<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://srd.mythcraftrpg.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zurak</id>
	<title>MythCraft Online SRD  - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://srd.mythcraftrpg.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zurak"/>
	<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/Special:Contributions/Zurak"/>
	<updated>2026-07-26T11:06:59Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.40.1</generator>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Mummy_Ashlord&amp;diff=13290</id>
		<title>Mummy Ashlord</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Mummy_Ashlord&amp;diff=13290"/>
		<updated>2025-06-21T01:10:26Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Summon Scarabs updated from PDF&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{{LineageInfobox|image=MummyAshlord.png}}__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Some humanoid cultures undergo lengthy rituals to lay their dead to rest. By removing a corpse’s internal organs, embalming it with salt, and wrapping it completely in linens, a [[Mummy]] is created. Most Mummies remain inanimate corpses, but some awaken. Whether a ritual is imposed on the corpse as part of the process of burying it, or a spell cast over the entire crypt where the Mummy sleeps, some Mummies become [[undead]] guardians of their tombs. These sentinels will curse any who try to enter their places of rest. Although they make savage fighters, Mummies rarely leave their own tombs and will leave adventurers alone once they retreat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Mummy Ashlord ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 18''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Undead, Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
!2&lt;br /&gt;
!6&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!6&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 12&lt;br /&gt;
!Fort: 16&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 10&lt;br /&gt;
!Will: 16&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 15 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Psychic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 160&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Fire 1; '''DR''' 5/Fire&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Ethereal, Iron Will, Steel Mind&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Dissolution.''' When the Mummy Ashlord dies, it turns into 1d4 [[Swarm of Insects|Swarms of Insects]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Mummy Ashlord can take '''FOUR''' of the following actions, or take the same action '''four times.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Mummy Ashlord can move up to its speed.&lt;br /&gt;
'''Khopesh.''' ''Reach 5 ft, One-Handed Weapon.'' +6 vs AR. '''Hit:''' 9 (1d6+6) sharp. If the creature is holding an item, it must make a DC 16 STR check. On a fail, it drops the item at the Mummy Ashlord’s feet.&lt;br /&gt;
&lt;br /&gt;
'''Withering Touch.''' ''Reach 5 ft, Natural Weapon.'' +6 vs ANT. '''Hit:''' 10 (3d6) necrotic. If the Mummy Ashlord is bloodied, it regains HP equal to half the [[damage]] it dealt.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Mummy Ashlord can take '''TWO''' of the following actions, or take the same action '''twice...''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Mummy Ashlord can move up to its speed.&lt;br /&gt;
'''Khopesh.''' ''Reach 5 ft, One-Handed Weapon.'' +6 vs AR. '''Hit:''' 9 (1d6+6) sharp. If the creature is holding an item, it must make a DC 13 STR check. On a fail, it drops the item at the Mummy Ashlord’s feet.&lt;br /&gt;
&lt;br /&gt;
'''Withering Touch.''' ''Reach 5 ft, Natural Weapon.'' +6 vs ANT. '''Hit:''' 10 (3d6) necrotic. If the Mummy Ashlord is bloodied, it regains HP equal to half the damage it dealt.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''...AND''' take '''ONE''' of the following actions.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Finger of Accusation (1/Recoup).''' ''Ranged 90 ft Natural Weapon.'' +6 vs WILL. '''Hit:''' The creature becomes both Demoralized and Shaken for the next 24 hours. [[Greater Restoration]] and similar magic can end this curse early.&lt;br /&gt;
'''Mummy Curse.''' ''Reach 5 ft, Natural Weapon.'' +6 vs ANT. '''Hit:''' All other mummies gain the Focused condition against that creature for the next 24 hours, and are supernaturally aware of its location. Greater Restoration and similar magic can end this curse early.&lt;br /&gt;
&lt;br /&gt;
'''Summon Scarabs (Recharge 3).''' The Mummy Ashlord summons 1d4 [[Swarm of Scarabs|Swarms of Scarabs]], which appear in unoccupied spaces within 60 ft of the Mummy Ashlord.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''OR the Mummy Ashlord can take '''ONE''' of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Attendants (Recharge 6).''' The Mummy Ashlord summons 1d4 [[Mummy|Mummies]].&lt;br /&gt;
'''Sandstorm Aura (Recharge 6).'''  The Ashlord generates an aura of dust in a 20 ft radius around it. The area is considered heavily obscured, imposing the Concealed condition on creatures in the area. The Mummy Ashlord and other mummies suffer no TD by attacking a creature that is Concealed in the aura. Living creatures that start their turn in the aura must make a DC 16 END check, taking 5 (2d4) sharp damage on a failure.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' The Mummy Ashlord can [[Actions#Advanced Manuevers|Exploit]].&lt;br /&gt;
'''Terrify (1/Turn).''' When a creature moves into 10 ft reach of the Mummy Ashlord, the Mummy Ashlord can make the following attack reactively. +6 vs WILL. '''Hit:''' The creature is Broken until the end of its current turn. Once this misses a creature, it is immune to the Mummy Ashlord’s Terrify attack for 24 hours.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Mummy_Ashlord&amp;diff=13289</id>
		<title>Mummy Ashlord</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Mummy_Ashlord&amp;diff=13289"/>
		<updated>2025-06-21T01:07:46Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Sandstorm updated from PDF&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{{LineageInfobox|image=MummyAshlord.png}}__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Some humanoid cultures undergo lengthy rituals to lay their dead to rest. By removing a corpse’s internal organs, embalming it with salt, and wrapping it completely in linens, a [[Mummy]] is created. Most Mummies remain inanimate corpses, but some awaken. Whether a ritual is imposed on the corpse as part of the process of burying it, or a spell cast over the entire crypt where the Mummy sleeps, some Mummies become [[undead]] guardians of their tombs. These sentinels will curse any who try to enter their places of rest. Although they make savage fighters, Mummies rarely leave their own tombs and will leave adventurers alone once they retreat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Mummy Ashlord ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 18''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Undead, Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
!2&lt;br /&gt;
!6&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!6&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 12&lt;br /&gt;
!Fort: 16&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 10&lt;br /&gt;
!Will: 16&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 15 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Psychic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 160&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Fire 1; '''DR''' 5/Fire&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Ethereal, Iron Will, Steel Mind&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Dissolution.''' When the Mummy Ashlord dies, it turns into 1d4 [[Swarm of Insects|Swarms of Insects]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Mummy Ashlord can take '''FOUR''' of the following actions, or take the same action '''four times.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Mummy Ashlord can move up to its speed.&lt;br /&gt;
'''Khopesh.''' ''Reach 5 ft, One-Handed Weapon.'' +6 vs AR. '''Hit:''' 9 (1d6+6) sharp. If the creature is holding an item, it must make a DC 16 STR check. On a fail, it drops the item at the Mummy Ashlord’s feet.&lt;br /&gt;
&lt;br /&gt;
'''Withering Touch.''' ''Reach 5 ft, Natural Weapon.'' +6 vs ANT. '''Hit:''' 10 (3d6) necrotic. If the Mummy Ashlord is bloodied, it regains HP equal to half the [[damage]] it dealt.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Mummy Ashlord can take '''TWO''' of the following actions, or take the same action '''twice...''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Mummy Ashlord can move up to its speed.&lt;br /&gt;
'''Khopesh.''' ''Reach 5 ft, One-Handed Weapon.'' +6 vs AR. '''Hit:''' 9 (1d6+6) sharp. If the creature is holding an item, it must make a DC 13 STR check. On a fail, it drops the item at the Mummy Ashlord’s feet.&lt;br /&gt;
&lt;br /&gt;
'''Withering Touch.''' ''Reach 5 ft, Natural Weapon.'' +6 vs ANT. '''Hit:''' 10 (3d6) necrotic. If the Mummy Ashlord is bloodied, it regains HP equal to half the damage it dealt.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''...AND''' take '''ONE''' of the following actions.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Finger of Accusation (1/Recoup).''' ''Ranged 90 ft Natural Weapon.'' +6 vs WILL. '''Hit:''' The creature becomes both Demoralized and Shaken for the next 24 hours. [[Greater Restoration]] and similar magic can end this curse early.&lt;br /&gt;
'''Mummy Curse.''' ''Reach 5 ft, Natural Weapon.'' +6 vs ANT. '''Hit:''' All other mummies gain the Focused condition against that creature for the next 24 hours, and are supernaturally aware of its location. Greater Restoration and similar magic can end this curse early.&lt;br /&gt;
&lt;br /&gt;
'''Summon Scarabs (Recharge 3).''' The Mummy Ashlord summons 1d4 [[Swarm of Scarabs|Swarms of Scarabs]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''OR the Mummy Ashlord can take '''ONE''' of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Attendants (Recharge 6).''' The Mummy Ashlord summons 1d4 [[Mummy|Mummies]].&lt;br /&gt;
'''Sandstorm Aura (Recharge 6).'''  The Ashlord generates an aura of dust in a 20 ft radius around it. The area is considered heavily obscured, imposing the Concealed condition on creatures in the area. The Mummy Ashlord and other mummies suffer no TD by attacking a creature that is Concealed in the aura. Living creatures that start their turn in the aura must make a DC 16 END check, taking 5 (2d4) sharp damage on a failure.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' The Mummy Ashlord can [[Actions#Advanced Manuevers|Exploit]].&lt;br /&gt;
'''Terrify (1/Turn).''' When a creature moves into 10 ft reach of the Mummy Ashlord, the Mummy Ashlord can make the following attack reactively. +6 vs WILL. '''Hit:''' The creature is Broken until the end of its current turn. Once this misses a creature, it is immune to the Mummy Ashlord’s Terrify attack for 24 hours.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Mummy_Ashlord&amp;diff=13288</id>
		<title>Mummy Ashlord</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Mummy_Ashlord&amp;diff=13288"/>
		<updated>2025-06-21T00:55:20Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Update links, Adjust DC of Khopesh T1 action, Summon Scarabs now summons Scarabs (not Insects)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{{LineageInfobox|image=MummyAshlord.png}}__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Some humanoid cultures undergo lengthy rituals to lay their dead to rest. By removing a corpse’s internal organs, embalming it with salt, and wrapping it completely in linens, a [[Mummy]] is created. Most Mummies remain inanimate corpses, but some awaken. Whether a ritual is imposed on the corpse as part of the process of burying it, or a spell cast over the entire crypt where the Mummy sleeps, some Mummies become [[undead]] guardians of their tombs. These sentinels will curse any who try to enter their places of rest. Although they make savage fighters, Mummies rarely leave their own tombs and will leave adventurers alone once they retreat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Mummy Ashlord ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 18''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Undead, Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
!2&lt;br /&gt;
!6&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!6&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 12&lt;br /&gt;
!Fort: 16&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 10&lt;br /&gt;
!Will: 16&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 15 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Psychic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 160&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Fire 1; '''DR''' 5/Fire&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Ethereal, Iron Will, Steel Mind&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Dissolution.''' When the Mummy Ashlord dies, it turns into 1d4 [[Swarm of Insects|Swarms of Insects]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Mummy Ashlord can take '''FOUR''' of the following actions, or take the same action '''four times.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Mummy Ashlord can move up to its speed.&lt;br /&gt;
'''Khopesh.''' ''Reach 5 ft, One-Handed Weapon.'' +6 vs AR. '''Hit:''' 9 (1d6+6) sharp. If the creature is holding an item, it must make a DC 16 STR check. On a fail, it drops the item at the Mummy Ashlord’s feet.&lt;br /&gt;
&lt;br /&gt;
'''Withering Touch.''' ''Reach 5 ft, Natural Weapon.'' +6 vs ANT. '''Hit:''' 10 (3d6) necrotic. If the Mummy Ashlord is bloodied, it regains HP equal to half the [[damage]] it dealt.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Mummy Ashlord can take '''TWO''' of the following actions, or take the same action '''twice...''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Mummy Ashlord can move up to its speed.&lt;br /&gt;
'''Khopesh.''' ''Reach 5 ft, One-Handed Weapon.'' +6 vs AR. '''Hit:''' 9 (1d6+6) sharp. If the creature is holding an item, it must make a DC 13 STR check. On a fail, it drops the item at the Mummy Ashlord’s feet.&lt;br /&gt;
&lt;br /&gt;
'''Withering Touch.''' ''Reach 5 ft, Natural Weapon.'' +6 vs ANT. '''Hit:''' 10 (3d6) necrotic. If the Mummy Ashlord is bloodied, it regains HP equal to half the damage it dealt.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''...AND''' take '''ONE''' of the following actions.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Finger of Accusation (1/Recoup).''' ''Ranged 90 ft Natural Weapon.'' +6 vs WILL. '''Hit:''' The creature becomes both Demoralized and Shaken for the next 24 hours. [[Greater Restoration]] and similar magic can end this curse early.&lt;br /&gt;
'''Mummy Curse.''' ''Reach 5 ft, Natural Weapon.'' +6 vs ANT. '''Hit:''' All other mummies gain the Focused condition against that creature for the next 24 hours, and are supernaturally aware of its location. Greater Restoration and similar magic can end this curse early.&lt;br /&gt;
&lt;br /&gt;
'''Summon Scarabs (Recharge 3).''' The Mummy Ashlord summons 1d4 [[Swarm of Scarabs|Swarms of Scarabs]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''OR the Mummy Ashlord can take '''ONE''' of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Attendants (Recharge 6).''' The Mummy Ashlord summons 1d4 [[Mummy|Mummies]].&lt;br /&gt;
'''Sandstorm Aura (Recharge 6).''' The Mummy Ashlord generates an aura of dust in a 20 ft radius around it. The area is considered heavily obscured, but this imposes no disadvantage on the Mummy Ashlord or on other mummies. Living creatures that start their turn in the aura must make a DC 16 END check, taking 5 (2d4) sharp damage on a fail.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' The Mummy Ashlord can [[Actions#Advanced Manuevers|Exploit]].&lt;br /&gt;
'''Terrify (1/Turn).''' When a creature moves into 10 ft reach of the Mummy Ashlord, the Mummy Ashlord can make the following attack reactively. +6 vs WILL. '''Hit:''' The creature is Broken until the end of its current turn. Once this misses a creature, it is immune to the Mummy Ashlord’s Terrify attack for 24 hours.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Hatchet_of_Returning&amp;diff=13286</id>
		<title>Hatchet of Returning</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Hatchet_of_Returning&amp;diff=13286"/>
		<updated>2025-06-19T17:37:29Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Update to a defense&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
''STR Weapon, One-Handed, Uncommon, Essence 15'' &lt;br /&gt;
&lt;br /&gt;
'''Range:''' Thrown 30 ft &lt;br /&gt;
&lt;br /&gt;
'''APC:''' 2 &lt;br /&gt;
&lt;br /&gt;
'''Damage:''' 1d4+1 sharp &lt;br /&gt;
&lt;br /&gt;
The steel handle of this hatchet is slightly curved and perfectly balanced for throwing. You may spend 3 AP during your turn to call the weapon straight back to your hand so long as the weapon is visible and within 30 ft of you. Doing so allows you to make a special attack: +STR vs the REF of all creatures within the line between you and the Hatchet of Returning. '''Hit:''' 1d4+1+STR Sharp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Magic Items]]&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Mummy_Ashlord&amp;diff=13283</id>
		<title>Mummy Ashlord</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Mummy_Ashlord&amp;diff=13283"/>
		<updated>2025-06-18T01:09:30Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Update links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{{LineageInfobox|image=MummyAshlord.png}}__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Some humanoid cultures undergo lengthy rituals to lay their dead to rest. By removing a corpse’s internal organs, embalming it with salt, and wrapping it completely in linens, a [[Mummy]] is created. Most Mummies remain inanimate corpses, but some awaken. Whether a ritual is imposed on the corpse as part of the process of burying it, or a spell cast over the entire crypt where the Mummy sleeps, some Mummies become [[undead]] guardians of their tombs. These sentinels will curse any who try to enter their places of rest. Although they make savage fighters, Mummies rarely leave their own tombs and will leave adventurers alone once they retreat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Mummy Ashlord ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 18''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Undead, Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
!2&lt;br /&gt;
!6&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!6&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 12&lt;br /&gt;
!Fort: 16&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 10&lt;br /&gt;
!Will: 16&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 15 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Psychic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 160&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Fire 1; '''DR''' 5/Fire&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Ethereal, Iron Will, Steel Mind&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Dissolution.''' When the Mummy Ashlord dies, it turns into 1d4 [[Swarm of Insects|Swarms of Insects]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Mummy Ashlord can take '''FOUR''' of the following actions, or take the same action '''four times.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Mummy Ashlord can move up to its speed.&lt;br /&gt;
