed by others’ Perception check results. If you don’t draw any attention to yourself, others do not get to make …

  • Linguistics

    You are skilled at working with language, in both its spoken and written forms. You can speak multiple languages, and can decipher nearly any tongue given enough time. Your skill in writing allows you to create and detect forgeries as well. h4. Uses …

  • Speak Language

    A subset of [[Linguistics]], determining your ability to learn to read and speak multiple languages h4. Uses *Learn a Language* Whenever you put a rank into Linguistics, you can begin to learn to speak and read a [[Languages of Creed|new language …

  • Forgery

    A subset of [[Linguistics]], determining your ability to create and detect script-based forgeries. h4. Uses *Create or Detect Forgeries* Forgery requires writing materials appropriate to the document being forged. To forge a document on which the …

  • Decipher Script

    A subset of [[Linguistics]], determining your ability to work with language, in both its spoken and written forms. h4. Uses You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 …

  • Stealth

    You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. This skill covers hiding and moving silently. *Check* Your Stealth check is opposed by the Perception check of anyone who might notice you. …

  • Disable Device

    You are skilled at disarming traps and opening locks. In addition, this skill lets you sabotage simple mechanical devices, such as catapults, wagon wheels, and doors. *Check* When disarming a trap or other device, the Disable Device check is made …

  • Perception

    Your senses allow you to notice fine details and alert you to danger. Perception covers all five senses, including sight, hearing, touch, taste, and smell. *Check* Perception has a number of uses, the most common of which is an opposed check versus …

  • Sleight of Hand

    Your training allows you to pick pockets, draw hidden weapons, and take a variety of actions without being noticed. *Check* A DC 10 Sleight of Hand check lets you palm a coin-sized, unattended object. Performing a minor feat of legerdemain, such as …

  • Explain Everything

    You know how to speak rapidly and carefully summarize information, a skill often useful to generals and political figureheads. Adventurers have often found Explain Everything to be a useful skill, especially when facing an angry king with your pants down …

  • Bluff

    You know how to tell a lie. *Check* Bluff is an opposed skill check against your opponent’s [[Sense Motive]] skill. If you use Bluff to fool someone, with a successful check your opponent fails to discern what you're saying is a lie. Note that this …

  • Sense Motive

    You are skilled at detecting falsehoods and true intentions. h4. Uses *Check* A successful check lets you avoid being bluffed (see the [[Bluff]] skill). You can also use this skill to determine when “something is up” (that is, something odd is …

  • Ride

    You are skilled at riding mounts, usually a horse, but possibly something more exotic, like a griffon or pegasus. If you attempt to ride a creature that is ill suited as a mount, you take a –5 penalty on your Ride checks. h4. Uses *Check* Typical …

  • Perform

    You are skilled at one form of entertainment, from singing to acting to playing an instrument. Like Craft, Knowledge, and Profession, Perform is actually a number of separate skills. You could have several Perform skills, each with its own ranks. Each …

  • Erius

    Erius is a large town with 3412 inhabitants. * Does Have: 8 Taverns/Restaurants (The Wet Hound, rest unvisited) * Doesn't Have: - *People Met and Places Visited* * The Wet Hound: A simple tavern built in a ratty tree on the outside of the town. A …

  • Phantom Jhovall Coach

    *Phantom Jhovall Coach* * Conjuration (Creation) * Level: Red/Green/Blue 5 * Components: V, S, F (Miniature harnesses for two jhovalls made of gold and waterstone, valued at 600 gp) * Casting Time: 10 minutes * Range: 0 ft * Effect: One quasi-real …

  • Vehicles

    Vehicles in the world of Creed work much as noted in the base Pathfinder rules, available "here":http://www.d20pfsrd.com/gamemastering/other-rules/vehicles, with the following exceptions: * A Ride check may be used instead of a Handle Animal or …

  • Fly

    You are skilled at flying, either through the use of wings or magic, and you can perform daring or complex maneuvers while airborne. Note that this skill does not give you the ability to fly. *Requirement* You cannot take this skill without a …

  • Diplomacy

    You can use this skill to ask the local lord for assistance, to convince a band of thugs not to attack you, to talk your way into someplace you aren't supposed to be, or to gather valuable information or rumors from people. *Uses* This skill has …

  • Gather Information

    A subset of [[Diplomacy]] that allows you to gather valuable information or rumors from people. h4. Uses All checks are effected by the same benefits and penalties listed under Diplomacy, wherever appropriate. *Learn Information* An evening’s …

  • Survival

    You are skilled at surviving in the wild and at navigating in the wilderness. You also excel at following trails and tracks left by others. h4. Uses Check: You can keep yourself and others safe and fed in the wild. See *Table: Survival DCs by Task* …

  • Concentration

    You are particularly good at focusing your mind. Note that Concentration isn't a skill, but it functions very similarly to one. h4. Uses To cast a spell, you must concentrate. If something interrupts your concentration while you're casting, you must …

  • Escape Artist

    Your training allows you to slip bonds and escape from grapples. _Note: I'm currently debating adding Use Rope utility to Escape Artist, much as how Gather Information was rolled into Diplomacy. This is largely because I find all but the epic uses of …

  • Use Rope

    _Note: These rules are not yet implemented. I'm currently debating adding Use Rope utility to Escape Artist, much as how Gather Information was rolled into Diplomacy. This is largely because I find all but the epic uses of Escape Artist fairly …

  • Intimidate

    You can use this skill to frighten an opponent or to get them to act in a way that benefits you. This skill includes verbal threats, displays of prowess, and menacing behavior. h4. Uses *Demoralize* You can use Intimidate as a standard action to …

  • Use Magic Device

    You are skilled at activating magic items, even if you are not otherwise trained in their use. *Check* You can use this skill to read a spell or to activate a magic item. Use Magic Device lets you use a magic item as if you had the spell ability or …

  • Terrain and Obstacles

    From tangled plants to broken stone, there are a number of terrain features that can affect your movement. *Difficult Terrain* Difficult terrain, such as heavy undergrowth, broken ground, or steep stairs, hampers movement. Each square of difficult …

  • Heal

    You are skilled at tending to the ailments of others. h4. Uses *Check* The DC and effect depend on the task you attempt. The environment and other factors can help or hinder a heal check, such as working in a hail storm or closing a wound on a …

  • Torture

    A subset of the [[Heal]] skill, torture relies on the anatomic knowledge granted by this skill for far more nefarious ends. h4. Uses You can use your anatomic knowledge to attempt to torture a living target with physical and mental anguish. Almost …

  • Surgery

    A subset of [[Heal]], surgery is a useful method of dealing with wounds and afflictions. Unlike normal Heal checks, surgery checks are trained only and when make a Heal (Surgery) check a character adds both his Wisdom modifier and his Dexterity modifier …

  • Craft

    You are skilled in the creation of a specific group of items, such as armor or weapons. Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks. The most common …

  • Alchemy

    The product of Craft (Alchemy), the below items... _(Page in Progress)_ h4. Warning - Construction Ahead While rules for creating alchemical products can be found on the [[Craft]] page, the items it can create are currently unclear. While creating a …

  • Spiritual Focus

    _The cries of the dead ring in the heart long after they fade from the ears._ *Benefit:* You gain a +2 insight bonus on weapon damage rolls against incorporeal undead and a +2 insight bonus on caster level to overcome their spell resistance. You …

  • Mirror Strike

    *Mirror Strike* * Transmutation * Level: Red or Blue 2 * Components: V * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: Till the end of the round; see text You briefly split the force of your weapon, allowing you to …

  • Lesser Ghostfire

    *Lesser Ghostfire* * Conjuration (Creation) [Evil] * Level: Red/Black 5, Imbued * Components: V, S * Casting Time: 1 standard action * Range: Close (25 ft. + 5 ft./2 levels) * Effect: One blast of spectral flame * Duration: Instantaneous * Saving …

  • The Cloudscape

    !(media-item-align-none)//db4sgowjqfwig.cloudfront.net/assets/288272/The_Cloudscape.jpeg?1390685960(The_Cloudscape.jpeg)! The Cloudscape is a tiny world built atop a massive bank of solid clouds. Set into a 60 mile wide valley, encircled by wispy …

  • Azoria

    _The demiplane Azoria was destroyed in the Winter of 5132, its materials and peoples returned to their proper place in the Multiverse by the dragon Niv-Mizzet._ !(media-item-align-none)//db4sgowjqfwig.cloudfront.net/assets/293666/Azoria_Map.jpg? …

  • The White Fields

    _The demiplane Azoria was destroyed in the Winter of 5132, its materials and peoples returned to their proper place in the Multiverse by the dragon Niv-Mizzet._ !(media-item-align-none)//db4sgowjqfwig.cloudfront.net/assets/288273/Azoria.jpg?1390686035( …

  • Bard

    *Table: Bard* |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+0|+0|+2|+2|Bardic knowledge, bardic performance, countersong, distraction, fascinate, inspire courage +1|8 Points| |*2nd*|+1|+0|+3|+3|Versatile performance, well-versed|8 …

  • Druid

    *Table: Druid* |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+0|+2|+0|+2|Nature Bond, Nature Sense, Wild Empathy|8 Points+7 Green| |*2nd*|+1|+3|+0|+3|Woodland Stride|8 Points+7 Green| |*3rd*|+1|+3|+1|+3|Trackless Step|10 Points+7 …

  • Adherent

    *Table: Adherent* |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+0|+0|+0|+2|Divine Calling, Moral Devotion, Aura, Domains, Channel Energy 1d8, Lore|8 Points+7 Bonus| |*2nd*|+1|+0|+0|+3|-|8 Points+7 Bonus| |*3rd*|+1|+1|+1|+3| …

  • Rogue

    *Table: Rogue* |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+0|+0|+2|+0|Sneak attack +1d6, trapfinding, adept spellfighting|1 Points| |*2nd*|+1|+0|+3|+0|Evasion, rogue talent|1 Points| |*3rd*|+2|+1|+3|+1|Sneak attack +2d6, trap …

  • Ranger

    *Table: Ranger* |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+1|+2|+2|+0|1st favored enemy, track, wild empathy|2 Points| |*2nd*|+2|+3|+3|+0|Combat style feat|2 Points| |*3rd*|+3|+3|+3|+1|Endurance, 1st favored terrain|4 Points| …

  • Knight

    *Table: Knight* |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+1|+2|+0|+2|Sentinel, Gallantry, Knight's Code|1 Points| |*2nd*|+2|+3|+0|+3|Active Defense, Champion Powers|1 Points| |*3rd*|+3|+3|+1|+3|Bulwark of Defense|2 Points| …

  • Monk

    _This class is In the Works_ Good BAB, Poor Spellcasting, Damage and Utility Focus, d8 HD, 4+Int mod Skill Points, All Favored saves |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+0|+2|+2|+2|-|1 Points| |*2nd*|+1|+3|+3|+3|-|1 …

  • Sorcerer

    *Table: Sorcerer* |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+0|+0|+0|+2|Bloodline power, eschew materials|8 Points+14 Artificial| |*2nd*|+1|+0|+0|+3|-|8 Points+14 Artificial| |*3rd*|+1|+1|+1|+3|Bloodline power, Bloodline Spell …

  • Task Mage

    _This class is In the Works_ Good BAB, Good Spellcasting, Sneaking and Utility Focus, d8 HD, 8+Int Skill Points, Favored Reflex and Will |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Defense Bonus*|*Special*|*Mana Points*| |*1st*|+0|+0|+2|+2|-|2 Points| |* …

  • Paladin

    *Table: Paladin* |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+1|+2|+0|+0|Aura of Good, Detect Evil, Devotion to the Holy Order, Smite Evil 1/day, |1 Points+2 White| |*2nd*|+2|+3|+0|+0|Divine Grace, Lay on Hands|1 Points+2 White| …