'''Khopesh.''' ''Reach 5 ft, One-Handed Weapon.'' +6 vs AR. '''Hit:''' 9 (1d6+6) sharp. If the creature is holding an item, it must make a DC 13 STR check. On a fail, it drops the item at the Mummy Ashlord’s feet.&lt;br /&gt;
&lt;br /&gt;
'''Withering Touch.''' ''Reach 5 ft, Natural Weapon.'' +6 vs ANT. '''Hit:''' 10 (3d6) necrotic. If the Mummy Ashlord is bloodied, it regains HP equal to half the [[damage]] it dealt.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Mummy Ashlord can take '''TWO''' of the following actions, or take the same action '''twice...''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Mummy Ashlord can move up to its speed.&lt;br /&gt;
'''Khopesh.''' ''Reach 5 ft, One-Handed Weapon.'' +6 vs AR. '''Hit:''' 9 (1d6+6) sharp. If the creature is holding an item, it must make a DC 13 STR check. On a fail, it drops the item at the Mummy Ashlord’s feet.&lt;br /&gt;
&lt;br /&gt;
'''Withering Touch.''' ''Reach 5 ft, Natural Weapon.'' +6 vs ANT. '''Hit:''' 10 (3d6) necrotic. If the Mummy Ashlord is bloodied, it regains HP equal to half the damage it dealt.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''...AND''' take '''ONE''' of the following actions.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Finger of Accusation (1/Recoup).''' ''Ranged 90 ft Natural Weapon.'' +6 vs WILL. '''Hit:''' The creature becomes both Demoralized and Shaken for the next 24 hours. [[Greater Restoration]] and similar magic can end this curse early.&lt;br /&gt;
'''Mummy Curse.''' ''Reach 5 ft, Natural Weapon.'' +6 vs ANT. '''Hit:''' All other mummies gain the Focused condition against that creature for the next 24 hours, and are supernaturally aware of its location. Greater Restoration and similar magic can end this curse early.&lt;br /&gt;
&lt;br /&gt;
'''Summon Scarabs (Recharge 3).''' The Mummy Ashlord summons 1d4 [[Swarms of Insects]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''OR the Mummy Ashlord can take '''ONE''' of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Attendants (Recharge 6).''' The Mummy Ashlord summons 1d4 [[Mummy|Mummies]].&lt;br /&gt;
'''[[Sandstorm]] Aura (Recharge 6).''' The Mummy Ashlord generates an aura of dust in a 20 ft radius around it. The area is considered heavily obscured, but this imposes no disadvantage on the Mummy Ashlord or on other mummies. Living creatures that start their turn in the aura must make a DC 16 END check, taking 5 (2d4) sharp damage on a fail.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' The Mummy Ashlord can [[Actions#Advanced Manuevers|Exploit]].&lt;br /&gt;
'''Terrify (1/Turn).''' When a creature moves into 10 ft reach of the Mummy Ashlord, the Mummy Ashlord can make the following attack reactively. +6 vs WILL. '''Hit:''' The creature is Broken until the end of its current turn. Once this misses a creature, it is immune to the Mummy Ashlord’s Terrify attack for 24 hours.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Mummy_Ashlord&amp;diff=13282</id>
		<title>Mummy Ashlord</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Mummy_Ashlord&amp;diff=13282"/>
		<updated>2025-06-18T01:08:28Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Undo revision 13280 by Zurak (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{{LineageInfobox|image=MummyAshlord.png}}__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Some humanoid cultures undergo lengthy rituals to lay their dead to rest. By removing a corpse’s internal organs, embalming it with salt, and wrapping it completely in linens, a [[Mummy]] is created. Most Mummies remain inanimate corpses, but some awaken. Whether a ritual is imposed on the corpse as part of the process of burying it, or a spell cast over the entire crypt where the Mummy sleeps, some Mummies become [[undead]] guardians of their tombs. These sentinels will curse any who try to enter their places of rest. Although they make savage fighters, Mummies rarely leave their own tombs and will leave adventurers alone once they retreat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Mummy Ashlord ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 18''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Undead, Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
!2&lt;br /&gt;
!6&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!6&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 12&lt;br /&gt;
!Fort: 16&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 10&lt;br /&gt;
!Will: 16&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 15 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Psychic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 160&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Fire 1; '''DR''' 5/Fire&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Ethereal, Iron Will, Steel Mind&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Dissolution.''' When the Mummy Ashlord dies, it turns into 1d4 [[Swarms of Insects]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Mummy Ashlord can take '''FOUR''' of the following actions, or take the same action '''four times.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Mummy Ashlord can move up to its speed.&lt;br /&gt;
'''Khopesh.''' ''Reach 5 ft, One-Handed Weapon.'' +6 vs AR. '''Hit:''' 9 (1d6+6) sharp. If the creature is holding an item, it must make a DC 13 STR check. On a fail, it drops the item at the Mummy Ashlord’s feet.&lt;br /&gt;
&lt;br /&gt;
'''Withering Touch.''' ''Reach 5 ft, Natural Weapon.'' +6 vs ANT. '''Hit:''' 10 (3d6) necrotic. If the Mummy Ashlord is bloodied, it regains HP equal to half the [[damage]] it dealt.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Mummy Ashlord can take '''TWO''' of the following actions, or take the same action '''twice...''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Mummy Ashlord can move up to its speed.&lt;br /&gt;
'''Khopesh.''' ''Reach 5 ft, One-Handed Weapon.'' +6 vs AR. '''Hit:''' 9 (1d6+6) sharp. If the creature is holding an item, it must make a DC 13 STR check. On a fail, it drops the item at the Mummy Ashlord’s feet.&lt;br /&gt;
&lt;br /&gt;
'''Withering Touch.''' ''Reach 5 ft, Natural Weapon.'' +6 vs ANT. '''Hit:''' 10 (3d6) necrotic. If the Mummy Ashlord is bloodied, it regains HP equal to half the damage it dealt.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''...AND''' take '''ONE''' of the following actions.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Finger of Accusation (1/Recoup).''' ''Ranged 90 ft Natural Weapon.'' +6 vs WILL. '''Hit:''' The creature becomes both Demoralized and Shaken for the next 24 hours. [[Greater Restoration]] and similar magic can end this curse early.&lt;br /&gt;
'''Mummy Curse.''' ''Reach 5 ft, Natural Weapon.'' +6 vs ANT. '''Hit:''' All other mummies gain the Focused condition against that creature for the next 24 hours, and are supernaturally aware of its location. Greater Restoration and similar magic can end this curse early.&lt;br /&gt;
&lt;br /&gt;
'''Summon Scarabs (Recharge 3).''' The Mummy Ashlord summons 1d4 [[Swarms of Insects]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''OR the Mummy Ashlord can take '''ONE''' of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Attendants (Recharge 6).''' The Mummy Ashlord summons 1d4 [[Mummy|Mummies]].&lt;br /&gt;
'''[[Sandstorm]] Aura (Recharge 6).''' The Mummy Ashlord generates an aura of dust in a 20 ft radius around it. The area is considered heavily obscured, but this imposes no disadvantage on the Mummy Ashlord or on other mummies. Living creatures that start their turn in the aura must make a DC 16 END check, taking 5 (2d4) sharp damage on a fail.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' The Mummy Ashlord can [[Actions#Advanced Manuevers|Exploit]].&lt;br /&gt;
'''Terrify (1/Turn).''' When a creature moves into 10 ft reach of the Mummy Ashlord, the Mummy Ashlord can make the following attack reactively. +6 vs WILL. '''Hit:''' The creature is Broken until the end of its current turn. Once this misses a creature, it is immune to the Mummy Ashlord’s Terrify attack for 24 hours.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Mummy&amp;diff=13281</id>
		<title>Mummy</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Mummy&amp;diff=13281"/>
		<updated>2025-06-18T01:07:48Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Undo revision 13279 by Zurak (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Some humanoid cultures undergo lengthy rituals to lay their dead to rest. By removing a corpse’s internal organs, embalming it with salt, and wrapping it completely in linens, a Mummy is created. Most Mummies remain inanimate corpses, but some awaken. Whether a ritual is imposed on the corpse as part of the process of burying it, or a spell cast over the entire crypt where the Mummy sleeps, some Mummies become [[undead]] guardians of their tombs. These sentinels will curse any who try to enter their places of rest. Although they make savage fighters, Mummies rarely leave their own tombs and will leave adventurers alone once they retreat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Mummy ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 8''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Undead, Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!4&lt;br /&gt;
!0&lt;br /&gt;
!-2&lt;br /&gt;
!2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 12&lt;br /&gt;
!Fort: 14&lt;br /&gt;
!Ant: 10&lt;br /&gt;
!Log: 8&lt;br /&gt;
!Will: 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 14 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Psychic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 60&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Fire 3; '''DR''' 5/Fire&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Psychic&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Steel Mind&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Dissolution.''' When the Mummy dies, it has a 50% chance of turning into a [[Swarm of Insects]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Mummy can take '''TWO''' of the following actions, or take the same action '''twice.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Mummy can move up to its speed.&lt;br /&gt;
'''Khopesh.''' ''Reach 5 ft, One-Handed Weapon.'' +3 vs AR. '''Hit:''' 6 (1d6+3) sharp. If the creature is holding an item, it must make a DC 13 STR check. On a fail, it drops the item.&lt;br /&gt;
&lt;br /&gt;
'''Withering Touch.''' ''Reach 5 ft, Natural Weapon.'' +3 vs ANT. '''Hit:''' 7 (2d6) necrotic. If the Mummy is bloodied, it regains HP equal to half the [[damage]] it dealt.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Mummy can take '''ONE''' of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Finger of Accusation (1/Recoup).''' ''Ranged 30 ft Natural Weapon.'' +3 vs WILL. '''Hit:''' The creature becomes both Demoralized and Shaken for the next 24 hours. [[Lesser Restoration]] and similar magic can end this curse early.&lt;br /&gt;
'''Mummy Curse (Recharge 5).''' ''Reach 5 ft, Natural Weapon.'' +3 vs ANT. '''Hit:''' All other mummies gain the Focused condition against that creature for the next 24 hours, and are supernaturally aware of its location. Lesser Restoration and similar magic can end this curse early.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' The Mummy can [[Actions#Advanced Maneuvers|Exploit]].&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Mummy_Ashlord&amp;diff=13280</id>
		<title>Mummy Ashlord</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Mummy_Ashlord&amp;diff=13280"/>
		<updated>2025-06-18T00:57:53Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Update links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{{LineageInfobox|image=MummyAshlord.png}}__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Some humanoid cultures undergo lengthy rituals to lay their dead to rest. By removing a corpse’s internal organs, embalming it with salt, and wrapping it completely in linens, a [[Mummy]] is created. Most Mummies remain inanimate corpses, but some awaken. Whether a ritual is imposed on the corpse as part of the process of burying it, or a spell cast over the entire crypt where the Mummy sleeps, some Mummies become undead guardians of their tombs. These sentinels will curse any who try to enter their places of rest. Although they make savage fighters, Mummies rarely leave their own tombs and will leave adventurers alone once they retreat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Mummy Ashlord ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 18''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Undead, Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
!2&lt;br /&gt;
!6&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!6&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 12&lt;br /&gt;
!Fort: 16&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 10&lt;br /&gt;
!Will: 16&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 15 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Psychic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 160&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Fire 1; '''DR''' 5/Fire&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Ethereal, Iron Will, Steel Mind&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Dissolution.''' When the Mummy Ashlord dies, it turns into 1d4 [[Swarm of Scarabs|Swarms of Insects]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Mummy Ashlord can take '''FOUR''' of the following actions, or take the same action '''four times.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Mummy Ashlord can move up to its speed.&lt;br /&gt;
'''Khopesh.''' ''Reach 5 ft, One-Handed Weapon.'' +6 vs AR. '''Hit:''' 9 (1d6+6) sharp. If the creature is holding an item, it must make a DC 13 STR check. On a fail, it drops the item at the Mummy Ashlord’s feet.&lt;br /&gt;
&lt;br /&gt;
'''Withering Touch.''' ''Reach 5 ft, Natural Weapon.'' +6 vs ANT. '''Hit:''' 10 (3d6) necrotic. If the Mummy Ashlord is bloodied, it regains HP equal to half the damage it dealt.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Mummy Ashlord can take '''TWO''' of the following actions, or take the same action '''twice...''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Mummy Ashlord can move up to its speed.&lt;br /&gt;
'''Khopesh.''' ''Reach 5 ft, One-Handed Weapon.'' +6 vs AR. '''Hit:''' 9 (1d6+6) sharp. If the creature is holding an item, it must make a DC 13 STR check. On a fail, it drops the item at the Mummy Ashlord’s feet.&lt;br /&gt;
&lt;br /&gt;
'''Withering Touch.''' ''Reach 5 ft, Natural Weapon.'' +6 vs ANT. '''Hit:''' 10 (3d6) necrotic. If the Mummy Ashlord is bloodied, it regains HP equal to half the damage it dealt.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''...AND''' take '''ONE''' of the following actions.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Finger of Accusation (1/Recoup).''' ''Ranged 90 ft Natural Weapon.'' +6 vs WILL. '''Hit:''' The creature becomes both Demoralized and Shaken for the next 24 hours. [[Greater Restoration]] and similar magic can end this curse early.&lt;br /&gt;
'''Mummy Curse.''' ''Reach 5 ft, Natural Weapon.'' +6 vs ANT. '''Hit:''' All other mummies gain the Focused condition against that creature for the next 24 hours, and are supernaturally aware of its location. Greater Restoration and similar magic can end this curse early.&lt;br /&gt;
&lt;br /&gt;
'''Summon Scarabs (Recharge 3).''' The Mummy Ashlord summons 1d4 [[Swarms of Insects]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''OR the Mummy Ashlord can take '''ONE''' of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Attendants (Recharge 6).''' The Mummy Ashlord summons 1d4 [[Mummy|Mummies]].&lt;br /&gt;
'''[[Sandstorm]] Aura (Recharge 6).''' The Mummy Ashlord generates an aura of dust in a 20 ft radius around it. The area is considered heavily obscured, but this imposes no disadvantage on the Mummy Ashlord or on other mummies. Living creatures that start their turn in the aura must make a DC 16 END check, taking 5 (2d4) sharp damage on a fail.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' The Mummy Ashlord can [[Actions#Advanced Manuevers|Exploit]].&lt;br /&gt;
'''Terrify (1/Turn).''' When a creature moves into 10 ft reach of the Mummy Ashlord, the Mummy Ashlord can make the following attack reactively. +6 vs WILL. '''Hit:''' The creature is Broken until the end of its current turn. Once this misses a creature, it is immune to the Mummy Ashlord’s Terrify attack for 24 hours.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Mummy&amp;diff=13279</id>
		<title>Mummy</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Mummy&amp;diff=13279"/>
		<updated>2025-06-18T00:57:37Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Update links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Some humanoid cultures undergo lengthy rituals to lay their dead to rest. By removing a corpse’s internal organs, embalming it with salt, and wrapping it completely in linens, a Mummy is created. Most Mummies remain inanimate corpses, but some awaken. Whether a ritual is imposed on the corpse as part of the process of burying it, or a spell cast over the entire crypt where the Mummy sleeps, some Mummies become [[undead]] guardians of their tombs. These sentinels will curse any who try to enter their places of rest. Although they make savage fighters, Mummies rarely leave their own tombs and will leave adventurers alone once they retreat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Mummy ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 8''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Undead, Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!4&lt;br /&gt;
!0&lt;br /&gt;
!-2&lt;br /&gt;
!2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 12&lt;br /&gt;
!Fort: 14&lt;br /&gt;
!Ant: 10&lt;br /&gt;
!Log: 8&lt;br /&gt;
!Will: 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 14 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Psychic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 60&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Fire 3; '''DR''' 5/Fire&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Psychic&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Steel Mind&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Dissolution.''' When the Mummy dies, it has a 50% chance of turning into a [[Swarm of Scarabs|Swarm of Insects]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Mummy can take '''TWO''' of the following actions, or take the same action '''twice.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Mummy can move up to its speed.&lt;br /&gt;
'''Khopesh.''' ''Reach 5 ft, One-Handed Weapon.'' +3 vs AR. '''Hit:''' 6 (1d6+3) sharp. If the creature is holding an item, it must make a DC 13 STR check. On a fail, it drops the item.&lt;br /&gt;
&lt;br /&gt;
'''Withering Touch.''' ''Reach 5 ft, Natural Weapon.'' +3 vs ANT. '''Hit:''' 7 (2d6) necrotic. If the Mummy is bloodied, it regains HP equal to half the [[damage]] it dealt.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Mummy can take '''ONE''' of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Finger of Accusation (1/Recoup).''' ''Ranged 30 ft Natural Weapon.'' +3 vs WILL. '''Hit:''' The creature becomes both Demoralized and Shaken for the next 24 hours. [[Lesser Restoration]] and similar magic can end this curse early.&lt;br /&gt;
'''Mummy Curse (Recharge 5).''' ''Reach 5 ft, Natural Weapon.'' +3 vs ANT. '''Hit:''' All other mummies gain the Focused condition against that creature for the next 24 hours, and are supernaturally aware of its location. Lesser Restoration and similar magic can end this curse early.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' The Mummy can [[Actions#Advanced Maneuvers|Exploit]].&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Mummy_Ashlord&amp;diff=13278</id>
		<title>Mummy Ashlord</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Mummy_Ashlord&amp;diff=13278"/>
		<updated>2025-06-17T01:01:11Z</updated>

		<summary type="html">&lt;p&gt;Zurak: HP value updated from book&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{{LineageInfobox|image=MummyAshlord.png}}__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Some humanoid cultures undergo lengthy rituals to lay their dead to rest. By removing a corpse’s internal organs, embalming it with salt, and wrapping it completely in linens, a [[Mummy]] is created. Most Mummies remain inanimate corpses, but some awaken. Whether a ritual is imposed on the corpse as part of the process of burying it, or a spell cast over the entire crypt where the Mummy sleeps, some Mummies become [[undead]] guardians of their tombs. These sentinels will curse any who try to enter their places of rest. Although they make savage fighters, Mummies rarely leave their own tombs and will leave adventurers alone once they retreat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Mummy Ashlord ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 18''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Undead, Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
!2&lt;br /&gt;
!6&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!6&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 12&lt;br /&gt;
!Fort: 16&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 10&lt;br /&gt;
!Will: 16&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 15 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Psychic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 160&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Fire 1; '''DR''' 5/Fire&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Ethereal, Iron Will, Steel Mind&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Dissolution.''' When the Mummy Ashlord dies, it turns into 1d4 [[Swarms of Insects]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Mummy Ashlord can take '''FOUR''' of the following actions, or take the same action '''four times.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Mummy Ashlord can move up to its speed.&lt;br /&gt;
'''Khopesh.''' ''Reach 5 ft, One-Handed Weapon.'' +6 vs AR. '''Hit:''' 9 (1d6+6) sharp. If the creature is holding an item, it must make a DC 13 STR check. On a fail, it drops the item at the Mummy Ashlord’s feet.&lt;br /&gt;
&lt;br /&gt;
'''Withering Touch.''' ''Reach 5 ft, Natural Weapon.'' +6 vs ANT. '''Hit:''' 10 (3d6) necrotic. If the Mummy Ashlord is bloodied, it regains HP equal to half the [[damage]] it dealt.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Mummy Ashlord can take '''TWO''' of the following actions, or take the same action '''twice...''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Mummy Ashlord can move up to its speed.&lt;br /&gt;
'''Khopesh.''' ''Reach 5 ft, One-Handed Weapon.'' +6 vs AR. '''Hit:''' 9 (1d6+6) sharp. If the creature is holding an item, it must make a DC 13 STR check. On a fail, it drops the item at the Mummy Ashlord’s feet.&lt;br /&gt;
&lt;br /&gt;
'''Withering Touch.''' ''Reach 5 ft, Natural Weapon.'' +6 vs ANT. '''Hit:''' 10 (3d6) necrotic. If the Mummy Ashlord is bloodied, it regains HP equal to half the damage it dealt.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''...AND''' take '''ONE''' of the following actions.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Finger of Accusation (1/Recoup).''' ''Ranged 90 ft Natural Weapon.'' +6 vs WILL. '''Hit:''' The creature becomes both Demoralized and Shaken for the next 24 hours. [[Greater Restoration]] and similar magic can end this curse early.&lt;br /&gt;
'''Mummy Curse.''' ''Reach 5 ft, Natural Weapon.'' +6 vs ANT. '''Hit:''' All other mummies gain the Focused condition against that creature for the next 24 hours, and are supernaturally aware of its location. Greater Restoration and similar magic can end this curse early.&lt;br /&gt;
&lt;br /&gt;
'''Summon Scarabs (Recharge 3).''' The Mummy Ashlord summons 1d4 [[Swarms of Insects]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''OR the Mummy Ashlord can take '''ONE''' of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Attendants (Recharge 6).''' The Mummy Ashlord summons 1d4 [[Mummy|Mummies]].&lt;br /&gt;
'''[[Sandstorm]] Aura (Recharge 6).''' The Mummy Ashlord generates an aura of dust in a 20 ft radius around it. The area is considered heavily obscured, but this imposes no disadvantage on the Mummy Ashlord or on other mummies. Living creatures that start their turn in the aura must make a DC 16 END check, taking 5 (2d4) sharp damage on a fail.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' The Mummy Ashlord can [[Actions#Advanced Manuevers|Exploit]].&lt;br /&gt;
'''Terrify (1/Turn).''' When a creature moves into 10 ft reach of the Mummy Ashlord, the Mummy Ashlord can make the following attack reactively. +6 vs WILL. '''Hit:''' The creature is Broken until the end of its current turn. Once this misses a creature, it is immune to the Mummy Ashlord’s Terrify attack for 24 hours.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Legacy_Artifacts&amp;diff=13229</id>
		<title>Legacy Artifacts</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Legacy_Artifacts&amp;diff=13229"/>
		<updated>2025-06-01T19:20:09Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Right spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
''Veil of the Eternal Night'' introduces several legacy artifacts: magical items that level as you do. They begin as noteworthy but not extraordinary, approximately equivalent to Uncommon magic items, but by level 30, they evolve into powerful artifacts.&lt;br /&gt;
&lt;br /&gt;
When you bond to a Legacy Artifact, choose one of its enhancements. Every fourth level that you gain while remaining bonded to the same Legacy Artifact, you may choose an additional enhancement.&lt;br /&gt;
&lt;br /&gt;
For example, if you are bonded to Blessed Wind at level 3, you gain one of its enhancements immediately, then gain your next enhancement at level 7, then level 11, and so forth. &lt;br /&gt;
&lt;br /&gt;
You can only ever be bonded to one Legacy Artifact at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Ascalon|Ascalon, Spear of the Saints]]'''&lt;br /&gt;
|A saintly spear with a gold-plated, armored shaft. Infused with divine energy, Ascalon is a weapon of legacy, passed from one saint to the next to restore light in befouled places. Attuning to Ascalon allows its wielder to pierce the darkness shrouding the land with holy vindication.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Berzerker Armor]]'''&lt;br /&gt;
|This spiked plate armor has clearly seen battle. The leather straps bear faint bloodstains, and the metal has been scuffed, dented, and scratched by enough strikes that distinguishing the individual blows is all but impossible.&lt;br /&gt;
A character who has attuned to the Berzerker Armor will find it lighter and more maneuverable than typical plate armor, but it is far from comfortable. Those who wear it often describe a sense of irritation and restlessness that lingers in the back of their mind whenever the armor is worn, and a persistent awareness of the sound of their own heartbeat.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Blessed Wind|Blessed Wind, Sword of the Skies]]'''&lt;br /&gt;
|An impractically long and thin blade, Blessed Wind is forged from Avadrium and magically bound with Essence. Attuning to Blessed Wind allows its wielder to maneuver it with uncanny grace for its size and even command it telepathically.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Death's Scythe|Death's Shattered Scythe]]'''&lt;br /&gt;
|Burnished iron shrapnel held together by pure psionic energy, this scythe is a remnant of Death’s own enormous weapon. The strange, indecipherable runes scrawled on the sides of the metal seem to change from time to time and are said to be the countless names of the dead. Death’s shattered scythe reaps the souls and strength of one’s enemies, consigning them to an early grave.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Flesh Stitcher Manual]]'''&lt;br /&gt;
|Penned by the mad Doctor Frankenstein and his tutor, Professor Viktor Shelley, the Flesh Manual contains everything that a hopeful necromancer or golemancer would need in order to craft a creature of their own out of spare flesh. The book itself is as morbid as its topic matter and appears to be made out of human vellum and leather.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Heirloom Shield]]'''&lt;br /&gt;
|This antique, teardrop-shaped shield has clearly been well-maintained. It shows no trace of rust despite its age, and the crest emblazoned on the front of the shield shines in the light, reflecting beams of sun even in the midst of battle.&lt;br /&gt;
Attunement to the Heirloom Shield allows its bearer to direct it with little more than a thought, and those who prove their heroism may even learn to command it to protect their friends or attack their foes.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Kaladbolg The Great|Kaladbolg the Great]]'''&lt;br /&gt;
|Forged from dark, occultic energies, Kaladbolg is suffused with a lingering darkness, its obsidian blade impractical at a glance, yet sharp as Avadrium. Attuning to Kaladbolg allows its wielder to enhance their martial capability while casting spells, deal Necrotic damage, and even consume souls.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Sovreign's Orb|Sovereign's Orb]]'''&lt;br /&gt;
|You have come into the possession of a small golden orb, gem-encrusted and roughly the size of a human fist. A small golden cross is situated on top of the orb. Nobody quite knows the origin of this orb, but it is commonly accepted as a token of great religious and political importance. It is said that the physical remains of many saints and great monarchs from ages past are contained in a small chamber within this orb, and that the orb’s wielder is able to commune with these sages.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Stake of the Tree]]'''&lt;br /&gt;
|A mystical stake capable of delivering devastating blows to vampires, the Stake of the Tree is carved of wood taken from the Tree of Life itself. Even though this stake has been cut and fashioned into a deadly weapon, it still sprouts with living flowers and can even grow additional stakes ready to use at a moment’s notice. As the stake was taken from the Tree of Life itself, this weapon actively avoids harming living creatures, but holds no such compunctions about undead and makes exceptions for fiends.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Stake Thrower]]'''&lt;br /&gt;
|A large, exquisitely crafted crossbow, the stake thrower is specially outfitted to shoot thick wooden stakes rather than typical crossbow bolts. It also has a secondary chamber into which potions and bombs can be loaded. The original prototype for the stake thrower was drawn up by Joana Harker, and the weapon itself was crafted by Herb Richard in the town of Broken Shield.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Throwing Crucifix]]'''&lt;br /&gt;
|The throwing crucifix is a sturdy vampire-hunting weapon made by Joana Harker’s own father. Constructed from a careful carpenter’s composite of pine, oak, and hickory, the throwing crucifix is essentially four stakes that have been bolted together, gilded in silver caps, and joined at the crux with silver and gold ornamentation reminiscent of a sunburst. Carvings resembling the tree of life decorate the shafts of each of the stakes, as well as carvings depicting the four seasons. Given its elaborate religious connotations, the throwing crucifix is an excellent tool for hunting or defending oneself from an array of vampires and fiends.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Tovare's Halo]]'''&lt;br /&gt;
|A small pendant bestowed upon a worthy soul by Tovare herself, this pendant can be activated to cause a silvery-gold halo to emit from its bearer. This not only shields the bearer from harm, but protects their nearby allies, as well.&lt;br /&gt;
Tovare is the goddess often portrayed as being in charge of the Celestial Council. She professes the need to cultivate the world around you, always leaving it better than you found it. She typically takes the hard road of offering redemption to those that have wronged her, rather than becoming vengeful.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Venator Whip]]'''&lt;br /&gt;
|The handle of this whip resembles the hilt of a sword, and is embellished with small rubies embedded in the pommel and in the center of the crossguard. The tip of the whip shifts in form and function at the merest thought from the wielder, and though it often appears as a spiked morningstar, it may also commonly manifest as a large hook, a heavy chain, or a ball of holy fire.&lt;br /&gt;
Attunement to the Venator Whip allows its bearer to easily maneuver the unwieldy weapon, and, with practice, to control the finer motions of the whip as if it were one of their own limbs.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Legacy_Artifacts&amp;diff=13225</id>
		<title>Legacy Artifacts</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Legacy_Artifacts&amp;diff=13225"/>
		<updated>2025-05-26T02:33:40Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Update links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
''Veil of the Eternal Night'' introduces several legacy artifacts: magical items that level as you do. They begin as noteworthy but not extraordinary, approximately equivalent to Uncommon magic items, but by level 30, they evolve into powerful artifacts.&lt;br /&gt;
&lt;br /&gt;
When you bond to a Legacy Artifact, choose one of its enhancements. Every fourth level that you gain while remaining bonded to the same Legacy Artifact, you may choose an additional enhancement.&lt;br /&gt;
&lt;br /&gt;
For example, if you are bonded to Blessed Wind at level 3, you gain one of its enhancements immediately, then gain your next enhancement at level 7, then level 11, and so forth. &lt;br /&gt;
&lt;br /&gt;
You can only ever be bonded to one Legacy Artifact at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Ascalon|Ascalon, Spear of the Saints]]'''&lt;br /&gt;
|A saintly spear with a gold-plated, armored shaft. Infused with divine energy, Ascalon is a weapon of legacy, passed from one saint to the next to restore light in befouled places. Attuning to Ascalon allows its wielder to pierce the darkness shrouding the land with holy vindication.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Berzerker Armor]]'''&lt;br /&gt;
|This spiked plate armor has clearly seen battle. The leather straps bear faint bloodstains, and the metal has been scuffed, dented, and scratched by enough strikes that distinguishing the individual blows is all but impossible.&lt;br /&gt;
A character who has attuned to the Berzerker Armor will find it lighter and more maneuverable than typical plate armor, but it is far from comfortable. Those who wear it often describe a sense of irritation and restlessness that lingers in the back of their mind whenever the armor is worn, and a persistent awareness of the sound of their own heartbeat.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Blessed Wind|Blessed Wind, Sword of the Skies]]'''&lt;br /&gt;
|An impractically long and thin blade, Blessed Wind is forged from Avadrium and magically bound with Essence. Attuning to Blessed Wind allows its wielder to maneuver it with uncanny grace for its size and even command it telepathically.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Death's Scythe|Death's Shattered Scythe]]'''&lt;br /&gt;
|Burnished iron shrapnel held together by pure psionic energy, this scythe is a remnant of Death’s own enormous weapon. The strange, indecipherable runes scrawled on the sides of the metal seem to change from time to time and are said to be the countless names of the dead. Death’s shattered scythe reaps the souls and strength of one’s enemies, consigning them to an early grave.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Flesh Stitcher Manual]]'''&lt;br /&gt;
|Penned by the mad Doctor Frankenstein and his tutor, Professor Viktor Shelley, the Flesh Manual contains everything that a hopeful necromancer or golemancer would need in order to craft a creature of their own out of spare flesh. The book itself is as morbid as its topic matter and appears to be made out of human vellum and leather.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Heirloom Shield]]'''&lt;br /&gt;
|This antique, teardrop-shaped shield has clearly been well-maintained. It shows no trace of rust despite its age, and the crest emblazoned on the front of the shield shines in the light, reflecting beams of sun even in the midst of battle.&lt;br /&gt;
Attunement to the Heirloom Shield allows its bearer to direct it with little more than a thought, and those who prove their heroism may even learn to command it to protect their friends or attack their foes.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Kaladbolg The Great|Kaladbolg the Great]]'''&lt;br /&gt;
|Forged from dark, occultic energies, Kaladbolg is suffused with a lingering darkness, its obsidian blade impractical at a glance, yet sharp as Avadrium. Attuning to Kaladbolg allows its wielder to enhance their martial capability while casting spells, deal Necrotic damage, and even consume souls.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Sovreign's Orb]]'''&lt;br /&gt;
|You have come into the possession of a small golden orb, gem-encrusted and roughly the size of a human fist. A small golden cross is situated on top of the orb. Nobody quite knows the origin of this orb, but it is commonly accepted as a token of great religious and political importance. It is said that the physical remains of many saints and great monarchs from ages past are contained in a small chamber within this orb, and that the orb’s wielder is able to commune with these sages.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Stake of the Tree]]'''&lt;br /&gt;
|A mystical stake capable of delivering devastating blows to vampires, the Stake of the Tree is carved of wood taken from the Tree of Life itself. Even though this stake has been cut and fashioned into a deadly weapon, it still sprouts with living flowers and can even grow additional stakes ready to use at a moment’s notice. As the stake was taken from the Tree of Life itself, this weapon actively avoids harming living creatures, but holds no such compunctions about undead and makes exceptions for fiends.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Stake Thrower]]'''&lt;br /&gt;
|A large, exquisitely crafted crossbow, the stake thrower is specially outfitted to shoot thick wooden stakes rather than typical crossbow bolts. It also has a secondary chamber into which potions and bombs can be loaded. The original prototype for the stake thrower was drawn up by Joana Harker, and the weapon itself was crafted by Herb Richard in the town of Broken Shield.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Throwing Crucifix]]'''&lt;br /&gt;
|The throwing crucifix is a sturdy vampire-hunting weapon made by Joana Harker’s own father. Constructed from a careful carpenter’s composite of pine, oak, and hickory, the throwing crucifix is essentially four stakes that have been bolted together, gilded in silver caps, and joined at the crux with silver and gold ornamentation reminiscent of a sunburst. Carvings resembling the tree of life decorate the shafts of each of the stakes, as well as carvings depicting the four seasons. Given its elaborate religious connotations, the throwing crucifix is an excellent tool for hunting or defending oneself from an array of vampires and fiends.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Tovare's Halo]]'''&lt;br /&gt;