  • Wizard

    *Table: Wizard* |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+0|+0|+0|+2|Summon familiar, arcane school, Create Trinkets, arcane tome|8 Points+7 Blue| |*2nd*|+1|+0|+0|+3|-|8 Points+7 Blue| |*3rd*|+1|+1|+1|+3|-|10 Points+7 Blue| …

  • Archivist

    *Table: Archivist* |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+0|+0|+0|+2|-|8 Points| |*2nd*|+1|+0|+0|+3|-|8 Points| |*3rd*|+1|+1|+1|+3|-|10 Points| |*4th*|+2|+1|+1|+4|-|10 Points| |*5th*|+2|+1|+1|+4|-|12 Points| |*6th*|+3|+ …

  • Spellblade

    *Table: Spellblade* |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+1|+2|+0|+0|Adept spellfighting, bonus feat|1 Points| |*2nd*|+2|+3|+0|+0|Bonus feat, bravery|1 Points| |*3rd*|+3|+3|+1|+1|Armor training|2 Points| |*4th*|+4|+4|+1 …

  • Samurai

    *Table: Samurai* |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+1|+2|+0|+0|Challenge 1/day, Order, Resolve|2 Points| |*2nd*|+2|+3|+0|+0|Iaijutsu, Order Ability|2 Points| |*3rd*|+3|+3|+1|+1|Weapon Expertise|4 Points| |*4th*|+4|+4 …

  • Rage Mage

    |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+1|+2|+0|+0|Fast Movement, Spell Rage|1 Points+2 Red| |*2nd*|+2|+3|+0|+0|Bladecast|1 Points+2 Red| |*3rd*|+3|+3|+1|+1|Spellstrike|2 Points+3 Red| |*4th*|+4|+4|+1|+1|Elemental Focus|2 …

  • Cleric

    *Table: Cleric* |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+0|+2|+0|+2|Divine Calling, Moral Devotion, Aura, Domain, Channel Energy 1d6, |2 Points+7 Bonus| |*2nd*|+1|+3|+0|+3|-|2 Points+7 Bonus| |*3rd*|+2|+3|+1|+3|Channel …

  • Marshal

    *Table: Marshal* |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+0|+2|+0|+2|Commander, Order, Minor Aura|2 Points| |*2nd*|+1|+3|+0|+3|Inspiration, Order Ability, Size them Up|2 Points| |*3rd*|+2|+3|+1|+3|Rally|4 Points| |*4th*|+3 …

  • Ninja

    _This class is In the Works_ Good BAB, Poor Spellcasting, Sneaking and Damage Focus, d8 HD, 8+Int mod Skill Points, Favored Reflex save |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+0|+0|+2|+0|-|1 Points| |*2nd*|+1|+0|+3|+0 …

  • Shaman

    _This class is in the works._ |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+0|+2|+0|+2|Essence Flare 1d6, Spiritual Magics, Spiritual Knowledge|8 Points| |*2nd*|+1|+3|+0|+3|Spirit SIght|8 Points| |*3rd*|+2|+3|+1|+3|Essence …

  • The Mornwoods

    _The demiplane Azoria was destroyed in the Winter of 5132, its materials and peoples returned to their proper place in the Multiverse by the dragon Niv-Mizzet._ !(media-item-align-none)//db4sgowjqfwig.cloudfront.net/assets/293748/The_Mornwoods.jpg? …

  • Copperline Cliffs

    _The demiplane Azoria was destroyed in the Winter of 5132, its materials and peoples returned to their proper place in the Multiverse by the dragon Niv-Mizzet._ !(media-item-align-none)//db4sgowjqfwig.cloudfront.net/assets/296603/Copperline_Cliffs.jpg? …

  • Horn Meadow Marsh

    _The demiplane Azoria was destroyed in the Winter of 5132, its materials and peoples returned to their proper place in the Multiverse by the dragon Niv-Mizzet._ !(media-item-align-none)//db4sgowjqfwig.cloudfront.net/assets/296604/Horn_Meadow_Marsh.jpg? …

  • Ironbeak Highlands

    _The demiplane Azoria was destroyed in the Winter of 5132, its materials and peoples returned to their proper place in the Multiverse by the dragon Niv-Mizzet._ !(media-item-align-none)//db4sgowjqfwig.cloudfront.net/assets/296628/Ironbeak_Highlands.jpg …

  • Linz

    _The demiplane Azoria was destroyed in the Winter of 5132, its materials and peoples returned to their proper place in the Multiverse by the dragon Niv-Mizzet._ *Notes* p. Linz is a Village, with 516 inhabitants. The village is set on the southern …

  • Fuld

    _The demiplane Azoria was destroyed in the Winter of 5132, its materials and peoples returned to their proper place in the Multiverse by the dragon Niv-Mizzet._ !(media-item-align-none)//db4sgowjqfwig.cloudfront.net/assets/297070/Fuld.jpg?1392610363( …

  • Kilk

    _The demiplane Azoria was destroyed in the Winter of 5132, its materials and peoples returned to their proper place in the Multiverse by the dragon Niv-Mizzet._ *Notes* p. Kilk is a Small Town, with 1200 inhabitants. The northern of the two hill town …

  • Levik

    _The demiplane Azoria was destroyed in the Winter of 5132, its materials and peoples returned to their proper place in the Multiverse by the dragon Niv-Mizzet._ *Notes* p. Levik is a Small Town, with 1300 inhabitants. The southern of the two hill town …

  • Safi

    _The demiplane Azoria was destroyed in the Winter of 5132, its materials and peoples returned to their proper place in the Multiverse by the dragon Niv-Mizzet._ *Notes* p. Safi is a Small Town, with 1400 inhabitants. Safi sits in the middle of the …

  • Azoria City

    _The demiplane Azoria was destroyed in the Winter of 5132, its materials and peoples returned to their proper place in the Multiverse by the dragon Niv-Mizzet._ *Notes* p. Azoria City is a Small City, with 6000 inhabitants. The city is set on the …

  • Raml

    _The demiplane Azoria was destroyed in the Winter of 5132, its materials and peoples returned to their proper place in the Multiverse by the dragon Niv-Mizzet._ *Notes* p. Raml is a Village, with 900 inhabitants. Raml sits on the southern edge of the …

  • Arrow Mind

    *Arrow Mind* * Divination * Level: Red or White 2 * Components: V, S * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 minute _You sharpen your senses and focus your mind on the use of a ranged weapon_ While this …

  • Bonded Spurs

    *Bonded Spurs* * Transmutation * Level: Red 1 * Components: V, S * Casting Time: 1 swift action * Range: Close (25 ft. + 5 ft./2 levels) * Target: Your bonded companion acting as a mount * Duration: 1 round * Saving Throw: Will negates (harmless) …

  • Catsfeet

    *Catsfeet* * Transmutation * Level: Red 1 * Components: V * Casting Time: 1 immediate action * Range: Personal * Target: You * Duration: Instantaneous * Saving Throw: No * Spell Resistance: No _As you complete this spell, you feel as lithe …

  • Accelerated Movement

    *Accelerated Movement* * Transmutation * Level: Red 3 * Components: V, S, M (A dead cockroach) * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round/level * Saving Throw: No * Spell Resistance: No While this spell …

  • Brilliant Energy Arrow

    *Brilliant Energy Arrow* * Transmutation * Level: Red 4 * Components: V, F (The arrow or bolt to be fired) * Casting Time: 1 swift action * Range: Touch * Target: One arrow or bolt * Duration: 1 round * Saving Throw: No * Spell Resistance: No …

  • Spellslayer Arrow

    *Spellslayer Arrow* * Transmutation * Level: Red 4 * Components: V, F (The arrow or bolt to be fired) * Casting Time: 1 swift action * Range: Touch * Target: One arrow or bolt * Duration: 1 round * Saving Throw: None * Spell Resistance: Yes …

  • Swift Haste

    *Swift Haste* * Transmutation * Level: Red 4 * Components: V * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1d4 rounds _Two quick syllables release the power of the spell, and the world moves a bit slower about you. …

  • Exacting Shot

    *Exacting Shot* * Transmutation * Level: Red 4 * Components: V, S * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round/level * Saving Throw: Will negates (harmless, object) * Spell Resistance: Yes (harmless, …

  • Blade Thirst

    _This spell needs to be reworked_ *Blade Thirst* * Transmutation * Level: Red 5 * Components: V, * Casting Time: 1 Swift Action * Range: Touch * Target: 1 weapon * Duration: 1 round/level * Saving Throw: None (object) * Spell Resistance: …

  • Meteoric Strike

    *Meteoric Strike* * Transmutation [Fire] * Level: Red 5 * Components: V, S, * Casting Time: 1 swift action * Range: 0 ft * Target: Your melee weapon * Duration: 1 round or until discharged * Saving Throw: None or Reflex half; see text * Spell …

  • Arrow Storm

    *Arrow Storm* * Transmutation * Level: Red 6 * Components: V * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round * Saving Throw: None * Spell Resistance: No _Your bow glows with a pale fire for an instant and …

  • Blade Storm

    *Blade Storm* * Transmutation * Level: Red 6 * Components: V * Casting Time: 1 Swift Action * Range: Personal * Target: You * Duration: 1 round * Saving Throw: None * Spell Resistance: No _With a thought and a word you complete the spell. …

  • Justice of the Wyrm King

    *Justice of the Wyrm King* * Abjuration [Force] * Level: Red 7 * Components: V, S * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 5 rounds * Saving Throw: None * Spell Resistance: No and Yes (see text) _Spines of …

  • Sticky Saddle

    *Sticky Saddle* * Transmutation * Level: Green 2 * Components: V, S * Casting Time: 1 immediate action * Range: Personal * Target: You * Duration: 1 minute/level (D) * Saving Throw: None * Spell Resistance: No _A green glow surrounds you and …

  • Strength of Stone

    *Strength of Stone* * Transmutation * Level: Green 4 * Components: V * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round * Saving Throw: None * Spell Resistance: No _Your flesh turns an ivory-gray hue as you …

  • Strategic Charge

    *Strategic Charge* * Abjuration * Level: Red or White 1 * Components: V * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round/level _A pale nimbus surrounds you as you move smoothly across the crowded battlefield._ …

  • Light of Purity

    *Light of Purity* * Abjuration [Good] * Level: White 4 * Components: V, S, DF/F (Your holy symbol) * Casting Time: 1 swift action * Range: Touch * Target: Holy symbol touched * Duration: Until end of turn or until discharged * Saving Throw: None …

  • Greater Light of Purity

    *Greater Light of Purity* * Abjuration [Good] * Level: White 6 * Components: V, S, DF/F (Your holy symbol) * Casting Time: 1 swift action * Range: Touch * Target: Holy symbol touched * Duration: Until end of turn or until discharged * Saving …

  • Zeal

    *Zeal* * Transmutation * Level: Red or White 2 * Components: V, S, * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round/level _You close with a chosen opponent, the force of the spell keeping others from standing …

  • Updraft

    *Updraft* * Conjuration (Creation) [Air] * Level: Blue 1 * Components: V, S, M (A miniature propeller or windmill) * Casting Time: 1 Swift Action * Range: Personal * Target: You * Duration: Instantaneous Detritus and loose debris on the ground …

  • Bladeweave

    *Bladeweave* * Enchantment * Level: Blue 2 * Components: V * Casting Time: 1 Swift Action * Range: Personal * Target: You * Duration: 1 round/level (D) * Saving Throw: See text * Spell Resistance: See text _With a shout you unleash the power …