|A small pendant bestowed upon a worthy soul by Tovare herself, this pendant can be activated to cause a silvery-gold halo to emit from its bearer. This not only shields the bearer from harm, but protects their nearby allies, as well.&lt;br /&gt;
Tovare is the goddess often portrayed as being in charge of the Celestial Council. She professes the need to cultivate the world around you, always leaving it better than you found it. She typically takes the hard road of offering redemption to those that have wronged her, rather than becoming vengeful.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Venator Whip]]'''&lt;br /&gt;
|The handle of this whip resembles the hilt of a sword, and is embellished with small rubies embedded in the pommel and in the center of the crossguard. The tip of the whip shifts in form and function at the merest thought from the wielder, and though it often appears as a spiked morningstar, it may also commonly manifest as a large hook, a heavy chain, or a ball of holy fire.&lt;br /&gt;
Attunement to the Venator Whip allows its bearer to easily maneuver the unwieldy weapon, and, with practice, to control the finer motions of the whip as if it were one of their own limbs.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Nomad&amp;diff=13089</id>
		<title>Nomad</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Nomad&amp;diff=13089"/>
		<updated>2025-05-03T03:56:28Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Add link to profession&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
Occupation Tag'': Wanderer'' &lt;br /&gt;
&lt;br /&gt;
Traveling from place to place with your tribe, you follow seasonal patterns and seek fertile grounds for your livestock. You are self-sufficient and have a deep connection to the land and the creatures that roam it, honed from a life of constant movement and adaptation to changing environments. Highly skilled in tracking, survival, and animal husbandry, you are highly valued by other groups, and your knowledge of the wildlands is unmatched.&lt;br /&gt;
&lt;br /&gt;
=== '''Starting Equipment''' ===&lt;br /&gt;
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained from your background: Satchel and saddlebags, brigandine armor, tool or kit (1), clothes (simple), hooded cloak, bedroll, mess kit, rations (7), tinderbox, torches (5), waterskin, 50 ft rope&lt;br /&gt;
&lt;br /&gt;
=== '''Skills''' ===&lt;br /&gt;
Each time you gain a rank in the Nomad profession (including rank 1), gain +3 Sheltering, and +1 in three of the following skills: &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics, Sprinting &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Alchemy*, Brewing*, Carpentry*, Cartography*, Cobbling*, Cooking*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving* &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;: Empathy, Gossiping, Intimidating, Leadership, Persuading &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;: Art, Astrology, Astronomy, Geography, History, Medicine*, Religion [choose one], Vehicles* [Land] &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Intuiting, Perceiving &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Performance&amp;lt;/u&amp;gt;: Instrument* [choose one], Entertaining &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Stamina&amp;lt;/u&amp;gt;: Distance Running, Forced March &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Animal Handling, Dungeoneering, Foraging, Nature, Navigating*, Sneaking, Tracking&lt;br /&gt;
&lt;br /&gt;
== '''&amp;lt;big&amp;gt;Gather No Moss&amp;lt;/big&amp;gt;''' ==&lt;br /&gt;
You are an experienced traveler and survivalist and can always locate food or water while traveling in your home region. You know all the roads and pathways in your home region.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 1''' ===&lt;br /&gt;
You have one passive beast of burden that is your trusted steed. It is highly intelligent and well trained for its type and will follow simple commands. If separated, it will seek you out from up to a mile away and can be called to your side.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 2''' ===&lt;br /&gt;
Your beast of burden can be used to pull a customized cart or wagon large enough to hold you and up to three other individuals. It shelters you from the elements. This wagon can always be repaired using locally sourced materials and is not slowed by rugged terrain.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 3-5''' ===&lt;br /&gt;
Your wagon is now large enough to carry you and up to five individuals and their personal belongings. You have two beasts to pull it, instead of only one. Upon earning rank 3 of this profession, you may choose between trader, entertainer, physician, or charlatan as your professional specialization. At Nomad ranks 4 and 5, you advance in the same professional track that you chose at this rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Trader&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Gain one rank in the [[Trader]] profession. Your wagon is outfitted as a pop-up shop that may carry and trade general goods and you are exempt from any tariffs or licenses required to trade in your home region.&lt;br /&gt;
When you conduct business dealings with your Trader rank 1 benefit, earn +2d10+10 sc.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|You have found a community of like-minded nomads who will travel with you in your home region. This community will treat you and your allies as trusted friends and will support you with food and lodgings whenever possible.&lt;br /&gt;
Once per visit to a friendly town or settlement, you may initiate a grand trading day that earns you double the typical income you would gain from your Trader profession benefits. Additionally, you may make contact with one notable NPC with the equivalent of 3 or fewer ranks in any profession.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|You may now hire an apprentice trader who will travel with you but who will not put themselves willingly into danger. While stationed in a friendly settlement, this apprentice will run your Trader business dealings without your presence.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Entertainer&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Gain one rank in the [[Entertainer]] profession. Your wagon is outfitted as a popup stage or artist gallery from which you can perform or display your wares. Gain +3 to any skill check with the performance tag made from your wagon.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|You have found a community of like-minded nomads who will travel with you in your home region. This community will treat you and your allies as trusted friends and will support you with food and lodgings whenever possible.&lt;br /&gt;
Once per visit to a friendly town or settlement, you may organize an art show or performance for the local citizenship. This earns you 2d20+10 sc, +3 Goodwill, and you may make contact with one notable NPC with the equivalent of 3 or fewer ranks in any profession.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|You may now recruit up to three entertainers who will travel with you but who will not put themselves willingly into danger. These entertainers can continue to perform or sell their wares when you are not directly present. This passive income earns you 1d10 sc per entertainer per week.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Physician&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Gain one rank in the [[Physician]] profession. Your wagon is outfitted as a well-sourced medical facility in which you can treat diseases or distribute herbal medicines.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|You have found a community of like-minded nomads who will travel with you in your home region. This community will treat you and your allies as trusted friends and will support you with food and lodgings whenever possible.&lt;br /&gt;
Gain one rank in the Physician profession. After successfully curing three individuals of a common or uncommon disease, you are granted free food and lodgings in the corresponding settlement for one month.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|You may now hire an assistant who will travel with you but who will not put themselves willingly into danger. When your assistant is present, gain +3 on any INT/Medicine check to treat an injury or disease.&lt;br /&gt;
Additionally, your assistant can produce and sell herbal remedies without needing your presence doing so earns 2d10+10 sc per week when stationed in a friendly settlement.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Charlatan&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Gain one rank in the [[Charlatan]] profession. Your wagon acts as a base of operations for your scams and gives you +3 on any Deceiving check made in relation to those scams.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|You have found a community of like-minded nomads who will travel with you in your home region. This community will treat you and your allies as trusted friends and will support you with food and lodgings whenever possible.&lt;br /&gt;
Once per visit to a friendly town or settlement, you may attempt a grand scam that earns you double your scam income if you are undiscovered. Additionally, given one week, you may recruit one apprentice who will not travel with you but who will perform the rank 1 Charlatan scam in their settlement in your absence. The apprentice attempts this scam once each month and has a 20% chance of being exposed. If they are not exposed, they earn 2d20+20 sc and you gain half.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|You may now recruit a maximum of four apprentices at any time who will each perform the rank 1 Charlatan scam in their settlement in your absence. Each apprentice attempts this scam once each month and has a 20% chance of being exposed. If they are not exposed, they earn 2d20+20 sc each and you gain half.&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Professions&lt;br /&gt;
|[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]]  • [[Thief]] • [[Thug]] • [[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
!Other Professions&lt;br /&gt;
|[[Archivist: Librarian]] • [[Bartender]] • [[Blacksmith]] • [[Courtesan]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Profession]]&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Legacy_Artifacts&amp;diff=12910</id>
		<title>Legacy Artifacts</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Legacy_Artifacts&amp;diff=12910"/>
		<updated>2025-04-17T04:54:33Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Typo + link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
''Veil of the Eternal Night'' introduces several legacy artifacts: magical items that level as you do. They begin as noteworthy but not extraordinary, approximately equivalent to Uncommon magic items, but by level 30, they evolve into powerful artifacts.&lt;br /&gt;
&lt;br /&gt;
When you bond to a Legacy Artifact, choose one of its enhancements. Every fourth level that you gain while remaining bonded to the same Legacy Artifact, you may choose an additional enhancement.&lt;br /&gt;
&lt;br /&gt;
For example, if you are bonded to Blessed Wind at level 3, you gain one of its enhancements immediately, then gain your next enhancement at level 7, then level 11, and so forth. &lt;br /&gt;
&lt;br /&gt;
You can only ever be bonded to one Legacy Artifact at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Ascalon|Ascalon, Spear of the Saints]]'''&lt;br /&gt;
|A saintly spear with a gold-plated, armored shaft. Infused with divine energy, Ascalon is a weapon of legacy, passed from one saint to the next to restore light in befouled places. Attuning to Ascalon allows its wielder to pierce the darkness shrouding the land with holy vindication.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Berzerker Armor]]'''&lt;br /&gt;
|This spiked plate armor has clearly seen battle. The leather straps bear faint bloodstains, and the metal has been scuffed, dented, and scratched by enough strikes that distinguishing the individual blows is all but impossible.&lt;br /&gt;
A character who has attuned to the Berzerker Armor will find it lighter and more maneuverable than typical plate armor, but it is far from comfortable. Those who wear it often describe a sense of irritation and restlessness that lingers in the back of their mind whenever the armor is worn, and a persistent awareness of the sound of their own heartbeat.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Blessed Wind|Blessed Wind, Sword of the Skies]]'''&lt;br /&gt;
|An impractically long and thin blade, Blessed Wind is forged from Avadrium and magically bound with Essence. Attuning to Blessed Wind allows its wielder to maneuver it with uncanny grace for its size and even command it telepathically.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Death's Scythe|Death's Shattered Scythe]]'''&lt;br /&gt;
|Burnished iron shrapnel held together by pure psionic energy, this scythe is a remnant of Death’s own enormous weapon. The strange, indecipherable runes scrawled on the sides of the metal seem to change from time to time and are said to be the countless names of the dead. Death’s shattered scythe reaps the souls and strength of one’s enemies, consigning them to an early grave.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Flesh Stitcher Manual]]'''&lt;br /&gt;
|Penned by the mad Doctor Frankenstein and his tutor, Professor Viktor Shelley, the Flesh Manual contains everything that a hopeful necromancer or golemancer would need in order to craft a creature of their own out of spare flesh. The book itself is as morbid as its topic matter and appears to be made out of human vellum and leather.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Heirloom Shield]]'''&lt;br /&gt;
|This antique, teardrop-shaped shield has clearly been well-maintained. It shows no trace of rust despite its age, and the crest emblazoned on the front of the shield shines in the light, reflecting beams of sun even in the midst of battle.&lt;br /&gt;
Attunement to the Heirloom Shield allows its bearer to direct it with little more than a thought, and those who prove their heroism may even learn to command it to protect their friends or attack their foes.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Kaladbolg the Great]]'''&lt;br /&gt;
|Forged from dark, occultic energies, Kaladbolg is suffused with a lingering darkness, its obsidian blade impractical at a glance, yet sharp as Avadrium. Attuning to Kaladbolg allows its wielder to enhance their martial capability while casting spells, deal Necrotic damage, and even consume souls.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Sovreign's Orb]]'''&lt;br /&gt;
|You have come into the possession of a small golden orb, gem-encrusted and roughly the size of a human fist. A small golden cross is situated on top of the orb. Nobody quite knows the origin of this orb, but it is commonly accepted as a token of great religious and political importance. It is said that the physical remains of many saints and great monarchs from ages past are contained in a small chamber within this orb, and that the orb’s wielder is able to commune with these sages.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Stake of the Tree]]'''&lt;br /&gt;
|A mystical stake capable of delivering devastating blows to vampires, the Stake of the Tree is carved of wood taken from the Tree of Life itself. Even though this stake has been cut and fashioned into a deadly weapon, it still sprouts with living flowers and can even grow additional stakes ready to use at a moment’s notice. As the stake was taken from the Tree of Life itself, this weapon actively avoids harming living creatures, but holds no such compunctions about undead and makes exceptions for fiends.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Stake Thrower]]'''&lt;br /&gt;
|A large, exquisitely crafted crossbow, the stake thrower is specially outfitted to shoot thick wooden stakes rather than typical crossbow bolts. It also has a secondary chamber into which potions and bombs can be loaded. The original prototype for the stake thrower was drawn up by Joana Harker, and the weapon itself was crafted by Herb Richard in the town of Broken Shield.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Throwing Crucifix]]'''&lt;br /&gt;
|The throwing crucifix is a sturdy vampire-hunting weapon made by Joana Harker’s own father. Constructed from a careful carpenter’s composite of pine, oak, and hickory, the throwing crucifix is essentially four stakes that have been bolted together, gilded in silver caps, and joined at the crux with silver and gold ornamentation reminiscent of a sunburst. Carvings resembling the tree of life decorate the shafts of each of the stakes, as well as carvings depicting the four seasons. Given its elaborate religious connotations, the throwing crucifix is an excellent tool for hunting or defending oneself from an array of vampires and fiends.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Tovare's Halo]]'''&lt;br /&gt;
|A small pendant bestowed upon a worthy soul by Tovare herself, this pendant can be activated to cause a silvery-gold halo to emit from its bearer. This not only shields the bearer from harm, but protects their nearby allies, as well.&lt;br /&gt;
Tovare is the goddess often portrayed as being in charge of the Celestial Council. She professes the need to cultivate the world around you, always leaving it better than you found it. She typically takes the hard road of offering redemption to those that have wronged her, rather than becoming vengeful.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Venator Whip]]'''&lt;br /&gt;
|The handle of this whip resembles the hilt of a sword, and is embellished with small rubies embedded in the pommel and in the center of the crossguard. The tip of the whip shifts in form and function at the merest thought from the wielder, and though it often appears as a spiked morningstar, it may also commonly manifest as a large hook, a heavy chain, or a ball of holy fire.&lt;br /&gt;
Attunement to the Venator Whip allows its bearer to easily maneuver the unwieldy weapon, and, with practice, to control the finer motions of the whip as if it were one of their own limbs.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=12897</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=12897"/>
		<updated>2025-04-11T01:55:06Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Update links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__ &lt;br /&gt;
[[File:Cleric(copy).png|thumb|Marcus Luxxor, disciple of Tovare]]&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;Each soul is a unique thread in a divine tapestry. It is my sacred duty to nourish these threads, as they are gifts given by the gods themselves. I tend especially to those threads that are frayed and in need of repairs.&amp;quot; - [[Marcus Luxxor]], disciple of Tovare&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
Having been raised in the orbit of a great religious order, piety is in your blood. As a child you strove to give alms and help the needy whenever you could manage. You sought out the wise counsel of the priests and clergy in your town, and you took their teachings to heart, meditating on the precepts of your deities both day and night. Now, as a righteous pillar of your religious community, you continue to follow the path you began as a child: in all that you do, you seek to venerate your gods and enact their will on the world around you.&lt;br /&gt;
&lt;br /&gt;
You might pursue many clerical studies or focus your mind and soul upon mastering a single discipline, becoming an expert healer, righteous combatant, dedicated scholar, or a blend thereof. Regardless, you always have your divine icon at your side, a holy depiction of your god or your tenets. Your divine icon serves both as a moral anchor for you and connects you to deities that bless you with vestiges of holy authority.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Cleric Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''[[Cleric#Divine Icon Track|Divine Icons.]]''' You have at least one divine icon, which holds within it vestiges of holy power from the god or gods that you worship.&lt;br /&gt;
&lt;br /&gt;
'''[[Cleric#Exorcist Track|Exorcist.]]''' Stronger of will than your average clergyperson or preacher, you might make it your life’s mission to stare down the darkest demons of humanity and draw them out of unfortunate souls. &lt;br /&gt;
&lt;br /&gt;
'''[[Cleric#Piety Track|Piety.]]''' You work small miracles, healing injury and disease with a mere touch, or invigorating a season’s crops to bounty.&lt;br /&gt;
&lt;br /&gt;
'''[[Cleric#Theologian Track|Theologian.]]''' You passionately study scripture and ancient texts, and how to illuminate manuscripts or scribe ornate icons with which you can spread the miraculous wonder of your faith.&lt;br /&gt;
&lt;br /&gt;
'''[[Cleric#Mythological Domain Track|Mythological Domain.]]''' ''Harker's Guide to Vampire Hunting.'' You have the ability to summon creatures of a mythological nature with your soul’s Essence, granting you extraordinary skills. You are a vessel for these entities, carrying them inside of you wherever you go. &lt;br /&gt;
&lt;br /&gt;
== Core Subclass Tracks ==&lt;br /&gt;
&lt;br /&gt;
=== Cleric Entry Talent ===&lt;br /&gt;
After gaining the Cleric Entry Talent, you can take talents from any of the Cleric tracks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleric Entry'''&lt;br /&gt;
&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
'''Devotee.''' Gain the Disciple of the Divine talent from the Divine Magic stack if you did not already have it. If you already have it, gain +1 Divine Power and +5 SP instead. CHA is your magic attribute.&lt;br /&gt;
&lt;br /&gt;
'''Divine Ward.''' Spend 1 Reactive AP when an ally within 30 ft of you is attacked to increase that ally’s AR by +2 until the start of that ally’s next turn.&lt;br /&gt;
&lt;br /&gt;
'''Divine Icon.''' You gain a special Divine Icon depicting a deity or moment of religious significance. Choose one deity and gain access to their three Icons. Gain one Icon ability whose prerequisite is only that you have access to that Icon.&lt;br /&gt;
&lt;br /&gt;
'''Divine Power.''' Each time you level up and spend your talent point on a cleric talent, you gain +5 SP and +1 Divine Power.&lt;br /&gt;
|''Class Entry, Cleric''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Note on Divine Icons&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Gaining a deity’s Divine Icon is considered an enforceable contract with that deity. You are expected to uphold that deity’s ideals and conduct yourself in a fashion that the deity would find commendable. At your MC’s discretion, failure to obey your deity’s tenets might cause your deity to revoke access to their Icons.&lt;br /&gt;
&lt;br /&gt;
If you are using homebrew deities, work with your MC to choose three Icons for which that deity will grant you access.&lt;br /&gt;
&lt;br /&gt;
=== Exorcist Track ===&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|284x284px|Exorcist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Sense Planar ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sense Planar.''' (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends within 1 mile of you. You sense their exact numbers and distance from you. You cannot sense their exact identities. You can maintain this sense for up to 10 mins if you do nothing else other than non-strenuous walking, talking, or light activity.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward II'''&lt;br /&gt;
|Sense Planar, Holy Support&lt;br /&gt;
|Your Divine Ward boosts your ally’s AR and physical defenses for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Divine Shield&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Distant Ward&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Planar recharges upon Recouping. &lt;br /&gt;
Gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* '''Identify Planar.''' (2/Rest) When using Sense Planar, you may select one creature and learn its identity as well as its root motivation (selfless or selfish).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
|Sense Planar II, Holy Support II&lt;br /&gt;
|Gain Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: ''Divine, Spell, Warding'' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 5     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Verbal, Gesture    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: 10 mins&lt;br /&gt;
&lt;br /&gt;
Choose a point within range. A powerful warding circle springs up in a 5 ft radius around that point. The circle conjures an accompanying invisible cylinder that is 15 ft tall. The cylinder does not block LoS but does block LoE. The cylinder is solid to the touch, preventing passage into or out of the circle. Spells, effects, and abilities that include a physical source of damage (such as arrows, fire, or acid) cannot penetrate this barrier.&lt;br /&gt;
&lt;br /&gt;
A creature within the barrier can attempt to escape by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage.  &lt;br /&gt;
&lt;br /&gt;
When you cast this spell, choose a creature tag: avadri, celestial, eldritch, fae, or fiend. Creatures with that tag that are stuck in your circle can only attempt to escape if you have taken damage since your last turn, and must roll 2d20 and use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early&lt;br /&gt;
|}&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward II'''&lt;br /&gt;
|Abjure Unholy, Distant Ward&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Abjure Unholy, Divine Shield&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises all defenses (AR, physical, and mental).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Expert Exorcist'''&lt;br /&gt;
|Divine Ward III, Holy Support III&lt;br /&gt;
|You learn the [[Exorcism]] ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* '''Exorcist.''' (1/Rest) When you use Exorcism and you do not upcharge it, you may choose not to roll on the side effect table.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward III'''&lt;br /&gt;
|Expert Exorcist, Distant Ward II&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield III'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy II'''&lt;br /&gt;
|Exorcist 9&lt;br /&gt;
|Abjure Unholy can be a 10 ft radius (choose each time you cast it). Abjure Unholy becomes ½ CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar III'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|Sense Planar has a range of 5 miles. When you deal radiant damage to avadri, celestial, eldritch, fae, or fiend creatures, add your CHA to the damage.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Scourge'''&lt;br /&gt;
|Sense Planar III&lt;br /&gt;
|Malicious planar entities fear your name, and towns bereaved by such entities know to seek you out when they need a skilled exorcist. &lt;br /&gt;
When you use the Exorcism ritual, you never have to roll on the side effect table. If you choose to Upcharge the exorcism, roll 2 times, instead of 4 times. &lt;br /&gt;
&lt;br /&gt;
When you use your Abjure Unholy spell, you may use Unholy Scourge&lt;br /&gt;
&lt;br /&gt;
* '''Unholy Scourge.''' (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** '''Level 30:''' When you choose a creature tag for Abjure Unholy, you can choose any creature tag of your choice.&lt;br /&gt;
|''Cleric, Exorcist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Piety Track ===&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|285x285px|Piety Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* '''Lay on Hands.''' (CHA/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&lt;br /&gt;
|Gain +2 to Nature. &lt;br /&gt;
By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability&lt;br /&gt;
&lt;br /&gt;
* '''Monastic Horticulture.''' (1/Month) Select a field of crops that is a 500 ft&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; or smaller. These crops become immune to nonmagical blights, poisons, diseases, and insects. They still grow and produce food at their normal rate, but the food they produce is high-quality and delicious.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|(1/Rest) While Recouping, you can use Lay on Hands one time without expending a use of it. &lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag. &lt;br /&gt;
Gain the Piety ability.&lt;br /&gt;
&lt;br /&gt;
* '''Piety.''' (1/Week) You may touch a creature suffering from a common poison and instantaneously cure it.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a target, add your CHA to the amount healed.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety II'''&lt;br /&gt;
|Wellspring of Health&lt;br /&gt;
|Piety can cure common diseases as well.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist II'''&lt;br /&gt;
|Piety II, Holy Support III&lt;br /&gt;
|Gain +2 to Nature. &lt;br /&gt;
Gain the Horticultural Blessing ability.&lt;br /&gt;
&lt;br /&gt;
* '''Horticultural Blessing.''' (1/Week)  When you spend at least 1 week in a settlement, and you have used Monastic Horticulture on a field that will produce crops, you can bless the crops. The crops will produce 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). Rations produced in this way become spoiled after 24 hours.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag. &lt;br /&gt;
Piety becomes 2/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety IV'''&lt;br /&gt;
|Piety III&lt;br /&gt;
|When you use Piety, you can instantaneously cure common or uncommon poisons or diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety V'''&lt;br /&gt;
|Piety IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag. &lt;br /&gt;
Piety becomes 3/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Worker'''&lt;br /&gt;
|Piety V&lt;br /&gt;
|You are heralded as a miraculous healer the world over. Any religious institution (besides extremists and cults) will happily house you. Clergy, kings, nobles, politicians, and generals seek your presence as they know you can work miraculous healing on behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles. &lt;br /&gt;
Gain the Miracle Worker ability.&lt;br /&gt;
&lt;br /&gt;
* '''Miracle Worker.''' (1/Rest) You may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 24 hours. &lt;br /&gt;
* Furthermore, whenever you arrive in a new town you gain 1d12 disciples that follow you around while in town and do basic favors and errands for you. Each time you leave a town, you may choose to take one of these disciples on as an apostle. They will follow you around indefinitely and can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than your cleric level.&lt;br /&gt;
** '''Level 30:''' Miracle Worker becomes 1/Recoup. If you cure a magical poison or disease, you are only Sickened for 30 minutes.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Piety III&lt;br /&gt;
|Lay on Hands can be used with Reactive AP. If the target is Bloodied, the target regains 3 additional HP from Lay on Hands (8 total unless you gain another bonus from a different ability).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|Lay on Hands only costs 1 AP. If the target is Bloodied, the target regains 2 additional HP from Lay on Hands (10 total unless you gain another bonus from a different ability).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If target has 0 HP, your Lay on Hands restores double the HP it otherwise would.&lt;br /&gt;
Gain the Relentless Healer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Relentless Healer.''' If you roll Initiative and have no Lay on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savior'''&lt;br /&gt;
|Battle Medic III&lt;br /&gt;
|You are known as a powerful healer and righteous fighter. Generals and military commanders seek to conduct themselves in an exemplary and honorable manner in an effort to recruit you to their cause. &lt;br /&gt;
You gain two abilities: Ambient Divinity and Divine Salvation.&lt;br /&gt;
&lt;br /&gt;
* '''Ambient Divinity.''' (CHA/Rest)  When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP you just spent on that spell.&lt;br /&gt;
* '''Divine Salvation.''' (1/Rest) When a creature within 60 ft of you is reduced to 0 HP, you may spend 1 Reactive AP to heal them for 100 HP. You become Helpless until the end of your next turn after doing this. &lt;br /&gt;
** '''Level 30:''' Divine Salvation becomes 1/Recoup and you are only Helpless until the start of your next turn.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Support Talents ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support'''&lt;br /&gt;
|Cleric 2&lt;br /&gt;
|When you end your turn with 0 AP, gain 1 special Holy Support AP that acts as Reactive AP. You lose this AP at the start of your next turn. &lt;br /&gt;
You can only gain one source of special AP. If you gain a second source of special AP, choose whether you keep this source or your new source.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support II'''&lt;br /&gt;
|Holy Support, Cleric 5&lt;br /&gt;
|Holy Support gives you 2 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support III'''&lt;br /&gt;
|Holy Support II, Cleric 8&lt;br /&gt;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Theologian Track ===&lt;br /&gt;
[[File:Theologian Track.png|thumb|440x440px|Theologian Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the knowledge tag. When you spend time researching in a well-resourced library or religious center, you uncover whatever information you are capable of learning in ½ the time it would normally take. (If required to roll INT, and you roll low, then you still might not find what you need, but whatever you do find takes ½ the time.)&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha'''&lt;br /&gt;
|Ardent&lt;br /&gt;
|Choose an icon for which you have access. Gain additional magic (one spell, cantrip, chant, or ritual) based on that choice, which counts as divine for you even though the new magic will not be originally from the Divine Source. &lt;br /&gt;
Refer to the ''Apocrypha List'' section for the Icons and their corresponding magic.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium'''&lt;br /&gt;
|Apocrypha&lt;br /&gt;
|Gain the Scriptorium ability.&lt;br /&gt;
&lt;br /&gt;
* '''Scriptorium.''' (1/Month) When in a well-equipped religious center with a library, you can reselect which divine spells you know. This takes 24 hours.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Iconographer.''' When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and which is the lowest level for that ability (such as Blinding Dark I). You write a duplicate of that icon. Choose one willing creature to bond with the Icon. That creature gains one use of that icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this icon until you use this ability again.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer II'''&lt;br /&gt;
|Iconographer&lt;br /&gt;
|When you create an Icon using your Iconographer ability, if you know a higher-power version of it (such as Provision II), you can inscribe that version onto the Icon. The creature can still only use the icon one time until they can recharge it, unless the Icon’s improved ability adds +1 usage of the Icon, in which case the creature can use it twice before needing to recharge it&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
&lt;br /&gt;
* '''Scrivener.''' When you finish Taking a Rest, you can create a spell scroll out of a prayer or divine spell that you know. This consumes valuable inks and gold leaf - the cost in sc is 10x the spell’s SPC. You also must spend the normal amount of SP as if casting the spell when you scribe it and cannot scribe a spell with an SPC greater than your Divine Power. Once you have scribed a spell onto a scroll, you or any creature that possesses the scroll can cast it by spending the normal APC. The magic fades from the scroll once used or after 24 hours if unused.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener II'''&lt;br /&gt;
|Scrivener&lt;br /&gt;
|You have grown more skilled at scribing your spell scrolls. It only costs you ½ the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha II'''&lt;br /&gt;
|Theologian 5&lt;br /&gt;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine prayers you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprenticeship'''&lt;br /&gt;
|Scriptorium III, Iconographer II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the observation or knowledge tag. &lt;br /&gt;
Gain the Apprenticeship ability.&lt;br /&gt;
&lt;br /&gt;
* '''Apprenticeship.''' When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer III'''&lt;br /&gt;
|Apprenticeship&lt;br /&gt;
|Iconographer now allows you to create two Icons, bonding them to the same creature or different ones. One icon must be entry-level without higher-power icon abilities, while the other can be an Icon one power level higher. Apprenticeship only works on one creature each time you Recoup, but you can pick which creature is your Apprentice each time.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer IV'''&lt;br /&gt;
|Iconographer III&lt;br /&gt;
|Both Icons created by your Iconographer ability can be higher-power, and if you have bonded two creatures, they can trade or give one another the Icons at will by physically handing one another the separate Icons. When you use Apprenticeship, both creatures can benefit from the ability.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sola Scriptura'''&lt;br /&gt;
|Scriptorium III, Scrivener II&lt;br /&gt;
|(1/Recoup) When you cast a spell that you have scribed onto a scroll, if you are holding the scroll in your hand, then you can ignore all other Gesture, Verbal, and Visual requirements.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener III'''&lt;br /&gt;
|Sola Scriptura&lt;br /&gt;
|Thanks to careful gilding and embossing techniques, it only costs you sc equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|(1/Week) When in a well-equipped religious center or library you can spend 1 hour to make one additional scroll or icon. &lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|''Repeatable.'' Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer V'''&lt;br /&gt;
|Apocrypha III, Iconographer IV&lt;br /&gt;
|Your Iconographer ability allows you to create three Icons now, none of which can be stronger than an Icon with the II suffix. You can bond them all to one creature, to two creatures, or to three creatures. Any bonded creatures can trade or give their icons to other bonded creatures at any point by physically handing them the Icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconic Covenant'''&lt;br /&gt;
|Iconographer V&lt;br /&gt;
|You are revered as a legendary scholarly theologian who writes excellent icons that tell compelling stories deeply wrought with spiritual significance. Your work decorates many houses of prayer and many pious nobles proudly display your Icons in their homes. &lt;br /&gt;
Gain +4 Skill Points that you can spend on any skills with the observation or knowledge tag. &lt;br /&gt;
Gain the Iconic Covenant ability.&lt;br /&gt;