  • Retrieve Item

    *Retrieve Item* * Conjuration (calling) * Level: Blue 2 * Components: V, S * Casting Time: 1 full round * Range: long (400 ft. + 40 ft./level) * Target: an unattended object weighing 1 lb. or less whose longest dimension is 6 inches or less * …

  • Spellcaster's Bane

    *Spellcaster's Bane* * Divination * Level: Blue 3 * Components: V, S * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round/level You gain a +2 insight bonus on dispel checks and caster level checks made to …

  • Hunter's Eye

    *Hunter's Eye* * Divination * Level: Blue 4 * Components: V, S * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round _Your vision blurs for a moment. When it clears, you can see through your enemies' skin to spot …

  • Lingering Chorus

    *Lingering Chorus* * Illusion (Figment) * Level: Blue 5 * Components: V, S * Casting Time: 1 swift action * Range: 0 ft. * Effect: A chorus of phantasmal voices * Duration: 1 round/level (D) * Saving Throw: None * Spell Resistance: No _A …

  • Vital Strike

    *Vital Strike* * Divination * Level: Blue 5 * Components: S * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: One attack _You suddenly see two versions of your target, one a split second ahead of the other, allowing you …

  • Bloodfreeze Arrow

    *Bloodfreeze Arrow* * Transmutation * Level: Blue 7 * Components: V, F (The arrow or bolt to be fired) * Casting Time: 1 swift action * Range: Touch * Target: One arrow or bolt * Duration: Instantaneous * Saving Throw: Fortitude partial; see text …

  • Phantom Charge

    *Phantom Charge* * Conjuration (Teleportation) * Level: Blue 7 * Components: V, S * Casting Time: 1 swift action * Range: Personal and touch * Target: You and your mount * Duration: Instantaneous * Saving Throw: None * Spell Resistance: No …

  • Choose Destiny

    *Choose Destiny* * Divination * Level: Red/Blue or White/Black 9 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target: You * Duration: 1 round/level Whether by seeing briefly into your future (if cast from Red/Blue) …

  • Open Wounds

    *Open Wounds* * Necromancy * Level: Black 2 * Components: V * Casting Time: 1 immediate action * Range: Close (25 ft. + 5 ft./2 levels) * Target: One creature * Duration: Instantaneous * Saving Throw: Will half; see text * Spell Resistance: Yes …

  • Devil's Ego

    *Devil's Ego* * Transmutation [Evil] * Level: Black 3 * Components: V, S, * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 minute/level _You intone profane words of prayer and run your fingers across your face. As …

  • Greater Shadow of Sin

    *Greater Shadow of Sin* * Abjuration [Evil] * Level: Black 6 * Components: V, S, DF/F (Your unholy symbol) * Casting Time: 1 swift action * Range: Touch * Target: Unholy symbol touched * Duration: Until end of turn or until discharged * Saving …

  • Shadow of Sin

    *Shadow of Sin* * Abjuration [Evil] * Level: Black 4 * Components: V, S, DF/F (Your unholy symbol) * Casting Time: 1 swift action * Range: Touch * Target: Unholy symbol touched * Duration: Until end of turn or until discharged * Saving Throw: …

  • Shadow Arrow

    *Shadow Arrow* * Evocation [Shadow] * Level: Black 7 * Components: V, F (The arrow or bolt to be fired) * Casting Time: 1 swift action * Range: Touch * Target: One arrow or bolt * Duration: 1 round * Saving Throw: None * Spell Resistance: Yes …

  • Cursed Blade

    *Cursed Blade* * Necromancy * Level: Black 7 * Components: V * Casting Time: 1 swift action * Range: Touch * Target: One melee weapon * Duration: 1 round/level * Saving Throw: None * Spell Resistance: See text _Drawing upon dark powers, you …

  • Dawn

    *Dawn* * Abjuration * Level: White 0 * Components: V * Casting Time: 1 swift action * Range: 15 ft. * Target: All creatures in a 15-ft.-radius burst centered on you * Duration: Instantaneous * Saving Throw: Fortitude negates (harmless) * Spell …

  • Exorcism

    *Exorcism* * Abjuration * Level: White or Black 1 * Components: V, S, M (A vial of holy or unholy water, sprinkled across the target), DF/F (A shofar) * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round * Saving …

  • Master's Touch

    *Master's Touch* * Divination * Level: Red or Blue 1 * Components: V, F (The item in whose use you wish to be proficient) * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 minute (D) _Holding aloft an item you wish to …

  • Aiming at the Target

    *Aiming at the Target* * Abjuration * Level: Red, Green, White, Blue, or Black 2 (see text) * Components: S * Casting Time: 1 immediate action * Range: Personal * Target: You * Duration: Concentration, up to 20 minutes; see text _As you intone …

  • Summon Component

    *Summon Component* * Conjuration (summoning) * Level: Red, Green, White, Blue, or Black 1 (see text) * Components: S * Casting Time: 1 swift action * Range: 0 ft. * Effect: Noncostly material component for a single spell * Duration: 1 round * …

  • Summon Weapon

    *Summon Weapon* * Conjuration (summoning) * Level: Green or Blue 2 * Components: V, S * Casting Time: 1 swift action * Range: 0 ft. * Effect: Nonmagical simple or martial weapon * Duration: 1 round/level (D) * Saving Throw: None * Spell …

  • Blood Wind

    *Blood Wind* * Evocation * Level: Red or Blue 3 * Components: V, S * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 Round After you complete the spell, your limbs ripple with power and are covered in rushing winds (if …

  • Energy Aegis

    *Energy Aegis* * Abjuration * Level: Red, Green, or Blue 3 (see text) * Components: V * Casting Time: 1 immediate action * Range: Close (25 ft. + 5 ft./2 levels) * Target: One creature * Duration: 1 round * Saving Throw: Will negates (harmless) …

  • Crystalline Memories

    *Crystalline Memories* * Enchantment/Transmutation [Mind-Affecting] * Level: Blue/Black 2 * Components: V, S * Casting Time: 1 standard action * Range: Close (25 ft. + 5 ft./2 levels) * Target: One living intelligent creature * Duration: …

  • Predator's Cry

    *Predator's Cry* * Necromancy [Fear, Mind-Affecting] * Level: Black 2 * Components: V * Casting Time: 1 swift action * Range: Medium (100 ft. + 10 ft./level) * Target: Up to one animal/level, no two of which are more than 60 ft. apart * Duration: …

  • Divine Retaliation

    *Divine Retaliation* * Evocation [Force] * Level: Red/White or Red/Black 3 * Components: V, S * Casting Time: 1 swift action * Range: 0 ft. * Effect: Magic weapon of force * Duration: 1 round * Saving Throw: None * Spell Resistance: No _A …

  • Doublestrike Arrow

    *Doublestrike Arrow* * Transmutation * Level: Red or Blue 3 * Components: V * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: Till the end of the round; see text You briefly split the force of an arrow, allowing you to …

  • Sphinx's Hope

    _The blessing of the Sphinx was lost with the awakening of Tevesh Szat. It is presented here only as a reminder of what was._ ===== _In darkness is kindled the fiercest hope_ *Benefit:* With Isperia's blessing, hope is never far from your heart. …

  • Moxen Gems

    The Moxen Gems or Moxes are a set of gemstones that occasionally infuse themselves with one or more of the colors of mana as they form. * [[Ruby]] drawing [[Red]] [[Mana]] * [[Emerald]] drawing [[Green]] mana * [[Pearl]] drawing [[White]] mana * [[ …

  • Descendants of Power

    Descendants of power are the descendants of beings with great [[Beings of Power|mystical might running through their veins]]. The descendants of outsiders, dragons, and Crafters make up the majority of this category, whether or not the descendant …

  • Elemental Gems

    The four Elemental Gems, the [[Moss Agate]], [[Fire Agate]], [[Frost Agate]], and [[Sky Agate]], are a collection of gems that naturally resonate with the four elements. Unlike the [[Moxen Gems]], the Elemental Gems are usually denoted as such simply for …

  • Hex Travel

    Hex Travel is an _old_ tabletop mechanic used to keep track of overland travel. The world map is divided into 6-mile hexes, making players responsible for choosing each 6-mile step of their journey. This allows for journeys to happen at a speed chosen by …

  • Powerful Tail

    _You have strengthened your tail enough to make slap attacks with it._ *Prerequisites:* Base attack bonus +1, race noting it may take this feat *Benefit:* You can make a tail slap attack with your tail. This is a secondary natural attack that deals …

  • Powerful Bite

    _You have strengthened your jaws enough to make bite attacks with it._ *Prerequisites:* Base attack bonus +3, race noting it may take this feat *Benefit:* You can make a bite attack using your beak or fangs. This is a secondary natural attack that …

  • Player Holdings

    This page shows all current houses, shops, or other establishments owned by the players. Records of values, debts owed, incomes expected, and any other boons related are listed here. *The Fox's Alehouse Condo* p. A modest condo built above the Fox's …

  • System Overview

    Welcome to the world of Creed, a world of myth, might, and magic, rife with need for great heroes and greater men and women to take the reins. As you begin your adventures here, there are a number of steps worth undertaking to familiarize yourself with …

  • Legends and Lore

    The following are legends and lore the spill across the continents and to some people are considered to be more history and truth than legend. There is some considerable crossover between these legends, the [[Legendary Figures]] of Creed, and Creed's …

  • Legendary Figures

    The following are legendary figures, both past and present, whose deeds have shaped the face of Creed. There is some considerable crossover between these legendary figures, the [[Legends and Lore]] of Creed, and Creed's numerous [[Gods and Religions]]. …

  • Lance

    The lance is a common weapon for knights, paladins, and other warriors who favor fighting from horseback. Lances have had a substantial mechanical change from Pathfinder core Lance * Base Cost: 10g * Two-Handed Melee Weapon * Damage S: 1d6 * …

  • Multiplying Damage

    For Skies of Glass, we've decided to tone down the overwhelming nature of damage multipliers from sources like "Rhino's Rush":http://dndtools.eu/spells/spell-compendium--86/rhinos-rush--4110/ or [[First Strike]] (the replacement for Valorous). For this …

  • Spirited Charge

    _Your mounted charge attacks deal a tremendous amount of damage._ *Prerequisites:* Ride 1 rank, Mounted Combat, Ride-By Attack. *Benefit:* When mounted and using the charge action, you deal double damage with a melee weapon. If you would already …

  • Mental Checks

    _This page is under construction_ You have a keen recollection of events from your life and often logical or "common sense" solutions to problems. Note that Mental checks aren't skill checks, but function very similarly to them. *Check* The GM …

  • Bite of the Werebear

    *Bite of the Werebear* * Transmutation (polymorph) * Level: Red/Green 5 * Components: V, S, M (A tuft of grizzly bear fur) * Casting Time: 1 standard action * Range: Personal * Effect: Gain aspects of the werebear * Duration: 1 round/level _With …

  • Bite of the Werewolf

    *Bite of the Werewolf* * Transmutation (polymorph) * Level: Red/Green or Green/Black 4 * Components: V, S, M (A wolf's tooth) * Casting Time: 1 standard action * Range: Personal * Effect: Gain aspects of the werewolf * Duration: 1 round/level _A …

  • Bite of the Wereboar

    *Bite of the Wereboar* * Transmutation (polymorph) * Level: Red/Green 3 * Components: V, S, M (Four boar bristles) * Casting Time: 1 standard action * Range: Personal * Effect: Gain aspects of the wereboar * Duration: 1 round/level _You shake …

  • Bite of the Wererat

    *Bite of the Wererat* * Transmutation (polymorph) * Level: Red/Green or Green/Black 2 * Components: V, S, M (A rat's tail) * Casting Time: 1 standard action * Range: Personal * Effect: Gain aspects of the wererat * Duration: 1 round/level _With …

  • Special Abilities

    _Work in Progress_ The following special abilities are some unusual examples of those used by the creatures of Creed, though there are certainly countless other abilities not listed here. Not all monsters will follow these rules exactly, many creating …

  • Mark of Justice

    *Mark of Justice* * Necromancy [Curse] * Level: White/Black 5 * Components: V, S, DF/F (A codex of laws or an honor code) * Casting Time: 10 minutes * Range: Touch * Target: Creature touched * Duration: permanent; see text * Saving Throw: None …

  • Hellfire Ray

    *Hellfire Ray* * Evocation [evil, fire] * Level: Red/Black 6 * Components: V, S * Casting Time: 1 standard action * Range: medium (100 ft. + 10 ft./level) * Effect: ray * Duration: instantaneous * Saving Throw: no * Spell Resistance: Yes A …

  • Signifer's Rally

    *Signifer's Rally* * Conjuration (teleportation) * Level: Blue 7 * Components: V, S, M (20 gp worth of spinel for every ally you attempt to teleport) * Casting Time: 1 standard action * Range: Long (400 ft. + 40 ft./level) * Target: one willing …

  • Dangers in Creed

    _In the works. This is a fairly horrid map but I thought it might be worth uploading it._ [[File:364474 | class=media-item-align-none | Map_danger.jpg]]

  • Undine's Curse

    *Undine's Curse* * Necromancy [Curse, Evil] * Level: Black 4 * Components: V, S * Casting Time: 1 standard action * Range: Close (25 ft. + 5 ft./2 levels) * Target: One creature * Duration: 1 hour/level * Saving Throw: Will negates * Spell …

  • Interrogation

    *Interrogation* * Necromancy [Evil, Pain] * Level: Black 1 * Components: V, S * Casting Time: 1 round * Range: touch * Target: living creature touched * Duration: 1 minute/level * Saving Throw: Fortitude negates * Spell Resistance: Yes You …

  • Greater Interrogation

    *Greater Interrogation* * Necromancy [Evil, Pain] * Level: Black 5 * Components: V, S * Casting Time: 1 round * Range: Touch * Target: Living creature touched * Duration: 1 minute/level * Saving Throw: Fortitude negates * Spell Resistance: Yes …

  • Unholy Sword

    *Unholy Sword* * Evocation [Evil] * Level: Black 7 * Components: V, S * Casting Time: 1 standard action * Range: Touch * Target: Melee weapon touched * Duration: 1 round/level * Saving Throw: None * Spell Resistance: Yes This spell allows …

  • Vampiric Hunger

    *Vampiric Hunger* * Necromancy (polymorph) [Evil] * Level: Black 4 * Components: V, S * Casting Time: 1 round * Range: Touch * Target: Touched creature * Duration: 1 minute/level * Saving Throw: Will negates * Spell Resistance: Yes The target …

  • Greater Consumptive Field

    *Greater Consumptive Field* * Necromancy [Death, Evil] * Level: Black 7 * Components: V, S * Casting Time: 1 standard action * Range: 40 ft * Area: 40 ft radius emanation centered on you * Duration: 1 round/level * Saving Throw: Will negates * …

  • Consumptive Field

    *Consumptive Field* * Necromancy [Death, Evil] * Level: Black 4 * Components: V, S * Casting Time: 1 standard action * Range: 30-ft. * Area: 30-ft. radius emanation centered on you * Duration: 1 round/level * Saving Throw: Will negates * Spell …

  • Malfunction

    *Malfunction* * Abjuration/Evocation [Electricity] * Level: Red 3 * Components: V, S * Casting Time: 1 standard action * Range: medium (100 ft. + 10 ft./level) * Target: one magical item or artifact * Duration: instantaneous * Saving Throw: no * …

  • Demystify

    *Demystify* * Abjuration * Level: Green or White 3 * Components: V, S * Casting Time: 1 standard action * Range: Medium (100 ft. + 10 ft./level) * Target: One creature, object, or spell effect * Duration: Instantaneous * Saving Throw: No * Spell …

  • Counterspell

    *Counterspell* * Abjuration * Level: Blue 3 * Components: V, S * Casting Time: 1 standard action * Range: medium (100 ft. + 10 ft./level) * Target: one spellcaster * Duration: instantaneous * Saving Throw: no * Spell Resistance: no …

  • Command Summoning

    *Command Summoning* * Conjuration (Summoning) * Level: Blue 4 * Components: V, S * Casting Time: 1 full-round action * Range: Close (25 ft. + 5 ft./2 levels) * Target: One summoned creature * Duration: Concentration (up to 1 round/level) + 5 …

  • Steal Summoning

    *Steal Summoning* * Conjuration (Summoning) * Level: Blue 6 * Components: V, S * Casting Time: 1 immediate action * Range: Medium (100 ft. + 10 ft./level) * Target: One summoned creature * Duration: Concentration (up to 1 round/level) + 3 rounds …

  • Disperse

    *Disperse* * Abjuration * Level: Blue 7 * Components: V, S, * Casting Time: 1 swift action * Range: Medium (100 ft. + 10 ft./level) * Target: one creature, object, or spell effect * Duration: instantaneous * Saving Throw: None * Spell …

  • Spell Theft

    *Spell Theft* * Abjuration * Level: Blue 4 * Components: V, S * Casting Time: 1 standard action * Range: Close (25 ft. + 5 ft./2 levels) * Target: One creature * Duration: Instantaneous * Saving Throw: None * Spell Resistance: No You attempt …

  • Dark Banishing

    *Dark Banishing* * Abjuration/Necromancy * Level: Black 3 * Components: V, S * Casting Time: 1 standard action * Range: Medium (100 ft. + 10 ft./level) * Target: One summoned creature * Duration: Instantaneous * Saving Throw: None and Will …

  • Dispelling Touch

    *Dispelling Touch* * Abjuration * Level: Red, Green, White, Blue, or Black 1 * Components: V, S * Casting Time: 1 standard action * Range: Touch * Target: One touched creature, object, or spell effect * Duration: Instantaneous * Saving Throw: No …

  • Dispel Magic

    *Dispel Magic* * Abjuration * Level: Red, Green, White, Blue, or Black 2 * Components: V, S * Casting Time: 1 standard action * Range: Close (25 ft. + 5 ft./2 levels) * Target: One creature, object, or spell effect * Duration: Instantaneous * …

  • Purify

    *Purify* * Abjuration * Level: Green or White 6 * Components: V, S * Casting Time: 1 standard action * Range: Medium (100 ft. + 10 ft./level) * Target or Area: One creature, object, or spell effect; or a 20-ft.-radius burst * Duration: …

  • Warden

    *Table: Warden* |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+0|+2|+0|+2|Nature Bond, Nature Sense, Wild Empathy|2 Points+7 Green| |*2nd*|+1|+3|+0|+3|Woodland Stride|2 Points+7 Green| |*3rd*|+2|+3|+1|+3|Trackless Step|4 Points+7 …

  • Justicar

    *Prerequisites* * Alignment: Any alignment * BAB: +7 * Skills: Knowledge (local) 8 ranks, Perception 10 ranks, Survival 6 ranks * Special: Track class ability * Special: Must be connected to a faith or governing body and sworn in as a justicar, with …

  • Targeting Ray

    *Targeting Ray* * Divination * Level: Red 1 * Components: V, S, F (A small metal or stone tube) * Casting Time: 1 standard action * Range: Medium (100 ft. + 10 ft./level) * Effect: Ray * Duration: 1 round/level * Saving Throw: None * Spell …

  • Traveler's Mount

    *Traveler's Mount* * Transmutation * Level: Red or Green 1 * Components: V, S * Casting Time: 1 standard action * Range: Touch * Target: Animal or magical beast touched * Duration: 1 hour/level * Saving Throw: Will negates * Spell Resistance: …

  • Electric Jolt

    *Electric Jolt* * Evocation [Electricity] * Level: Red 0 * Components: V, S * Casting Time: 1 standard action * Range: Close (25 ft. + 5 ft./2 levels) * Effect: Ray * Duration: Instantaneous * Saving Throw: None * Spell Resistance: Yes A …

  • Incite

    *Incite* * Enchantment (Compulsion) [Mind-Affecting] * Level: Red 1 * Components: V, S, * Casting Time: 1 swift action * Range: Close (25 ft. + 5 ft./2 levels) * Targets: Creatures in a 10-ft. burst * Duration: 1 minute/level * Saving Throw: …

  • Inspirational Boost

    *Inspirational Boost* * Enchantment (compulsion) [Mind-Affecting] * Level: Red or White 1 * Components: V, S, * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round/level or special; see text _You concentrate on …

  • Blockade

    *Blockade* * Conjuration (creation) * Level: Green 1 * Components: V, S, M (A block of wood, less than 3 inches on a side) * Casting Time: 1 swift action * Range: 0 ft. * Effect: 5-ft. cube of wood * Duration: 3 rounds * Saving Throw: No * …

  • Electric Vengeance

    *Electric Vengeance* * Evocation [Electricity] * Level: Red 2 * Components: V, S * Casting Time: 1 immediate action * Range: 5 ft. * Target: One creature * Duration: Instantaneous * Saving Throw: None * Spell Resistance: Yes _As the …

  • Returning Weapon

    *Returning Weapon* * Transmutation * Level: Red 2 * Components: V * Casting Time: 1 swift action * Range: Touch * Target: One thrown weapon * Duration: 1 round/level (D) * Saving Throw: None * Spell Resistance: No The weapon targeted by this …

  • Sure Strike

    *Sure Strike* * Divination * Level: Red 1 * Components: V * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round or until discharged _You gain a fleeting glimpse into the future, enough to guide your impending attack …

  • Sound Lance

    *Sound Lance* * Evocation [Sonic] * Level: Red 3 * Components: V, S * Casting Time: 1 standard action * Range: Medium (100 ft. + 10 ft./level) * Target: One creature or object * Duration: Instantaneous * Saving Throw: Fortitude half * Spell …

  • Orb of Electricity

    *Orb of Electricity* * Conjuration (creation) [Electricity] * Level: Red 4 * Components: V, S * Casting time: 1 standard action * Range: Close (25 ft. + 5 ft./2 levels) * Effect: One orb of fire * Duration: Instantaneous * Saving Throw: None * …

  • Orb of Acid

    *Orb Of Acid* * Conjuration (Creation) [Acid] * Level: Green 4 * Components: V, S * Casting time: 1 standard action * Range: Close (25 ft. + 5 ft./2 levels) * Effect: One orb of acid * Duration: instantaneous * Saving Throw: None * Spell …

  • Easy Trail

    *Easy Trail* * Abjuration * Level: Green 2 * Components: V, S * Casting Time: 1 standard action * Range: 40 ft. * Area: 40-ft. radius emanation * Duration: 1 hour/level (D) * Saving Throw: None * Spell Resistance: Yes _You radiate an energy …

  • Orb of Fire

    *Orb of Fire* * Conjuration (creation) [Fire] * Level: Red 4 * Components: V, S * Casting time: 1 standard action * Range: Close (25 ft. + 5 ft./2 levels) * Effect: One orb of fire * Duration: Instantaneous * Saving Throw: None * Spell Resistance …

  • Orb of Force

    *Orb Of Force* * Conjuration (creation) [Force] * Level: Red 4 * Components: V, S * Casting Time: 1 standard action * Range: Medium (100 ft. + 10 ft./level) * Effect: One orb of force * Duration: Instantaneous * Saving Throw: None * Spell …