* '''Iconic Covenant.''' If you create the same icon every day for 1 month, then the icon becomes permanent. Permanent icons are uncommon magical items that cost 10 Essence Points. You cannot prevent a creature that possesses one of your permanent icons from bonding to it and gaining its benefits. You can only create one permanent Icon per year.&lt;br /&gt;
** '''Level 30:''' You can now create three permanent Icons per year.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener V'''&lt;br /&gt;
|Apocrypha III, Scrivener IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the observation or knowledge tag. &lt;br /&gt;
Your spell scrolls no longer require you to expend any SP.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lectionary'''&lt;br /&gt;
|Scrivener V&lt;br /&gt;
|You are renowned as a tremendous scrivener who creates beautiful illuminated manuscripts and is deeply knowledgeable in religious matters. Your texts are often used in liturgical ceremonies throughout the land. &lt;br /&gt;
Your Scrivener scrolls last for 48 hours before losing magic. &lt;br /&gt;
When you use your Scrivener ability, you can also use your Holy Lectionary ability&lt;br /&gt;
&lt;br /&gt;
* '''Holy Lectionary.''' (1/Week) Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level, and does not lose magical potency for 1 month or until you use this ability again.&lt;br /&gt;
** '''Level 30:''' Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Apocrypha List&lt;br /&gt;
!Divine Icon&lt;br /&gt;
!Magic&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition'''&lt;br /&gt;
|[[Sonorous Voice]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity'''&lt;br /&gt;
|[[Ignore Pain]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|[[Cornered Frenzy]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation'''&lt;br /&gt;
|[[Nature's Bounty|Nature’s Bounty]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness'''&lt;br /&gt;
|[[Darkness]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|[[Grave Whisper]] (arcane cantrip)&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay'''&lt;br /&gt;
|[[Decay]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate'''&lt;br /&gt;
|[[Sense Danger]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom'''&lt;br /&gt;
|[[Levitate]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism'''&lt;br /&gt;
|[[Bountiful Joy]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor'''&lt;br /&gt;
|[[Circle of Power]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge'''&lt;br /&gt;
|[[Scry]] (occult ritual)&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|[[Glimmer]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Love'''&lt;br /&gt;
|[[Charm Person]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature'''&lt;br /&gt;
|[[Summon Beast]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Order'''&lt;br /&gt;
|[[Arcane Swap]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|[[Relaxing Presence]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge'''&lt;br /&gt;
|[[Cultic Revenge]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation'''&lt;br /&gt;
|[[Mage Armor]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|[[Silence]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom'''&lt;br /&gt;
|[[Detect Truth]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath'''&lt;br /&gt;
|[[Boarish Savagery]] (primal spell)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Divine Icon Track ===&lt;br /&gt;
[[File:Divine Icon Track.png|thumb|654x654px|Divine Icon Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Cleric 1 or [[Vessel]] 1&lt;br /&gt;
|''Repeatable.'' Gain two additional Divine Icon abilities, choosing a feature from Icons that you already have access to.&lt;br /&gt;
|''Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Polytheism'''&lt;br /&gt;
|Cleric 1&lt;br /&gt;
|''Repeatable.'' Choose one deity and gain access to their three Icons in addition to the ones that you can already access. Gain one Icon ability whose prerequisite is only that you have access to that Icon.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|''Repeatable.'' Choose one new Divine Icon. You gain access to that Icon and get one of its abilities.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Divine Icon Abilities List ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Ambition&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Silver Tongue ability.&lt;br /&gt;
&lt;br /&gt;
* '''Silver Tongue.''' (1/ Recoup) When making a skill check that uses the influence tag, add a bonus equal to ½ your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vendetta ability.&lt;br /&gt;
&lt;br /&gt;
* '''Vendetta.''' (2/Recoup) By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta II'''&lt;br /&gt;
|Vendetta&lt;br /&gt;
|Vendetta becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Austerity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Fasting'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You or one creature that you touch does not gain Fatigue for neglecting to eat or drink for the next 24 hours. Regardless of how many times you use this ability on the same target, any creature affected by this ability must eat and drink at least once per week in order to survive.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Provision ability.&lt;br /&gt;
&lt;br /&gt;
* '''Provision.''' (1/Recoup) When making a LUCK check, add your CHA to the roll.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision II'''&lt;br /&gt;
|Provision&lt;br /&gt;
|Provision becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision III'''&lt;br /&gt;
|Provision II&lt;br /&gt;
|Provision becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Bravery&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Courage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Courage.''' (2/Rest) By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Courage becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage III'''&lt;br /&gt;
|Courage II&lt;br /&gt;
|Courage becomes 2/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage IV'''&lt;br /&gt;
|Courage III&lt;br /&gt;
|Courage becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Cultivation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Legacy'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) When you leave a settlement and have one or more Goodwill there, immediately gain +1 Goodwill. &lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
&lt;br /&gt;
* '''Nurturance.''' (2/Rest) By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance II'''&lt;br /&gt;
|Nurturance&lt;br /&gt;
|Nurturance lasts for 2d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance III'''&lt;br /&gt;
|Nurturance II&lt;br /&gt;
|Nurturance becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Darkness&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Blinding Dark ability.&lt;br /&gt;
&lt;br /&gt;
* '''Blinding Dark.''' (2/Rest) By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark II'''&lt;br /&gt;
|Blinding Dark&lt;br /&gt;
|Blinding Dark becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark IV'''&lt;br /&gt;
|Blinding Dark III&lt;br /&gt;
|Blinding Dark becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Death&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Last Rites ability.&lt;br /&gt;
&lt;br /&gt;
* '''Last Rites.''' When a creature dies, you may briefly commune with its soul for a minimum of 2 minutes to give it a funeral appropriate to its customs. Doing so grants you Shield HP equal to your CHA.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Last Rites&lt;br /&gt;
|One willing creature you touch also gains the Shield HP.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
&lt;br /&gt;
* '''Gravemaster.'''When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster II'''&lt;br /&gt;
|Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Decay&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Withering ability.&lt;br /&gt;
&lt;br /&gt;
* '''Withering.''' (2/Rest) By spending 3 AP, a creature that you touch takes 1 necrotic damage at the start of each of its turns for 1d6 turns.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering II'''&lt;br /&gt;
|Withering&lt;br /&gt;
|Withering becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
&lt;br /&gt;
* '''Trembling.''' (2/Rest) By spending 2 AP, a creature that you touch is Shaken until the end of their next turn.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling II'''&lt;br /&gt;
|Trembling&lt;br /&gt;
|Trembling becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Fate&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Minor Weal'''&lt;br /&gt;
|&lt;br /&gt;
|When you roll a crit on a spell, regain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destiny's Touch'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You may reroll one of your d20s, using the second result, as though you spent a Luck Point.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse'''&lt;br /&gt;
|&lt;br /&gt;
|When you finish Taking a Rest, choose a number between 1 and 20. The first time you roll that number on a d20 roll, gain 1d4 Shield HP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Freedom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Uncontainable ability.&lt;br /&gt;
&lt;br /&gt;
* '''Uncontainable.''' (CHA/Rest) You or one creature of your choice within 30 ft of you ignores the Slowed condition until the end of the target creature’s next turn. This costs 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable II'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Unstoppable ability.&lt;br /&gt;
&lt;br /&gt;
* '''Unstoppable.''' (CHA/Rest) You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable II'''&lt;br /&gt;
|Unstoppable&lt;br /&gt;
|Unstoppable also allows you to cancel Staggered.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Hedonism&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gluttony ability.&lt;br /&gt;
&lt;br /&gt;
* '''Gluttony.''' (CHA/Recoup) Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony II'''&lt;br /&gt;
|Gluttony&lt;br /&gt;
|Gluttony becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* '''Bloodlust.''' (2/Rest) Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust II'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|Bloodlust becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Honor&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Vow of Enmity''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Vow of Enmity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Vow of Enmity.''' (2/Recoup) Spend 1 AP to choose one hostile creature within 40 ft of you. That creature Taunts you or a willing creature of your choice within 30 ft of you.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Binding Oath ability.&lt;br /&gt;
&lt;br /&gt;
* '''Binding Oath.''' (2/Recoup)  Spend 3 AP and choose one creature within 60 ft of you. Make a magic attack vs that creature’s WILL. On a hit, you and that creature both become Charmed by one another for 1 minute. This ends if either creature damages the other.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath III'''&lt;br /&gt;
|Binding Oath II&lt;br /&gt;
|Binding Oath becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Knowledge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Debate ability.&lt;br /&gt;
&lt;br /&gt;
* '''Debate.''' (2/Rest) Spend 4 AP and choose one creature of your choice within 60 ft of you. It cannot use magic with verbal requirements until the start of your next turn.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate II'''&lt;br /&gt;
|Debate&lt;br /&gt;
|Debate becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
&lt;br /&gt;
* '''Divine Recollection.''' (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the knowledge tag, add a +3 bonus.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection II'''&lt;br /&gt;
|Divine Recollection&lt;br /&gt;
|Divine Recollection becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Light&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Cleareye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
&lt;br /&gt;
* '''Cleareye.''' (2/Rest) When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
&lt;br /&gt;
* '''Reveal.''' (2/Rest) By spending 3 AP, creatures within 15 ft of you lose the Invisible condition.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal II'''&lt;br /&gt;
|Reveal&lt;br /&gt;
|Reveal becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
&lt;br /&gt;
* '''Illumine.''' By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Love&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Love: Sacrificial'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sacrificial.''' When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Love: Enrapture'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
&lt;br /&gt;
* '''Enrapture.''' (1/Rest) By spending 3 AP, a creature becomes Charmed by you for 1 minute. This creature cannot be overtly hostile to you and knows that it was magically Charmed at the end of the duration.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Love: Enrapture II'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Love: Enrapture III'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Nature&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom'''&lt;br /&gt;
|&lt;br /&gt;
|You can cast the [[Bloom]] primal chant.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|(1/Rest) You can cast the [[Nature's Bounty|Nature’s Bounty]] primal spell without spending SP. &lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Survivor.''' (2/Rest)  When you or an allied creature within 10 ft of you makes a skill check with the survival tag, add a +3 bonus.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor II'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|Survivor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Order&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Even the Scales ability.&lt;br /&gt;
&lt;br /&gt;
* '''Even the Scales.''' (1/Recoup) . By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/ or Slowed. Choose a hostile creature within 30 ft of you that is also suffering from one or more of those conditions. Both creatures remove one of those conditions of their choice. &lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rebalance ability.&lt;br /&gt;
&lt;br /&gt;
* '''Rebalance.''' (2/Recoup) Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance II'''&lt;br /&gt;
|Rebalance&lt;br /&gt;
|When you use Rebalance, you can touch two willing creatures to let them take the average of their HP (your own HP is unaffected and not used in the calculation).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Redemption&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Repentance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Repentance ability. &lt;br /&gt;
&lt;br /&gt;
* '''Repentance.''' (2/Rest) By spending 1 AP, you or an allied creature within 30 ft of you that is Charmed or Frightened loses its turn and regains 1d4 HP.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Redeeming Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Redeeming Fervor.''' (2/Rest) Spend 1 AP and touch yourself or an allied creature that was Charmed or Frightened in the past 10 minutes and is not any longer. That creature gains +2 to mental defenses for the next 10 minutes.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor II'''&lt;br /&gt;
|Redeeming Fervor&lt;br /&gt;
|When you use Redeeming Fervor, the creature also gains +1 to attacks and damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor III'''&lt;br /&gt;
|Redeeming Fervor II&lt;br /&gt;
|Redeeming Fervor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Revenge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Aggressive Taunt'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aggressive Taunt ability.&lt;br /&gt;
&lt;br /&gt;
* '''Aggressive Taunt.''' (2/Recoup) By spending 1 AP, Taunt a creature within 60 ft. Your crit ranges increase by 1 against each other. This lasts for 1 minute or until you use this again.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
&lt;br /&gt;
* '''Vengeful.''' (2/Recoup) When you take damage from a creature that you can see within 60 ft of you, you can spend 1 Reactive AP to deal +1d6 damage (of the same damage type) against it the first time you hit it before the end of your next turn.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful II'''&lt;br /&gt;
|Vengeful&lt;br /&gt;
|Vengeful becomes “Each time you hit it before the end of your next turn.”&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful III'''&lt;br /&gt;
|Vengeful II&lt;br /&gt;
|Vengeful costs 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Salvation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rescue ability.&lt;br /&gt;
&lt;br /&gt;
* '''Rescue.''' (2/Rest) When you or an allied creature within 30 ft of you takes damage, spend 1 Reactive AP to heal that creature for HP equal to your CHA.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue II'''&lt;br /&gt;
|Rescue&lt;br /&gt;
|Rescue becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue III'''&lt;br /&gt;
|Rescue II&lt;br /&gt;
|Rescue’s range increases by 30 ft.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue IV'''&lt;br /&gt;
|Rescue III&lt;br /&gt;
|Rescue becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Serenity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Levelheaded ability.&lt;br /&gt;
&lt;br /&gt;
* '''Levelheaded.''' (2/Rest) By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded II'''&lt;br /&gt;
|Levelheaded&lt;br /&gt;
|Levelheaded becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Keep Your Wit ability.&lt;br /&gt;
&lt;br /&gt;
* '''Keep Your Wit.''' (2/Rest)  By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed..&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit II'''&lt;br /&gt;
|Keep your Wit&lt;br /&gt;
|Keep Your Wit becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wisdom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Aphobia'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aphobia ability.&lt;br /&gt;
&lt;br /&gt;
* '''Aphobia.''' (1/Rest) By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
&lt;br /&gt;
* '''Astute.''' (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the observation tag, add a +3 bonus.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute II'''&lt;br /&gt;
|Astute&lt;br /&gt;
|Astute becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute III'''&lt;br /&gt;
|Astute II&lt;br /&gt;
|The bonus from Astute becomes +5.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wrath&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Rage.''' (2/Recoup) Deal +2 damage on all attacks for the next 1 minute.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage II'''&lt;br /&gt;
|Rage&lt;br /&gt;
|The damage from your Rage ability becomes +4.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* '''War Cry.''' (2/Rest) You and allies within 10 ft of you gain Focused against a hostile creature of your choice within 60 ft of you for 1 minute.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional Subclass Tracks ==&lt;br /&gt;
[[File:Mythology Domain.png|thumb|521x521px|Mythology Domain Progression]]&lt;br /&gt;
&lt;br /&gt;
=== Mythological Domain Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
Woven within the tales of the gods are mentions of mythological beasts aiding them on their endeavors. As a cleric of the mythological domain, you have been gifted similar aid. You have the ability to summon creatures of a mythological nature with your soul’s Essence, granting you extraordinary skills. You are a vessel for these entities, carrying them inside of you wherever you go. Summoning them means laying your soul bare, making you more vulnerable, but in return you gain divine gifts that will aid you on your journey. It’s a symbiotic relationship, mutually beneficial for both parties. You can take comfort in knowing that you will never be truly alone as long as you keep your faith.&lt;br /&gt;