  • Orb of Sound

    *Orb Of Sound* * Conjuration (creation) [Sonic] * Level: Red 4 * Components: V, S * Casting time: 1 standard action * Range: Close (25 ft. + 5 ft./2 levels) * Effect: One orb of sound * Duration: Instantaneous * Saving Throw: None * Spell …

  • Metal Melt

    *Metal Melt* * Transmutation [Fire] * Level: Red 4 * Components: V, S, M (A drop of mercury in a vial) * Casting Time: 1 standard action * Range: Close (25 ft. + 5 ft./2 levels) * Target: Nonmagical metal object weighing up to 5 lb./level * …

  • Nature's Favor

    *Nature's Favor* * Evocation * Level: Green 2 * Components: V, S * Casting Time: 1 standard action * Range: Touch * Target: Animal touched * Duration: 1 minute * Saving Throw: Will negates (harmless) * Spell Resistance: Yes (harmless) By …

  • Forcewave

    *Forcewave* * Evocation [Force] * Level: Red 3 * Components: V, S, M (A small piece of string and a drop of sweat) * Casting Time: 1 swift action * Range: 10 ft. * Effect: 10-ft. burst of force centered on you * Duration: Instantaneous * Saving …

  • Sudden Aegis

    *Sudden Aegis* * Abjuration * Level: Green 3 * Components: V, S, * Casting Time: 1 immediate action * Range: Close (25 ft. + 5 ft./2 levels) * Target: One creature * Duration: 1 round * Saving Throw: Will negates (harmless) * Spell Resistance: …

  • Wall of Magma

    *Wall of Magma* * Conjuration (creation) [Fire] * Level: Red 5 * Components: V, S, M (A small piece of pumice, obsidian, or other volcanic rock.) * Casting Time: 1 standard action * Range: Medium (100 ft. + 10 ft./level) * Effect: Wall of molten …

  • Lightning Leap

    *Lightning Leap* * Transmutation [Electricity] * Level: Red 5 * Components: V * Casting Time: 1 standard action * Range: Personal and 60 ft. * Target/Area: You/10-to–60-ft. line * Duration: Instantaneous * Saving Throw: None and Reflex half * …

  • Giant's Wrath

    *Giant's Wrath* * Transmutation [Earth] * Level: Green 3 * Components: V, S, F (The pebbles to be transmuted) * Casting Time: 1 swift action * Range: Personal * Target: One pebble/3 levels * Duration: 1 round/level * Saving Throw: None * Spell …

  • Focusing Chant

    *Focusing Chant* * Enchantment (compulsion) [Mind-Affecting] * Level: Red or White 1 * Components: V * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 minute (D) _You chant softly under your breath and concentrate on …

  • Enhance Familiar

    *Enhance Familiar* * Universal * Level: Green 3 * Components: V, S * Casting Time: 1 standard action * Range: Touch * Target: Familiar touched * Duration: 1 hour/level * Saving Throw: None * Spell Resistance: Yes (harmless) _After you touch …

  • Quick March

    *Quick March* * Transmutation * Level: Red 2 * Components: V, S * Casting Time: 1 swift action * Range: Medium (100 ft. + 10 ft./level) * Targets: Allies in a 20-ft.-radius burst * Duration: 1 round * Saving Throw: Will negates (harmless) * Spell …

  • Entangling Staff

    *Entangling Staff* * Transmutation * Level: Green 4 * Components: V, F (The quarterstaff to be affected) * Casting Time: 1 swift action * Range: Touch * Target: Quarterstaff touched * Duration: 1 round/level (D) * Saving Throw: None * Spell …

  • Earth Hammer

    *Earth Hammer* * Transmutation * Level: Green 5 * Components: V * Casting Time: 1 swift action * Range: Touch * Target: Melee weapon touched * Duration: 1 round/level * Saving Throw: Will negates (harmless, object) * Spell Resistance: Yes ( …

  • Light of Lunia

    *Light of Lunia* * Evocation [Good, Light] * Level: White 1 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target and Effect: You and up to two rays; see text * Duration: 10 minutes/level (D) or until discharged; see text …

  • Light of Mercuria

    *Light Of Mercuria* * Evocation [Good, Light] * Level: White 2 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target and Effect: You and up to two rays; see text * Duration: 10 minutes/level (D) or until discharged; see …

  • Nature's Avatar

    *Nature's Avatar* * Evocation * Level: Green 9 * Components: V, S, DF/F (A miniature figurine of a great wolf, prowling) * Casting Time: 1 standard action * Range: Touch * Target: Animal touched * Duration: 1 minute/level * Saving Throw: Will …

  • Close Wounds

    *Close Wounds* * Conjuration (healing) * Level: White 2 * Components: V * Casting Time: 1 immediate action * Range: Close (25 ft. + 5 ft./2 levels) * Target: One creature * Duration: Instantaneous * Saving Throw: Will half (harmless); see text * …

  • Stabilize

    *Stabilize* * Conjuration (healing) * Level: Green or White 0 * Components: V, S * Casting Time: 1 standard action * Range: Close (25 ft. + 5 ft./2 levels) * Target: One living creature * Duration: Instantaneous * Saving Throw: Will negates ( …

  • Light of Venya

    *Light Of Venya* * Evocation [Good, Light] * Level: White 3 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target and Effect: You and up to two rays; see text * Duration: 10 minutes/level (D) or until discharged; see text …

  • Mystic Aegis

    *Mystic Aegis* * Abjuration * Level: White or Blue 3 * Components: V * Casting Time: 1 immediate action * Range: Personal * Target: You * Duration: Instantaneous _A mantle of scintillating, multicolored light appears around you to block a spell, …

  • Urban Shield

    *Urban Shield* * Abjuration * Level: White 7 * Components: V, S, M (A chip of stone or brick) * Casting Time: 1 immediate action * Range: Personal * Target: You * Duration: 1 round/level _The city itself shields you from harm, leaning in to …

  • Lesser Orb of Acid

    *Lesser Orb of Acid* * Conjuration (Creation) [Acid] * Level: Green 1 * Components: V, S * Casting Time: 1 standard action * Range: Close (25 ft. + 5 ft./2 levels) * Effect: One orb of acid * Duration: Instantaneous * Saving Throw: None * Spell …

  • Inflict Minor Wounds

    *Inflict Minor Wounds* * Necromancy * Level: Black 0 * Components: V, S * Casting Time: 1 standard action * Range: Touch * Target: Creature touched * Duration: Instantaneous * Saving Throw: Will negates * Spell Resistance: Yes This spell …

  • Blade of Blood

    *Blade Of Blood* * Necromancy * Level: Black 1 * Components: V, S * Casting Time: 1 swift action * Range: Touch * Target: Weapon Touched * Duration: 1 round/level or until discharged * Saving Throw: None * Spell Resistance: No _Red blood …

  • Reaving Aura

    *Reaving Aura* * Necromancy [Evil] * Level: Black 1 * Components: V * Casting Time: 1 swift action * Range: 10 ft * Area: 10-ft.-radius emanation, centered on you * Duration: Instantaneous * Saving Throw: None * Spell Resistance: No _The air …

  • Nature's Rampart

    *Nature's Rampart* * Transmutation * Level: Green 3 * Components: V, S, F (A small quartz gem engraved with the image of an exquisite tiny castle, worth at least 100 gp.) * Casting Time: 10 minutes * Range: Medium (100 ft. + 10 ft./level) * Area: …

  • Low Light Vision

    *Low Light Vision* * Transmutation * Level: Green or Black 1 * Components: V * Casting Time: 1 standard action * Range: Touch * Target: Creature touched * Duration: 1 hour/level * Saving Throw: Will negates (harmless) * Spell Resistance: Yes ( …

  • Vine Mine

    *Vine Mine* * Conjuration (Creation) * Level: Green 3 * Components: V, S, M (A tiny crown of ivy leaves) * Casting Time: 1 standard action * Range: Medium (100 ft. + 10 ft./level) * Area: 10-ft.-radius/level spread * Duration: 10 minutes/level * …

  • Poison Vines

    *Poison Vines* * Conjuration (Creation) * Level: Green 4 * Components: V, S, M (A tiny crown of ivy leaves) * Casting Time: 1 standard action * Range: Medium (100 ft. + 10 ft./level) * Area: 10-ft.-radius/level spread * Duration: 10 minutes/level …

  • Demoncall

    *Demoncall* * Divination (evil) * Level: Black 2 * Components: V, S * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: Instantaneous Suddenly you become aware of some fragment of forbidden lore previously lost to you. …

  • Snuff the Light

    *Snuff the Light* * Evocation [Darkness] * Level: Black 1 * Components: V * Casting Time: 1 swift action * Range: Close (25 ft + 5 ft/2 levels) * Target: One nonmagical light source * Duration: Instantaneous or 1 round/level * Saving Throw: None …

  • Benign Transposition

    *Benign Transposition* * Conjuration (Teleportation) * Level: Blue 1 * Components: V, S * Casting Time: 1 standard action * Range: Medium (100 ft. + 10 ft./level) * Targets: Two willing creatures of up to Large size * Duration: Instantaneous * …

  • Shadow Shroud

    *Shadow Shroud* * Evocation [Darkness] * Level: Black 2 * Components: V * Casting Time: 1 immediate action * Range: Personal * Target: You * Duration: 1 round/level _A thin membrane of darkness coats your body._ This spell negates any …

  • Appraising Touch

    *Appraising Touch* * Divination * Level: White or Blue 1 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target: You * Duration: 10 minutes/level _Encircling your eye with thumb and forefinger as if holding a jeweler’s …

  • Sign

    *Sign* * Divination * Level: Red or Blue 1 * Components: V, S, M (A small piece of dried goat intestine or some tea leaves.) * Casting Time: 1 standard action * Range: Personal * Target: You * Duration: 10 minutes/level or until discharged _The …

  • Lesser Orb of Cold

    *Lesser Orb of Cold* * Conjuration (Creation) [Cold] * Level: Blue 1 * Components: V, S * Casting Time: 1 standard action * Range: Close (25 ft. + 5 ft./2 levels) * Effect: One orb of cold * Duration: Instantaneous * Saving Throw: None * Spell …

  • Baleful Transposition

    *Baleful Transposition* * Conjuration (Teleportation) * Level: Blue 2 * Components: V * Casting Time: 1 standard action * Range: Medium (100 ft. + 10 ft./level) * Targets: Two creatures of up to Large size * Duration: Instantaneous * Saving Throw: …

  • Countermoon

    *Countermoon* * Abjuration * Level: White 2 * Components: V, S, M (A hair, scale, or other cast-off item from the type of creature.) * Casting Time: 1 standard action * Range: Close (25 ft. + 5 ft./2 levels) * Target: One lycanthrope * Duration: 12 …

  • Orb of Cold

    *Orb Of Cold* * Conjuration (Creation) [Cold] * Level: Blue 4 * Components: V, S * Casting time: 1 standard action * Range: Close (25 ft. + 5 ft./2 levels) * Effect: One orb of cold * Duration: instantaneous * Saving Throw: None * Spell …

  • Buoyant Lifting

    *Buoyant Lifting* * Transmutation * Level: Blue 1 * Components: V * Casting Time: 1 immediate action * Range: Close (25 ft + 5 ft./2 levels) * Target: One Medium or smaller object or creature/level, no two of which can be more than 20 ft. apart * …

  • Deep Breath

    *Deep Breath* * Conjuration (Creation) [Air] * Level: Blue 1 * Components: S * Casting Time: 1 immediate action * Range: Personal * Target: You * Duration: 1 round/level _You let out a quick cry and instantly feel your chest swell with air, as …