&lt;br /&gt;
Inside you are four different mythological entities: A falcon (Avian), a wolf (Predator), a beetle (Insect), and a snake (Reptile). You may discuss with your DM to change the animals to suit your character, as long as they fit the category. Avians, Predators, and Reptiles are the size of the animal they represent, while Insects range in size from that of a large beetle to a housecat. A creature’s specific appearance is up to you, and may even change each time it is called forth.&lt;br /&gt;
&lt;br /&gt;
'''Avian:''' The Avian is generally perceptive, level-headed, and disciplined. They follow orders well and do not make rash decisions, even under pressure. They keep their judgment to themselves, though if you have bonded with your Avian properly, you will be able to tell when they’re silently judging something or someone.&lt;br /&gt;
&lt;br /&gt;
'''Predator:''' The Predator is generally protective, assertive, and loyal. They put other people’s safety first and are often eager to jump into combat. They are friendly towards you and anyone you deem an ally, but will need a little while to trust them, worried that they might hurt you somehow. Occasionally they might let their guard down and demand some affection.&lt;br /&gt;
&lt;br /&gt;
'''Insect:''' The Insect is generally crafty, curious, and eager. They don’t easily back away from new things and if you’re someone who likes to take a risk with creative solutions, your Insect companion will likely be happy to assist.&lt;br /&gt;
&lt;br /&gt;
'''Reptile:''' The Reptile is generally confident, surreptitious, and clever. They like to glean information about others by watching them or by eavesdropping. They’re not as action- oriented as the other entities and prefer to watch and wait, thinking things through more properly. They often act a little cold, but if you choose to bond with them more, they will develop a soft spot for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Spirit'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|You may spend 2 AP to call forth one of the four spirits that dwells within you. This spirit takes on a corporeal form within 5 ft of you. It remains for 2 minutes or until you dismiss it early for 1 AP. It also vanishes if you die. Spirits summoned in this way have no HP and cannot be targeted by attacks.&lt;br /&gt;
On each of your turns, the spirit may act; this may be at the start of your turn, end of your turn, or during your turn. When it acts, it may move up to its speed, then take one action of its choice. Any number of times on your turn while the spirit is within 120 ft of you, you may spend 1 AP to allow the spirit to act again, choosing from any of its actions that do not make an attack roll against another creature.&lt;br /&gt;
&lt;br /&gt;
You may only have one spirit active at a time. You may summon spirits in this way 2/Recoup. In the animal spirit stat blocks, X = your magic attribute.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Avian'''&lt;br /&gt;
''Tiny, Small, or Medium. Celestial''&lt;br /&gt;
&lt;br /&gt;
'''Speed''' 10 ft, Fly 30 ft&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Actions&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Move.''' The Avian can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Talons.''' ''Reach 5 ft Natural Weapon.'' +X vs REF. '''Hit:''' 1d4+X sharp&lt;br /&gt;
&lt;br /&gt;
'''Airlift.''' The Avian picks you or a willing creature within 5 ft of it. The Avian then moves up to its speed, carrying the target creature with it and dropping it at the end of this movement.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Insect'''&lt;br /&gt;
''Diminutive, Tiny, or Small. Celestial''&lt;br /&gt;
&lt;br /&gt;
'''Speed''' 20 ft, Climb 20 ft, Fly 20 ft&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Actions'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Move.''' The Insect can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Swarm.''' ''Reach 5 ft Natural Weapon.'' +X vs WILL. '''Hit:''' Target creature is Shaken until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
'''Hivemind.''' The Insect telepathically sends you a brief mental image of what it can see based on its current location.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Predator'''&lt;br /&gt;
''Medium or Large. Celestial''&lt;br /&gt;
&lt;br /&gt;
'''Speed''' 40 ft&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Actions'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Move.''' The Predator can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Pounce.''' ''Reach 5 ft Natural Weapon.'' +X vs AR. '''Hit:''' 1d6+X sharp, then make a secondary attack: +X vs FORT. '''Hit:''' Target creature falls Prone.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Reptile'''&lt;br /&gt;
''Small, Medium or Large. Celestial''&lt;br /&gt;
&lt;br /&gt;
'''Speed''' 20 ft, Swim 20 ft&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Actions'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Move.''' The Reptile can move up to its speed.  &lt;br /&gt;
&lt;br /&gt;
'''Savage Bite.''' ''Reach 5 ft Natural Weapon.'' +X vs AR. '''Hit:''' 1d8+X sharp&lt;br /&gt;
&lt;br /&gt;
'''Intercede.''' The Reptile chooses one creature within 5 ft of it. The next time that creature is the target of an attack roll before the end of your next turn, the attacker suffers 3 TD.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Affinity'''&lt;br /&gt;
|Animal Spirit&lt;br /&gt;
|''Repeatable.'' Gain two chants, invocations, and/or spells from the following list of primal magic. This talent gives you +1 Primal Power each time you take it.&lt;br /&gt;
'''Chants:''' [[Bloom]], [[Catclaw]], [[Commune with Beast]], [[Fleetfoot]], [[Instinctive Attack]], [[Springstep]]&lt;br /&gt;
&lt;br /&gt;
'''Invocations:''' [[Photosynthesis]], [[Predict Weather]], [[Reorient]], [[Warden’s Navigation]]&lt;br /&gt;
&lt;br /&gt;
'''Spells:''' [[Animal Bond]], [[Avianism]], [[Boarish Savagery]], [[Bullish Strength]], [[Hunter’s Quarry]], [[Nighteye]], [[Padfoot]], [[Piscism]], [[Polymorph]], [[Summon Beast]], [[Summon Monster]]&lt;br /&gt;
|''Cleric, Mythological Domain, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Enhancement'''&lt;br /&gt;
|Animal Spirit&lt;br /&gt;
|''Repeatable.'' Gain one enhancement for an animal spirit from the following list. Each enhancement can be gained by each creature type only once.&lt;br /&gt;
'''''Beacon:''''' The spirit type that you chose gains the Beacon action, allowing it to shed dim light for 10 ft, or bright light for 10 ft and dim light for 10 ft, or to stop shedding any light.&lt;br /&gt;
&lt;br /&gt;
'''''Pack Tactics:''''' The spirit type that you chose grants +1 TA to you and your allies whenever attacking a creature within 5 ft of your spirit.&lt;br /&gt;
&lt;br /&gt;
'''''Protective:''''' The spirit type that you chose may spend its action to give +1 AR to one creature of its choice within 5 ft of it.&lt;br /&gt;
&lt;br /&gt;
'''''Radiant Strikes:''''' The spirit type that you chose adds +1d4 radiant damage to its attacks.&lt;br /&gt;
&lt;br /&gt;
'''''Speedy:''''' The spirit type that you chose increases each of its speeds by +5 ft.&lt;br /&gt;
|''Cleric, Mythological Domain, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Manifest Mythology'''&lt;br /&gt;
|Animal Spirit&lt;br /&gt;
|When you finish Taking a Rest, choose one of your four animal spirits. That spirit is especially watchful over you. Until you use this feature again, you gain +2 Skill Points in three skills, based on the spirit you selected.&lt;br /&gt;
'''Avian:''' Appraising, Intuiting, Perceiving&lt;br /&gt;
&lt;br /&gt;
'''Insect:''' Any one crafting skill, Foraging, Forced March&lt;br /&gt;
&lt;br /&gt;
'''Predator:''' Nature, Sneaking, Tracking&lt;br /&gt;
&lt;br /&gt;
'''Reptile:''' Deceiving, Intimidating, Savoir Faire&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spiritual Summons'''&lt;br /&gt;
|Manifest Mythology&lt;br /&gt;
|Gain the Spiritual Summons ability.&lt;br /&gt;
&lt;br /&gt;
* '''Spiritual Summons (1/Rest).''' You may spend 10 minutes summoning one of your animal spirits, rather than the normal 2 AP summoning time. When you summon a spirit in this way, it remains with you for 1 hour, or until you summon more spirits than you can maintain, dismiss this spirit for 1 AP, or die. You may telepathically communicate with a creature summoned in this way up to a range of 1 mile.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Link'''&lt;br /&gt;
|Spiritual Summons&lt;br /&gt;
|You may cast prayers and spells as though they originate from your animal spirit, provided that your animal spirit is within 120 ft of you. This costs the animal spirit’s action in addition to the magic ability’s normal APC.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Morph'''&lt;br /&gt;
|Spell Link&lt;br /&gt;
|Gain the Morph ability.&lt;br /&gt;
&lt;br /&gt;
* '''Morph.''' Spend 1 AP for your animal spirit to take on a new form, choosing from any of the other animal spirit forms.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Spirit II'''&lt;br /&gt;
|Morph&lt;br /&gt;
|You may have two animal spirits active at one time, and they may be the same or different types. If you would summon a third animal spirit, choose which previous spirit disappears.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Manifest Mythology II'''&lt;br /&gt;
|Animal Spirit II&lt;br /&gt;
|You may use Manifest Mythology upon completing a Recoup. The bonus to your skills increases to +4.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bestial Awareness'''&lt;br /&gt;
|Manifest Mythology II&lt;br /&gt;
|When you Catch your Breath, you may spend 5 SP to become supernaturally aware of the natural world around you. You learn if the number of creatures with the abominable, beast, fiend, monstrosity, and/or undead tags within a 2 mile radius of you is less than typical, more than typical, or typical.&lt;br /&gt;
Additionally, gain +4 Skill Points that you may spend on any skills with the observation or survival tag.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Team Effort'''&lt;br /&gt;
|Bestial Awareness&lt;br /&gt;
|When you have multiple animal spirits active and you spend 1 AP to command a spirit to use one of its actions, each other spirit may use its Move action.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwhelm'''&lt;br /&gt;
|Team Effort&lt;br /&gt;
|Gain the Overwhelm ability.&lt;br /&gt;
&lt;br /&gt;
* '''Overwhelm (2/Rest).''' Your animal spirit gains a new action.&lt;br /&gt;
&lt;br /&gt;
Your Overwhelm ability’s range, target defense, and damage depends on which animal spirit is active. The Overwhelm ability originates from you or your animal spirit. X = your magic attribute.&lt;br /&gt;
&lt;br /&gt;
'''Avian:''' ''15 ft Cone Natural Weapon:'' +X vs REF. '''Hit:''' 6d4 radiant damage. '''Miss:''' ½ damage&lt;br /&gt;
&lt;br /&gt;
'''Insect:''' ''10 ft Radius Natural Weapon:'' +X vs WILL. '''Hit:''' 6d4 radiant damage. '''Miss:''' ½ damage&lt;br /&gt;
&lt;br /&gt;
'''Predator:''' ''30 ft Line Natural Weapon:'' +X vs FORT. '''Hit:''' 6d6 radiant damage. '''Miss:''' ½ damage&lt;br /&gt;
&lt;br /&gt;
'''Reptile:''' ''Reach 5 ft Natural Weapon:'' +X vs ANT. 6d8 radiant damage. '''Miss:''' ½ damage&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spiritual Summons II'''&lt;br /&gt;
|Overwhelm&lt;br /&gt;
|Spiritual Summons becomes 1⁄2 CHA/Rest. When you use Spiritual Summons, you or a creature that you touch gains Shield HP equal to the number of talents you have with the mythological domain tag.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Manifest Mythology III'''&lt;br /&gt;
|Spiritual Summons II&lt;br /&gt;
|You may use Manifest Mythology upon a Recoup. The bonus to your skills increases to +6 and can now exceed your +20 skill cap.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Animal Spirit III'''&lt;br /&gt;
|Manifest Mythology III&lt;br /&gt;
|Animal Spirit becomes 1⁄2 CHA/Recoup (min 2). &lt;br /&gt;
You may have three animal spirits active at one time, and they may be the same or different types.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Team Effort II'''&lt;br /&gt;
|Animal Spirit III&lt;br /&gt;
|Team Effort becomes: When you have multiple animal spirits active and you spend 1 AP to command a spirit to use one of its actions, each other spirit may use one of its actions that does not involve making an attack roll.&lt;br /&gt;
|''Cleric, Mythological Domain''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mythological Myriad'''&lt;br /&gt;
|Team Effort II&lt;br /&gt;
|Your connection with mythological animals is unparalleled. You are almost never seen without one.&lt;br /&gt;
You may now spend 1 AP to allow your animal spirit to make its attack. You may have a number of animal spirits active at one time equal to 1⁄2 your CHA.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Animal Spirit becomes CHA/Recoup.&lt;br /&gt;
|''Cleric, Mythological Domain, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Sailor&amp;diff=12896</id>
		<title>Sailor</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Sailor&amp;diff=12896"/>
		<updated>2025-04-10T20:49:08Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Add link to profession&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
Occupation Tags'': Mercantile, Underworld, Wanderer''&lt;br /&gt;
&lt;br /&gt;
You have spent considerable time as an explorer, freebooter, pirate or mariner and define your life by the sea. From skiffs to frigates, you know your way around a ship and are as comfortable in a raging storm as you are in a pleasant breeze. You embrace the freedom, adventure, and danger of life as you traverse the trading lanes or explore parts unknown, never knowing what might be waiting over the next wave.&lt;br /&gt;
&lt;br /&gt;
=== Starting Equipment ===&lt;br /&gt;
If you take this profession when you create your character, you gain the following gear, in addition to the equipment you gained from your background: rucksack, leather armor, tool or kit (1), clothes (simple), mess kit, rations (5), utensils, bowl, flask, 50 ft rope, compass&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Each time you gain a rank in the Sailor profession (including rank 1), gain +3 Vehicles* [water], and +1 in three of the following skills:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics&amp;lt;/u&amp;gt;: Balancing&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Cartography*, Cooking*, Woodcarving*&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;: Intimidating, Leadership&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;: Astrology, Astronomy, Geography, Economics, Medicine*, Military&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Luck&amp;lt;/u&amp;gt;: Fortuity, Scavenging&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Intuiting, Perceiving&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Performance&amp;lt;/u&amp;gt;: Instrument* [choose one], Entertaining&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stamina&amp;lt;/u&amp;gt;: Menacing&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Subterfuge&amp;lt;/u&amp;gt;: Evading, Sleight of Hand&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Nature, Navigating*&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Sea Legs&amp;lt;/big&amp;gt; ==&lt;br /&gt;
When you become a rank 1 Sailor, and every time you gain a rank in the Sailor profession, your reputation among NPCs with your choice of mercantile, military, or underworld backgrounds improves.&lt;br /&gt;
&lt;br /&gt;
=== Rank 1 ===&lt;br /&gt;
You have the skills and knowledge to secure a temporary position on a trading, privateer, pirate, or exploratory vessel and earn 10 sc for every week spent working in a friendly port.&lt;br /&gt;
&lt;br /&gt;
=== Rank 2 ===&lt;br /&gt;
You are an established member of a ship’s crew that provides you with free room and board in any port in which the ship is docked. You now earn 15 sc for every week of service, even if you are not at a port.&lt;br /&gt;
&lt;br /&gt;
=== Rank 3-5 ===&lt;br /&gt;
You have risen to the rank of captain and have your own ship with a crew under your employ. When achieving rank 3 in this profession you may choose a specialization: explorer, merchant, pirate, or privateer. At ranks 4 and 5, you advance in the same professional track that you chose at this rank.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Explorer&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|As part of this benefit, you may immediately gain one rank of the [[Nomad]] profession. Your ship is outfitted for long journeys.&lt;br /&gt;
Once per week you may attempt a short expedition to discover parts unknown. Roll on the following table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&amp;lt;small&amp;gt;Expedition&amp;lt;/small&amp;gt;&lt;br /&gt;
!d10&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
|1-4 &lt;br /&gt;
|Your expedition proves a failure and you are unable to discover any landmasses or treasure of note.&lt;br /&gt;
|-&lt;br /&gt;
|5-8 &lt;br /&gt;
|Your expedition uncovers an island or shipwreck. Selling the mapped location or recovered salvage earns you 4d10 sc.&lt;br /&gt;
|-&lt;br /&gt;
|9-10 &lt;br /&gt;
|You discover a valuable shipwreck or island teeming with resources. Selling the mapped location or recovered salvage earns you 4d10+40 sc.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Gain another rank in the Nomad profession. You are now an expedition leader and can attempt to fund more elaborate exploratory missions. These missions can be sponsored by NPCs with an academic or aristocratic occupation or can be paid out of your own pocket. Each sponsor gives you a +1 on the Elaborate Expedition table, but takes 10% of final earnings. Failing to succeed may damage your reputation with your sponsor.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&amp;lt;small&amp;gt;Elaborate Expedition&amp;lt;/small&amp;gt;&lt;br /&gt;
!d10&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
|1-4 &lt;br /&gt;
|Your expedition proves a failure and you are unable to discover any landmasses or treasure of note.&lt;br /&gt;
|-&lt;br /&gt;
|5-8 &lt;br /&gt;
|Your expedition uncovers an island or shipwreck. Selling the mapped location or recovered salvage earns you 8d10 sc.&lt;br /&gt;
|-&lt;br /&gt;
|9-10 &lt;br /&gt;
|You discover a valuable shipwreck or island teeming with resources. Selling the location or recovered salvage earns you 8d10+80 sc.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|You are now a famed explorer and your name is spoken with awe by NPCs with academic or aristocratic occupations. You are twice as likely to find sponsors among these groups. The next elaborate exploratory mission you successfully complete will result in a small landmass being named after you and will earn you double the associated payment.&lt;br /&gt;