  • Distract Assailant

    *Distract Assailant* * Enchantment (compulsion) [Mind-Affecting] * Level: Blue or Black 1 * Components: V, S, M (The dried wing of a fly) * Casting Time: 1 swift action * Range: Close (25 ft. + 5 ft./2 levels) * Target: One creature * Duration: 1 …

  • Instant Diversion

    *Instant Diversion* * Illusion (Figment) * Level: Blue 1 * Components: V, S * Casting Time: 1 swift action * Range: Personal; see text * Target: You * Duration: 1 round _As you spin around, you produce residual images of yourself, each of which …

  • Instant Search

    *Instant Search* * Divination * Level: Blue 1 * Components: V, S * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round You can make one Perception check to Search check in this round as a free action. You gain a +2 …

  • Sniper's Shot

    *Sniper's Shot* * Divination * Level: Blue or Black 1 * Components: V * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round When you cast this spell, you extend and sharpen your perceptions for one devastating ranged …

  • Stand

    *Stand* * Conjuration (Teleportation) * Level: Blue 1 * Components: V, S * Casting Time: 1 immediate action * Range: Close (25 ft. + 5 ft./2 levels) * Target: One willing prone creature * Duration: Instantaneous * Saving Throw: Will negates ( …

  • Wings of Bounding

    *Wings of Bounding* * Evocation [Force] * Level: Blue 1 * Components: V, S * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: Instantaneous _Immense, partially translucent wings unfurl from behind you for an instant just …

  • Instant Locksmith

    *Instant Locksmith* * Divination * Level: Blue 1 * Components: V, S * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round You can make one Disable Device check or one Open Lock check in this round as a free action …

  • Familiar Pocket

    *Familiar Pocket* * Universal * Level: Blue 1 * Components: V, S, M (A tiny golden needle and a strip of fine cloth given a half twist and fastened at the ends.) * Casting Time: 1 standard action * Range: Touch * Target: One container or garment …

  • Swift Invisibility

    *Swift Invisibility* * Illusion (Glamer) * Level: Blue 2 * Components: V * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round _With a whispered syllable you complete the spell. You notice that others look past you …

  • Lesser Celerity

    *Celerity, Lesser* * Transmutation * Level: Blue 2 * Components: V, * Casting Time: 1 immediate action * Range: Personal * Target: You * Duration: Instantaneous _You borrow a slice of time from the future, pulling it into the present so that …

  • Opportune Dodge

    *Opportune Dodge* * Abjuration * Level: White 2 * Components: V, S * Casting Time: 1 swift action * Range: Touch * Target: Creature touched * Duration: 1 round/level * Saving Throw: Will negates (harmless) * Spell Resistance: Yes (harmless) …

  • Stay the Hand

    *Stay the Hand* * Enchantment (Charm) [Mind-Affecting] * Level: White or Blue 2 * Components: V * Casting Time: 1 immediate action * Range: Medium (100 ft. + 10 ft./level) * Target: One humanoid * Duration: Instantaneous * Saving Throw: Will …

  • Swift Ready

    *Swift Ready* * Conjuration (Summoning) * Level: Blue 2 * Components: V, S * Casting Time: 1 minute (and 1 swift action to invoke afterward; see text) * Range: Touch * Target: One, two, or three specific objects; see text * Duration: 24 hours or …

  • Knight's Move

    *Knight's Move* * Conjuration (Teleportation) * Level: Blue 3 * Components: V, S, DF/F (A knight piece from a chess set) * Casting Time: 1 swift action * Range: 5 ft./2 levels; see text * Target: You * Duration: Instantaneous _The ground before …

  • Spell Enhancer

    *Spell Enhancer* * Transmutation * Level: Red, Green, White, Blue, or Black 4 (see text) * Components: V * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: Until the end of your current turn _You utter an ancient word …

  • Wind at Back

    *Wind At Back* * Evocation * Level: Blue 4 * Components: V, S * Casting Time: 1 standard action * Range: Medium (100 ft. + 10 ft./level) * Target: One creature/level, no two of which are more than 30 ft. apart * Duration: 12 hours * Saving Throw: …

  • Stifle Spell

    *Stifle Spell* * Abjuration * Level: Blue 4 * Components: V * Casting Time: 1 immediate action * Range: Close (25 ft. + 5 ft./2 levels) * Target: One creature casting a spell * Duration: Instantaneous * Saving Throw: See text * Spell Resistance …

  • Dimension Jumper

    *Dimension Jumper* * Conjuration (Teleportation) * Level: Blue 5 * Components: V * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round/level _You whisk yourself from place to place with a word._ For the duration …

  • Familiar Refuge

    *Familiar Refuge* * Conjuration (Teleportation) * Level: Blue 6 * Components: V, S * Casting Time: 1 swift action * Range: Unlimited * Target: You or your familiar * Duration: Instantaneous * Saving Throw: None * Spell Resistance: No _You feel …

  • Cure Minor Wounds

    *Cure Minor Wounds* * Conjuration (healing) * Level: Green or White 0 * Components: V, S, * Casting Time: 1 standard action * Range: Touch * Target: Creature touched * Duration: Instantaneous * Saving Throw: Will negates (harmless); see text * …

  • Critical Strike

    *Critical Strike* * Divination * Level: Blue or Black 1 * Components: V * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round _With this spell is in effect, your melee attacks are more likely to strike a foe's vital …

  • Camouflage

    *Camouflage* * Transmutation * Level: Green or Blue 1 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target: You * Duration: 10 minutes/level _You change the coloring of your skin and clothing to match the environment …

  • Karmic Aura

    *Karmic Aura* * Abjuration * Level: White/Black 1 * Components: V * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round/level * Saving Throw: Will partial * Spell Resistance: Yes _You feel the currents of fate …

  • Aquatic Escape

    *Aquatic Escape* * Transmutation (polymorph) * Level: Green or Blue 1 * Components: V, S * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round/level (D) _Your arms and legs fuse with your body as bright silvery …

  • Karmic Backlash

    *Karmic Backlash* * Abjuration * Level: White/Black 3 * Components: V * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round/level * Saving Throw: Will partial * Spell Resistance: Yes _Your magic influences the …

  • Bloodletting

    *Bloodletting* * Necromancy * Level: Red or Black 1 * Components: S, F (The weapon to be affected) * Casting Time: 1 swift action * Range: Touch * Target: One light weapon you hold * Duration: See text * Saving Throw: None * Spell Resistance: …

  • Lion's Charge

    *Lion's Charge* * Transmutation * Level: Red/Green 3 * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round _You cast the spell and a nimbus of yellow energy in the form of a lion surrounds you._ This spell grants …

  • Horrible Taste

    *Horrible Taste* * Transmutation * Level: Green or Black 1 * Components: V, S, M (A pinch of rotten meat) * Casting Time: 1 standard action * Range: Touch * Target: Creature or object touched * Duration: 10 minutes/level * Saving Throw: Fortitude …

  • Insightful Feint

    *Insightful Feint* * Divination * Level: Blue or Black 1 * Components: V * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round _With a chuckle you whisper the words that will make your ruse more effective._ You …

  • Shock and Awe

    *Shock And Awe* * Enchantment [Mind-Affecting] * Level: Blue or Black 1 * Components: V, S * Casting Time: 1 swift action * Range: Close (25 ft. + 5 ft./2 levels) * Targets: One creature/level, no two of which are more than 30 ft. apart. * Duration …

  • Winged Watcher

    *Winged Watcher* * Transmutation (polymorph) * Level: Blue or Green 1 * Components: V, S * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round/level (D) _Your body hunches and shrinks as dusky feathers sprout from …

  • Daggerspell Stance

    *Daggerspell Stance* * Abjuration * Level: Red/White or Red/Blue 2 * Components: V, F (A pair of daggers) * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round/level (D) _This spell improves your ability to defend …

  • Divine Insight

    *Divine Insight* * Divination * Level: White or Blue 2 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target: You * Duration: 10 minutes/level or until discharged (D) _Clutching your hand to your chest, you let your …

  • Rhino's Rush

    *Rhino's Rush* * Transmutation * Level: Red or Green 2 * Components: V, S * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round _A violent fury consumes you. You seek nothing more than to charge at your enemies and …

  • War Cry

    *War Cry* * Enchantment (Compulsion) [Fear, Mind-Affecting, Sonic] * Level: Red/Black 2 * Components: V, S * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round/level (D) * Saving Throw: See text * Spell Resistance: …

  • Warning Shout

    *Warning Shout* * Transmutation * Level: Red or White 2 * Components: V * Casting Time: 1 immediate action * Range: 30 ft. * Targets: All allies within 30 feet * Duration: Instantaneous * Saving Throw: None * Spell Resistance: No _You shout a …

  • Spectral Weapon

    *Spectral Weapon* * Illusion (shadow) * Level: Black 4 * Components: V, S * Casting Time: 1 swift action * Range: 0 ft. * Target: You * Duration: 1 round/level (D) * Saving Throw: Will partial; see text * Spell Resistance: Yes; see text _You …

  • Stretch Weapon

    *Stretch Weapon* * Transmutation * Level: Red, Green, or Blue 2 * Components: V * Casting Time: 1 swift action * Range: 0 ft. * Target: Melee weapon or natural attack * Duration: Until the end of your turn * Saving Throw: Will negates (harmless, …

  • Tiger's Tooth

    *Tiger's Tooth* * Transmutation * Level: Red or Green 2 * Components: V * Casting Time: 1 swift action * Range: Touch * Target: Creature touched * Duration: 1 round * Saving Throw: Will negates (harmless) * Spell Resistance: Yes (harmless) …

  • Wither

    *Wither* * Necromancy * Level: Green/Black 4 * Components: V, S, M (A pinch of powdered bone) * Casting Time: 1 standard action * Range: Medium (100 ft. + 10 ft./level) * Target: One living creature * Duration: Instantaneous and 1 round/level ( …

  • Cloud of Seasickness

    *Cloud of Seasickness* * Conjuration (creation) [Poison] * Level: Green or Black 2 * Components: V, S, M (A piece of seaweed) * Casting Time: 1 standard action * Range: Close (25 ft. + 5 ft./2 levels) * Effect: Cloud spreads in 20-ft. radius, 20 ft. …

  • Phantom Stag

    *Phantom Stag* * Conjuration (Creation) * Level: Green/Blue 5 * Components: V, S * Casting Time: 10 minutes * Range: 0 ft * Duration: 1 hour/level (D) * Effect: One quasi-real, staglike creature * Saving Throw: None; see text * Spell Resistance: …

  • Swift Etherealness

    *Etherealness, Swift* * Transmutation * Level: White/Black or Blue/Black 5 * Components: V, S * Casting Time: 1 swift action * Range: Close (25 ft. + 5 ft./2 levels) * Target: One willing creature * Duration: 1 round * Saving Throw: Will negates …

  • Battlecry

    *Battlecry* * Evocation [Mind-Affecting, Sonic] * Level: Red/White 6 * Components: V, S, * Casting Time: 1 swift action * Range: 60 ft. * Target: You and all allies within 60 ft. * Duration: Instantaneous * Saving Throw: None * Spell Resistance …

  • Karmic Retribution

    *Karmic Retribution* * Abjuration * Level: White/Black 6 * Components: V * Casting Time: 1 swift action * Range: Personal * Target: You * Duration: 1 round/level * Saving Throw: Will partial * Spell Resistance: Yes _By manipulating fate …

  • Panacea

    *Panacea* * Conjuration (Healing) * Level: Green/White 4 * Components: V, S * Casting Time: 1 standard action * Range: Touch * Target: Creature touched * Duration: Instantaneous * Saving Throw: Will half (harmless); see text * Spell Resistance: …

  • Regal Procession

    *Regal Procession* * Conjuration (summoning) * Level: Green or White 3 * Components: V, S, M (A bit of horse hair) * Casting Time: 1 minute * Range: Close (25 ft. + 5 ft./2 levels) * Effect: One mount/level * Duration: 1 hour/level * Saving Throw: …

  • Fortify Familiar

    *Fortify Familiar* * Universal * Level: Green or White 3 * Components: V, S * Casting Time: 1 standard action * Range: Touch * Target: Your familiar * Duration: 1 hour/level * Saving Throw: None (harmless) * Spell Resistance: Yes _You make …

  • Net of Shadows

    *Net of Shadows* * Illusion (shadow) [Darkness] * Level: Black 1 * Components: V, S * Casting Time: 1 standard action * Range: Close (25 ft + 5 ft./2 levels) * Target: One creature/level, no two of which are more than 25 ft apart. * Duration: 1d6 …

  • Frigid Touch

    *Frigid Touch* * Evocation [cold] * Level: Blue 2 * Casting Time: 1 standard action * Components: V, S * Range: touch * Target: creature touched * Duration: instantaneous * Saving Throw: Fort Partial, see text * Spell Resistance yes _This …

  • Quick Potion

    *Quick Potion* * Transmutation * Level: Blue 2 * Components: V, S * Casting Time: 1 minute * Target: Flask of water touched * Duration: 1 hour/level * Saving Throw: Will negates (object), Spell Resistance: Yes (object) _You mutter the last of …

  • Blade of Dark Triumph

    *Blade of Dark Triumph* * Transmutation [Evil] * Level: Black 5 * Components: V, S * Casting Time: 1 standard action * Range: Touch * Target: Your fiendish boon weapon * Duration: 1 minute/level * Saving Throw: Will negates (harmless) * Spell …

  • Greater Infernal Healing

    *Greater Infernal Healing* * Transmutation [Evil] * Level: Black 4 * Components: V, S, M (1 dose of unholy water mixed with 1 vial of demon’s blood) * Casting Time: 1 standard action * Range: Touch * Target: Creature touched * Duration: 1 minute …

  • Infernal Healing

    *Infernal Healing* * Transmutation [Evil] * Level: Black 1 * Components: V, S, M (1 dose of unholy water mixed with 1 vial of demon’s blood) * Casting Time: 1 standard action * Range: Touch * Target: Creature touched * Duration: 1 minute * Saving …

  • Dark Favor

    *Dark Favor* * Necromancy/Transmutation [Evil] * Level: Black 6 * Components: V, S * Casting Time: 1 standard action * Range: Personal * Target: You * Duration: 1 round/level Drawing on the essence of darkness, your hands elongate and sprout …

  • Curse Item

    *Curse Item* * Necromancy [Curse] * Level: Black 2 * Components: V, S * Casting Time: 1 minute * Range: Touch * Target: Object touched * Duration: Permanent * Saving Throw: Will negates (object) * Spell Resistance: Yes The object becomes …

  • Virulence

    *Virulence* * Necromancy [evil] * Level: Green/Black 4 * Components: V, S * Casting Time: 1 standard action * Range: 40 ft * Area: all living creatures within a 40-ft.-radius burst centered on you * Duration: instantaneous * Saving Throw: see …

  • Pied Piping

    *Pied Piping* * Enchantment (compulsion) [mind-affecting] * Level: Blue 8 * Components: V or F (musical instrument) * Casting Time: 1 standard action * Range: 90 ft. * Area: 90-ft.-radius emanation, centered on you * Duration: concentration + 1 …

  • Frozen Note

    *Frozen Note* * Enchantment (compulsion) [mind-affecting] * Level: Blue 7 * Components: V, S * Casting Time: 1 standard action * Area: 30-ft.-radius emanation centered on you * Targets: any number of creatures within area * Duration: concentration …

  • Rebuke

    *Rebuke* * Evocation [sonic] * Level: Red/White 6 * Components: V, S * Casting Time: 1 standard action * Range: 20 ft * Area: 20-ft.-radius burst centered * Duration: instantaneous * Saving Throw: Fortitude partial * Spell Resistance: Yes …

  • Forced Quiet

    *Forced Quiet* * Transmutation * Level: Blue or Black 1 * Components: S * Casting Time: 1 standard action * Range: Medium (100 ft. + 10 ft./level) * Target: One creature * Duration: 1 round/level * Saving Throw: Will negates * Spell Resistance: …

  • Wall of Lava

    *Wall of Lava* * Conjuration (creation) [Fire] * Level: Red 8 * Components: V, S * Casting Time: 1 standard action * Range: Medium (100 ft. + 10 ft./level) * Targets: Lava wall whose area is up to one 5-ft. square/level (S) * Duration: 1 round/ …

  • Ki Shout

    *Ki Shout* * Evocation [Sonic] * Level: Red 7 * Components: V, S * Casting Time: 1 standard action * Range: Close (25 ft + 5 ft./2 levels) * Target: One creature * Duration: Instantaneous * Saving Throw: Fortitude partial (see text); * Spell …

  • Manabarbs

    *Manabarbs* * Evocation [Electricity] * Level: Red 7 * Components: V, S * Casting Time: 1 standard action * Range: Medium (100 ft. + 10 ft./level) * Target: One creature * Duration: 1 round/level (D); see text * Saving Throw: No; see text * …

  • Elemental Assessor

    *Elemental Assessor* * Evocation [acid, cold, electricity, fire] * Level: Red/Green/Blue 6 * Components: V, S * Casting Time: 1 standard action * Range: Close (25 ft. + 5 ft./2 levels) * Effect: one elemental ray * Duration: Instantaneous and 1d4+ …

  • Tar Pool

    *Tar Pool* * Transmutation [earth, fire] * Level: Red/Green 6 * Components: V, S, M (a ball of hardened tar) * Casting Time: 1 standard action * Range: medium (100 ft + 10 ft./level) * Area: 20-ft hemisphere burst; see text * Duration: 1 round/ …

  • Obsidian Flows

    *Obsidian Flow* * Transmutation [earth, fire] * Level: Red/Green 4 * Components: V, S, M (a small piece of obsidian) * Casting Time: 1 standard action * Range: medium (100 ft. + 10 ft/level) * Area: 20-ft.-hemisphere burst; see text * Duration: 1 …

  • Burning Stride

    *Burning Stride* * Conjuration (teleportation) [fire] * Level: Red/Blue 5 * Components: V, S * Casting Time: 1 standard action * Target: self and creatures within a 10-foot-radius burst (see below) * Duration: instantaneous * Saving Throw: Reflex …

  • Hellmouth Lash

    *Hellmouth Lash* * Evocation [Evil, Fire] * Level: Red/Black 4 * Components: V, S * Casting Time: 1 standard action * Range: personal * Target: you * Duration: 1 round/level * Saving Throw: None * Spell Resistance: Yes Upon casting this spell …

  • Wandering Star Motes

    *Wandering Star Motes* * Evocation [light, mind-affecting] * Level: White/Blue 4 * Components: V, S, M (a sprinkle of flash powder) * Casting Time: 1 standard action * Range: close (25 ft. + 5 ft./2 levels) * Targets: one creature and special; see …

  • Wake of Light

    *Wake of Light* * Evocation [Good] * Level: White 4 * Components: V, S * Casting Time: 1 swift action * Range: 120 ft. * Effect: 10-ft.-wide path, up to 120 ft. long * Duration: Until end of turn plus 1 round/level * Saving Throw: None * Spell …

  • Blade of Bright Victory

    *Blade of Bright Victory* * Transmutation [Good] * Level: White 5 * Components: V, S * Casting Time: 1 standard action * Range: Touch * Target: Your paladin bonded weapon * Duration: 1 minute/level * Saving Throw: Will negates (harmless); * …

  • Slaad's Prey

    *Slaad’s Prey* * Transmutation [Chaotic] * Level: Red 4 * Components: V, S, M (Dried blood from a lawful outsider, sprinkled on the weapon) * Casting Time: 1 standard action * Range: Touch * Target: Melee weapon touched * Duration: 1 minute/level …

  • Corrupter's Edge

    *Corrupter’s Edge* * Transmutation [Evil] * Level: Black 4 * Components: V, S, M (Dried blood from a good outsider, sprinkled on the weapon) * Casting Time: 1 standard action * Range: Touch * Target: Melee weapon touched * Duration: 1 minute/level …

  • Judge's Blade

    *Judge’s Blade* * Transmutation [Lawful] * Level: White 4 * Components: V, S, M (Dried blood from a chaotic outsider, sprinkled on the weapon) * Casting Time: 1 standard action * Range: Touch * Target: Melee weapon touched * Duration: 1 minute/ …

  • Divine Arrow

    *Divine Arrow* * Transmutation [Good] * Level: White 4 * Components: V, F (The arrow or bolt to be fired) * Casting Time: 1 swift action * Range: Touch * Target: One arrow or bolt * Duration: Until end or turn or until discharged * Saving Throw: …

  • Blessed Strike

    *Blessed Strike* * Transmutation [Good] * Level: White 3 * Components: V * Casting Time: 1 swift action * Range: Touch * Target: Your melee weapon * Duration: Until end or turn or until discharged * Saving Throw: None; see text * Spell …

  • Accept Affliction

    *Accept Affliction* * Conjuration (healing) [good] * Level: Green/White 3 * Components: V, S, M (a dove’s heart) * Casting Time: 1 standard action * Range: touch; see text * Target: creature touched * Duration: Permanent (see text). * Saving …

  • Burst of Radiance

    *Burst of Radiance* * Evocation [Good, Light] * Level: White 2 * Components: V, S, M (a piece of flint and a pinch of silver dust) * Casting Time: 1 standard action * Range: Long (400 ft. + 40 ft./level) * Area: 10-ft.-radius burst * Duration: …

  • Touch of Mercy

    *Touch of Mercy* * Evocation [Good] * Level: White 2 * Components: V, S * Casting Time: 1 standard action * Range: Touch * Target: One creature * Duration: 1 minute/level (D) * Saving Throw: Will negates * Spell Resistance: Yes The target …

  • Hymn of Mercy

    *Hymn of Mercy* * Evocation [Good] * Level: White 5 * Components: V, S * Casting Time: 1 standard action * Range: 30 ft. * Area: All creatures within a 30-ft.-radius burst centered on you * Duration: 1 round/level (D) * Saving Throw: Will …

  • Dark-Light

    *Dark-Light* * Evocation [Darkness] * Level: Black 3 * Components: V, S * Casting Time: 1 standard action * Range: Medium (100 ft. + 10 ft./level) * Target: Living creatures without light sensitivity * Area: 20-ft.-radius burst * Duration: …

  • Unholy Blood

    *Unholy Blood* * Abjuration [Evil] * Level: Black 3 * Components: V, S, Caster must be evil * Casting Time: 1 standard action * Range: Personal * Target: You * Duration: 1 minute/level (D) * Saving Throw: Will negates (harmless); * Spell …

  • Anarchic Blood

    *Anarchic Blood* * Abjuration [Chaotic] * Level: Red 3 * Components: V, S, caster must be chaotic * Casting Time: 1 standard action * Range: Personal * Target: You * Duration: 1 minute/level (D) * Saving Throw: Will negates (harmless); * Spell …

  • Axiomatic Blood

    *Axiomatic Blood* * Abjuration [Lawful] * Level: White 3 * Components: V, S, caster must be lawful * Casting Time: 1 standard action * Range: Personal * Target: You * Duration: 1 minute/level (D) * Saving Throw: Will negates (harmless); * Spell …

  • Righteous Blood

    *Righteous Blood* * Abjuration [Good] * Level: White 3 * Components: V, S, caster must be good * Casting Time: 1 standard action * Range: Personal * Target: You * Duration: 1 minute/level (D) * Saving Throw: Will negates (harmless) * Spell …

  • Burst of Nettles

    *Burst of Nettles* * Conjuration [Acid] * Level: Green 2 * Components: V, S * Casting Time: 1 standard action * Range: Close (25 ft. + 5 ft./2 levels) * Area: 10-ft.-radius burst * Duration: Instantaneous * Saving Throw: Reflex half; * Spell …

  • Greater Contagion

    *Greater Contagion* * Necromancy [disease, evil] * Level: Green/Black 6 * Components: V, S * Casting Time: 1 standard action * Range: touch * Target: living creature touched * Duration: instantaneous * Saving Throw: Fortitude negates; see text * …

  • Touch of Slime

    *Touch of Slime* * Conjuration (Summoning) [disease] * Level: Green/Black 4 * Components: V, S, M (a drop of acid and a black glass sphere) * Casting Time: 1 standard action * Target: Personal * Duration: 1 round/level; see target * Saving Throw: …

  • Toxic Gift

    *Toxic Gift* * Necromancy [Poison] * Level: Green or Black 2 * Components: V, S * Casting Time: 1 standard action * Range: Touch * Target: Living creature touched * Duration: Instantaneous; see text * Saving Throw: Fortitude negates (see text); …

  • Hallucinogenic Smoke

    *Hallucinogenic Smoke* * Conjuration [Poison] * Level: Green or Black 4 * Components: S, M (A bit of tobacco, ingested or smoked) * Casting Time: 1 standard action * Range: Personal * Target: You * Duration: 3 rounds/level or until discharged; see …

  • Film of Filth

    *Film of Filth* * Transmutation [poison] * Level: Green/Black 4 * Components: V, S * Casting Time: 1 standard action * Range: touch * Target: creature touched * Duration: 1 round/level (D) * Saving Throw: Fortitude partial * Spell Resistance Yes …

  • Weird Form

    *Weird Form* * Transmutation (polymorph) [fire, water] * Level: Red/Blue 6 * Components: V, S * Casting Time: 1 standard action * Range: personal * Targets: you * Duration: 1 minute/level When you cast this spell, your body takes on the …

  • Fervor

    *Fervor* * Transmutation * Level: Red 4 * Components: V * Casting Time: 1 standard action * Range: Personal * Target: You * Duration: 1 hour/level This spell grants your natural land speed a 30 foot insight bonus and grants a +2 competence bonus …

  • Echoing Plea

    *Echoing Plea* * Evocation [Light, Sonic] * Level: White/Blue 2 * Components: V, S, F (A sheathed weapon) * Casting Time: 1 swift action * Range: personal * Target: you * Duration: 1 round * Saving Throw: None * Spell Resistance: Yes (harmless) …

  • Training

    _This page is in the works. Everything on this page is 100% subject to change._ An old adage holds that "Knowledge is Power". While this may not always hold true in the vast world of Creed, few will find any power for themselves without reflecting upon …

  • Andelu

    *Andelu Deathstalker* * Male bandersnatch cub * Chaotic Neutral Large (long) magical beast * Senses: blindsense 60 ft, darkvision 60 ft., low-light vision, scent; Perception +18 _Defenses_ * AC 29, touch 15, flat-footed 23 (+6 Dex, +14 natural, –1 …

  • Skyrider

    *Prerequisites* * Alignment: Any alignment * BAB: +7 * Skills: Handle Animal 5 ranks, Ride 10 ranks, Perception 8 ranks * Feats: Mounted Combat, Ride-by Attack * Special: Must have an animal companion, bonded mount, or similar type of companion …

  • Pounce

    *Pounce:* The pounce ability, gained either racially or from a class, now gives you three options at the end of a charge, listed below. In all instances, all attacks must be directed against the same enemy. # So long as you aren't wielding a …

  • Multi-limb Fighting

    *Multi-limb Fighting:* Wielding a weapon with multiple limbs beyond the first two no longer adds iterative multiplications of Strength to damage, but rather increases your damage by a static +2 damage with that weapon and a +2 to CMD vs being disarmed for …

  • Immunities

    *Immunities:* Immunities may now only be gained through racial and class abilities, or from extremely powerful items. Any item or spell that used to grant immunity now grants a Heavy Fortification-like 75% chance to ignore the effect. Ongoing effects are …

  • Setting Overview

    _This page is in the works_ Welcome to the world of Creed, a world of myth, might, and magic, rife with need for great heroes and greater men and women to take the reins. As you begin your adventures here, there are a number of steps worth undertaking …

  • History of Creed

    The history of [[Creed]] is ancient, complex, and — due to its many wars over the millennia — unfortunately scattered. Thanks to the Loxodon's [[Tree of Tales]], there are surviving records of Creed's history stretching back more than 5,000 years, and the …

  • Events of The Warring Era

    h4. Events of The Warring Era *Erathell* * In the year 4211, Celanthiral declared the Sunset Fields to be demilitarized (to a certain degree) and tax-excluded as part of a peace treaty with Ikari and was later declared free international territory in …

  • Events of The Modern Era

    h4. Events of The Modern Era *Erathell* * - *Coricona* * - *Dentyr* * Just a few short years after the global peace treaty was signed, the viashino petitioned the International Council for aid and it was given — the Dentyr Unified Forces …

  • Chain of Perdition

    *Chain of Perdition* * Evocation [Force] * Level: Red 3 * Components: V, S, DF/M (A chain link) * Casting Time: 1 standard action * Range: Close (25 ft. + 5 ft./2 levels) * Effect: A 10-ft. chain * Duration: 1 round/level (D) * Saving Throw: …

  • Ball Lightning

    *Ball Lightning* * Evocation [Electricity] * Level: Red 4 * Components: V, S, DF/M (A small iron ring) * Casting Time: 1 standard action * Range: Medium (100 ft. + 10 ft./level) * Effect: Two or more 5-ft.-diameter spheres * Duration: 1 round/level …

  • Hydraulic Push

    *Hydraulic Push* * Evocation [water] * Level: Blue 1 * Components: V, S * Casting Time: 1 standard action * Range: Close (25 ft. + 5 ft./2 levels) * Target: One creature or object * Duration: Instantaneous * Saving Throw: None; * Spell …

  • Living Spell

    _In Progress_ CR: The CR of a Living Spell is equal to its primary spell's level plus one half its caster level, rounding down, to a minimum of 1. Alignment: Living spells are neutral as they are not intelligent. However, if the primary spell has an …

  • Sangromancy

    _Warning: Sangromancy is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ Blood magic, otherwise known as sangromancy, is the practice of tapping the power inherent in blood. While many magics may call …

  • Feats of Sacrifice

    _Warning: Sangromancy is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ * [[Bleed Dry]] * [[Blood of Power]] * [[Blood Sacrifice]] * [[Opportunistic Sacrifice]] * [[Tormented Sacrifice]]

  • Oni Sangromancy

    _Warning: Sangromancy is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ The blood magic of the oni is by far the most primal and overtly aggressive form of sangromancy. While the bloody powers of …

  • Vampiric Sangromancy

    _Warning: Sangromancy is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ Vampiric sangromancy is a natural expression and expansion of the vampire's innate powers. Vampiric blood magic allows the mage …

  • Demonic Sangromancy

    _Warning: Sangromancy is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ The concept of the devil's bargain, the contract written in blood, that is the power of demonic sangromancy. Ancient beyond …

  • Crabwalk

    *Crabwalk* * Transmutation * Level: Red or Green 1 * Components: V, S, M (A crab's leg) * Casting Time: 1 standard action * Range: Touch * Target: Creature touched * Duration: 1 minute/level * Saving Throw: None * Spell Resistance: No _The …

  • Disrupting Weapon

    *Disrupting Weapon* * Transmutation * Level: White or Black 5 * Components: V, S * Casting Time: 1 standard action * Range: Touch * Targets: One melee weapon * Duration: 1 round/level * Saving Throw: Will negates (harmless, object); see text * …

  • Sangromancy Spells

    _Warning: [[Sangromancy]] is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ Compared to many unique magics, sangromancy spells are relatively easy to learn and cast. Any caster that meets the …

  • Serran Scabbard

    _A finely crafted bleached leather scabbard with a silver reinforcements. The symbol of serra graces the front of the scabbard._ While not necessarily tied to the Serran religion, it's believed the original creator of the scabbard was a member and the …

  • Lesser Vigor

    *Lesser Vigor* * Conjuration (healing) * Level: Green or White 2 * Components: V, S * Casting Time: 1 standard action * Range: Touch * Target: Living creature touched * Duration: 10 rounds + 1 round/level (max 20 rounds) * Saving Throw: Will …

  • Vigor

    *Vigor* * Conjuration (healing) * Level: Green or White 3 * Components: V, S * Casting Time: 1 standard action * Range: Touch * Target: Living creature touched * Duration: 10 rounds + 1 round/level (max 25 rounds) * Saving Throw: Will negates ( …

  • Lesser Vigorous Circle

    *Lesser Vigorous Circle* * Conjuration (healing) * Level: Green or White 3 * Components: V, S * Casting Time: 1 standard action * Range: 20 feet * Target: One living creature/2 levels * Duration: 10 rounds + 1 round/level (max 25 rounds) * Saving …

  • Greater Vigor

    *Greater Vigor* * Conjuration (healing) * Level: Green or White 5 * Components: V, S * Casting Time: 1 standard action * Range: Touch * Target: Living creature touched * Duration: 10 rounds + 1 round/level (max 35 rounds) * Saving Throw: Will …

  • Vigorous Circle

    *Vigorous Circle* * Conjuration (healing) * Level: Green or White 6 * Components: V, S * Casting Time: 1 standard action * Range: 20 feet * Target: One living creature/2 levels * Duration: 10 rounds + 1 round/level (max 40 rounds) * Saving Throw: …

  • Berserker

    *Table: Berserker* |*Level*|*BAB*|*Fort*|*Ref*|*Will*|*Special*|*Mana Points*| |*1st*|+1|+2|+0|+0|Fast Movement, Rage|1 Points| |*2nd*|+2|+3|+0|+0|Rage Power, Uncanny Dodge|1 Points| |*3rd*|+3|+3|+1|+1|Supernatural Prowess|2 Points| |*4th*|+4|+4|+1|+ …

  • Item Modifications

    _This page is In the Works_ *Temporary Pricing* * Simple: 100 gp weapons/50 gp armor * Moderate: 200 gp weapons/100 gp armor * Complex: 400 gp weapon/200 gp armor All modifications are subject to GM/group approval and basic logic. Modifications …

  • Greatcleaver

    The greatcleaver resembles a large greatsword that tapers out to a large axe-head usable only by [[Barbarians|barbarians]]. The weapon's awkward design makes it difficult to use but provides a crushing offensive for any barbarian skilled enough to master …

  • Burning Sword

    *Burning Sword* * Evocation [Fire] * Level: Red 2 * Components: V, S * Casting Time: 1 standard action * Range: Touch * Target: One held weapon * Duration: 1 minute/level (D) * Saving Throw: None * Spell Resistance: No You cause a held weapon …

  • Tinder

    *Tinder* * Evocation [High Keldon, Fire] * Level: Red 2 * Components: V * Casting Time: 1 standard action * Range: 0 ft * Effect: flame covering your hands * Duration: 1 minute/level (D) * Saving Throw: None * Spell Resistance: No Flames as …

  • Arcane Spell Failure Chance

    Armor interferes with the gestures that a spellcaster must make to cast any spell that has a somatic component. Spellcasters face the possibility of arcane spell failure if they're wearing armor. Spell-like abilities, supernatural abilities, and spells …

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