Additionally, you gain the ability to communicate rudimentary ideas to any intelligent beings, even if you do not speak their language, and gain a +3 to Intuiting checks regarding understanding unknown cultures, customs, or languages.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Merchant&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|As part of this benefit, you may immediately gain one rank of the [[Trader]] profession. Every week you may perform a trade mission and earn 2d10 sc in addition to your trader income. When entering a new port, you can locate any specific shops, services, or trading houses within one hour.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|You are now a company merchant. Gain another rank in the Trader profession. You may hire an additional ship and no longer need to be present on board to run a trade mission.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Gain another rank in the Trader profession. You are now a company master and may employ up to three trading vessels.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Pirate&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|As part of this benefit, you may immediately gain one rank of the [[Thug]] profession. Once per week you may take your ship out to plunder a trading lane, earning you 8d10+80 sc but drawing the attention of local authorities. Every week spent plundering this region will earn your ship a cumulative 50 sc bounty that increases the chance of direct conflict with military or privateer vessels. You become aware of one safe port in the region that will never attempt to collect your bounty.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Gain another rank in the Thug profession. You are now a pirate master and have a second ship under your command. Your plunder now earns you 12d10+120 sc. You now know the location of every safe port and harbor within your home region and can spend one week discovering one in new regions you visit.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|You are now a pirate lord and may have a total of three ships in your fleet. Your plunder now earns you 20d10+200 sc and your infamy causes all but the bravest merchants to surrender without defense. You have a +3 Intimidating against anyone within 5 miles of the port in which your ships are docked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Privateer&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|As part of this benefit, you may immediately gain one rank of the [[Soldier]] profession. Your ship and crew are well known to the military of your home region and you may accept military contracts. These contracts pay 4d10 sc and generally include providing escort for supply ships, hunting dangerous pirates, or protecting endangered ports. Each completed contract provides +1 Goodwill with local settlements.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Gain another rank in the Soldier profession. You are now a commodore and have outfitted your ship for serious military engagements. You may now take contracts to hunt down dangerous bounties. Completing these contracts pays 8d10 sc and earns you an audience with any official with an aristocratic or military occupation if they have 4 or fewer professional ranks.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|You are now an admiral in your home region’s navy and captain one of the strongest ships of the line available. As part of this benefit, you may immediately gain one rank in the [[Honorable]] profession.&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Professions&lt;br /&gt;
|[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]]  • [[Thief]] • [[Thug]] • [[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
!Other Professions&lt;br /&gt;
|[[Archivist: Librarian]] • [[Bartender]] • [[Blacksmith]] • [[Courtesan]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Profession]]&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Thief_(NPC)&amp;diff=12895</id>
		<title>Thief (NPC)</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Thief_(NPC)&amp;diff=12895"/>
		<updated>2025-04-10T17:03:28Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[Creature List|[Back to creatures]]]&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Thief ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 2''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!3&lt;br /&gt;
!1&lt;br /&gt;
!0&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 10&lt;br /&gt;
!Ant: 13&lt;br /&gt;
!Log: 11&lt;br /&gt;
!Will: 10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 11 (leather armor) &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Low-Light Vision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 18&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (DEX) Sneaking +4; (AWR) Perceiving +2; (INT) Lockpicking +4, Slight of Hand +2&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Quick.''' The Thief adds +3 to their Initiative.&lt;br /&gt;
'''Concealed Sheath'''. The Thief can always have 2 daggers on its person, even after being searched.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Thief can MOVE and take ONE of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Thief can move up to its speed.&lt;br /&gt;
'''Dagger.''' ''Thrown 20 ft One-Handed Weapon.'' +2 vs AR. '''Hit:''' 4 (1d4+2) sharp.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Slippery (1/Round).''' When a creature moves into melee distance of the Thief, the Thief may move 5 ft.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Thief_(NPC)&amp;diff=12894</id>
		<title>Thief (NPC)</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Thief_(NPC)&amp;diff=12894"/>
		<updated>2025-04-10T17:02:59Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[Creature List|[Back to creatures]]]&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Thief ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 2''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!3&lt;br /&gt;
!1&lt;br /&gt;
!0&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 10&lt;br /&gt;
!Ant: 13&lt;br /&gt;
!Log: 11&lt;br /&gt;
!Will: 10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 11 (leather armor) &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Low-Light Vision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 18&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (DEX) Sneaking +4; (AWR) Perceiving +2; (INT) Lockpicking +4, Slight of Hand +2&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Quick.''' The Thief adds +3 to their Initiative.&lt;br /&gt;
'''Concealed Sheath'''. The Thief can always have 2 daggers on its person, even after being searched.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Thief can MOVE and take ONE of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Thief can move up to its speed.&lt;br /&gt;
'''Dagger.''' ''Thrown 20 ft One-Handed Weapon.'' +2 vs AR. '''Hit:''' 4 (1d4+2) sharp.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Slippery (1/Round).''' When a creature moves into melee distance of the Thief, the Rogue may move 5 ft.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Scarlan_Wereboar&amp;diff=12889</id>
		<title>Scarlan Wereboar</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Scarlan_Wereboar&amp;diff=12889"/>
		<updated>2025-04-09T16:05:12Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Update links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Source: [[Harker's Guide to Vampire Hunting]]''&lt;br /&gt;
&lt;br /&gt;
Lycanthropy is traditionally associated with the moon. Ancerra has five moons, each with its own form of Lycanthropy. In [[order]] from the closest to the farthest moon, the moons are: Primor, Sylvin, Scarlan, Garvor, and Diminus.&lt;br /&gt;
&lt;br /&gt;
By traveling through other planes, such as the Everwilds, folk have populated the three habitable moons: Primor, Sylvin, and Diminus.&lt;br /&gt;
&lt;br /&gt;
Primor is primarily a desert, while Sylvin consists mostly of forests with some surface water and ice caps. Diminus’s surface is entirely frozen, but hot spots bubbling up from the moon’s mantle offer pockets of habitable caves. Scarlan has a sulfurous atmosphere, and Garvor - the largest of the five - has no atmosphere, making both uninhabited.&lt;br /&gt;
&lt;br /&gt;
When a creature suffers from Lycanthropy, its lycanthropic characteristics are influenced by the moon that is linked to that strain. Werewolves linked to Garvor are larger than others, while werewolves linked to Diminus have ice-based powers..&lt;br /&gt;
&lt;br /&gt;
==== Sylvin Werewolf ====&lt;br /&gt;
Werewolves bound to Sylvin often develop a capability to cast [[primal]] magic. This magic is usually intrinsic and is not particularly flashy; along with Garvor werewolves, Sylvin werewolves are the most stereotypical lycanthropes out of the five, and many legends recount an unfortunate adventuring party’s encounters with packs of Sylvin werewolves.&lt;br /&gt;
&lt;br /&gt;
==== Non-Werewolf Werecreatures ====&lt;br /&gt;
Werewolves are by far the most common types of lycanthropes in Shadowcroft. Indeed, the word “lycanthrope” itself means “part-wolf” but refers to all similarly cursed creatures due to the prevailing quantity of werewolves. However, there are many types of “lycanthropes” - werebears, werebats, wereboars, werecats, and even werebirds.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Scarlan Wereboar&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 10''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid Monstrosity Shapechanger ([[Psionic]])''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
!4&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!-1&lt;br /&gt;
!-1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 14&lt;br /&gt;
!Fort: 13&lt;br /&gt;
!Ant: 14&lt;br /&gt;
!Log: 9&lt;br /&gt;
!Will: 9&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 10&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Physical 5, [[Elemental]] 5&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 80&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Silvered [[Weapons]] 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 40 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Iron Will, Ethereal&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (STR) +2 Menacing; (DEX) Sneaking +4; (END) +2 Forced March; (AWR) Foraging +2, Tracking +4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Shapeshifter.''' The Scarlan Wereboar’s original form is a humanoid with scraggly, hairy features and pronounced canine teeth. While in its true form, the Wereboar has autonomy. Every night, the Wereboar has a chance of transforming into its bestial nature, losing its sentience and embracing a bloodthirsty rampage. The chance of the transformation ranges from 0% when Scarlan is a new moon to 100% when it is a full moon.&lt;br /&gt;
'''Bestial Form.''' When the Scarlan Wereboar is in its bestial form, it possesses DR 4/Radiant and can use its its Tusks attack.&lt;br /&gt;
&lt;br /&gt;
'''Rampage.''' When the Scarlan Wereboar is Bloodied, it has Resist [[Damage]] 2.&lt;br /&gt;
&lt;br /&gt;
'''Gaseous Form.''' Using AWR, the Scarlan Wereboar can cast the following psionic and [[Primal Spells|primal spells]] innately. When cast in this way the spells count as psionic.&lt;br /&gt;
&lt;br /&gt;
* (1/Rest) [[Billowing Fog]], [[Blur]], [[Hasten]], [[Levitate]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''On each of the Scarlan Wereboar’s turns, it may take one of the following sets of actions.''&lt;br /&gt;
* ''Take three Tier 1 actions.''&lt;br /&gt;
* ''Take one Tier 1 action and one Tier 2 action.''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Tier 1 Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Scarlan Wereboar can move up to its speed.&lt;br /&gt;
'''Claws.''' ''Reach 5 ft Natural Weapon.'' +5 vs AR. '''Hit:''' 9 (1d8+5) sharp.&lt;br /&gt;
&lt;br /&gt;
'''Tusks.''' ''(bestial form only) Reach 5 ft Natural Weapon.'' +5 vs AR. '''Hit:''' 8 (1d6+5) sharp, and make a secondary attack: +5 vs FORT. '''Hit:''' The creature is afflicted with Scarlan Lycanthropy.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Tier 2 Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Gaseous Form.''' The Scarlan Wereboar casts one of its Gaseous Form spells.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Bristle (1/Round).''' When a creature moves within 5 ft of the Scarlan Wereboar, it can make a Claws attack reactively. &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Fleshwoven&amp;diff=12620</id>
		<title>Fleshwoven</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Fleshwoven&amp;diff=12620"/>
		<updated>2025-02-23T00:34:16Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Add link to spell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
Fleshwoven are small, grotesque constructs created through an occult ritual native to Shadowcroft, but one that Dracula and his underlings quickly adopted. The ritual of [[Fleshweave|fleshweaving]] involves taking a physical portion of a creature - this could be something as small as a fingernail clipping or lock of hair - and binding it to a sheaf of straw. Over the course of the ritual, the fleshwoven creature takes on the vague appearance of the creature that contributed to the ritual. This appearance does not fool anyone; the fleshwoven is about the size of a halfling regardless of the contributing creature, and it still is obviously made from a substance that looks like bloody straw.&lt;br /&gt;
&lt;br /&gt;
Once it is created, the fleshwoven supernaturally knows exactly where the contributing creature is at all times, or knows what plane of existence it is on if it has traveled across planes. For this reason, fleshwoven are often used to track down escaped prisoners, political rivals, and the like.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Fleshwoven&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 2''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Small. Constructed Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-1&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!0&lt;br /&gt;
!-1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 12&lt;br /&gt;
!Ant: 13&lt;br /&gt;
!Log: 10&lt;br /&gt;
!Will: 9&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Armor Rating''' 10&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Fire 3&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 20&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 60 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Unerring Mind, Vigilant&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Skills''' (DEX) Sneaking +8&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Supernatural Bond.''' When the Fleshwoven is created, it uses a portion of biological matter donated from a single creature. The Fleshwoven always knows which plane of existence this creature is on, and if they are on the same plane of existence, the Fleshwoven knows exactly where the creature is. If the creature is under the effects of Nondetection or similar magic, then the Fleshwoven may immediately make an AWR attack against a DC of 10 + the magic attribute used to cast the magic. On a success, the Fleshwoven sees the target creature anyway for the duration of the magical ability.&lt;br /&gt;
'''Made to Slay.''' When making any attack against the creature that contributed to the Fleshwoven’s creation, the Fleshwoven rolls 2d20 and keeps the higher. &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''On each of the Fleshwoven’s turns, it may take one of the following sets of actions.'' &lt;br /&gt;
* ''Move and take one Tier 1 action.''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Tier 1 Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Fleshwoven can move up to its speed.&lt;br /&gt;
'''Claws.''' ''Reach 5 ft Natural Weapon.'' +3 vs AR. '''Hit:''' 5 (1d4+3) sharp.&lt;br /&gt;
&lt;br /&gt;
'''Chortle.''' ''Ranged 30 ft Natural Weapon.'' +2 vs WILL. '''Hit:''' Target creature is Demoralized until the end of the Fleshwoven’s next turn. &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' If the creature that contributed to the Fleshwoven’s creation moves out of reach of the Fleshwoven’s claws, the Fleshwoven may Exploit. &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Imp&amp;diff=12619</id>
		<title>Imp</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Imp&amp;diff=12619"/>
		<updated>2025-02-23T00:31:16Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Add link to disease&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
__NOAUTOLINKS__&lt;br /&gt;
&lt;br /&gt;
Various demons, devils, and other fiendish entities have often plagued Ancerra from the plane of Inferno and its four sub-planes: Cholereth, Melaneth, Phlegmereth, and Sanguineth. Since Dracula’s rise, the plane of Hell has also birthed innumerable fiends. Shadowcroft’s arrival in Ancerra’s planar orbit has introduced even more fiendish creatures to Ancerra.&lt;br /&gt;
&lt;br /&gt;
== Imp ==&lt;br /&gt;
The lowest of hell’s hierarchy, an Imp is a lesser devil with a goatlike face and a hunched, emaciated humanoid body with a barbed tail. Disproportionately small bat wings magically allow the creature to fly. Imps range in color from black to red to purple, and they all have foul temperaments. &lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Imp&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 1''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Tiny. Fiend (Occult)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
!1&lt;br /&gt;
!1&lt;br /&gt;
!1&lt;br /&gt;
!-1&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 11&lt;br /&gt;
!Fort: 11&lt;br /&gt;
!Ant: 11&lt;br /&gt;
!Log: 9&lt;br /&gt;
!Will: 8&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Armor Rating''' 11&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Occult 1, Arcane 2, Divine 2 '''Immune''' Fire&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 15&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Silvered Weapons 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft, Fly 20 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 60 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Skills''' (STR) Menacing +2; (DEX) Sneaking +4&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Limited Invisibility (1/Recoup).''' The Imp may magically become Unseen. This lasts for 30 minutes or until it makes an attack. &lt;br /&gt;
'''Diseased Claws.''' When the Imp kills a creature with its claws, there is a 10% chance that the creature’s corpse becomes diseased with [[Boil Plague]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''On each of the Imp’s turns, it may take one of the following sets of actions.'' &lt;br /&gt;
* ''Move and take one Tier 1 action.''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Tier 1 Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Imp can move up to its speed.&lt;br /&gt;
'''Claws.''' ''Reach 5 ft Natural Weapon.'' +2 vs AR. '''Hit:''' 5 (1d6+2) sharp.&lt;br /&gt;
&lt;br /&gt;
'''Deadeye Glare.''' ''Ranged 20 ft Natural Weapon.'' +1 vs WILL. '''Hit:''' The creature is Demoralized until the start of the Imp’s next turn. &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Bendelex_Swarm&amp;diff=12076</id>
		<title>Bendelex Swarm</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Bendelex_Swarm&amp;diff=12076"/>
		<updated>2025-02-16T03:31:01Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Update links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
A grotesque parasite, the [[Bendelex]] looks like a slug wrought of carbonated, bubbling blood. Bendelexes reproduce when consumed by mammalian hosts. They absorb nutrients from their host for a number of days, and when ready, they burrow out of the host’s stomach. Bulbous and saturated with nutrients from their host, the Bendelex then splits into two new worms, which seek to continue the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Swarms ===&lt;br /&gt;
Bendelexes usually hide in dark-colored food or drink that might mask their presence, but when food is scarce, desperate Bendelexes form swarms that overwhelm their hosts.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Bendelex Swarm ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 8''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Fine. Abominable Eldritch Beast (Swarm)''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-2&lt;br /&gt;
!4&lt;br /&gt;
!4&lt;br /&gt;
!2&lt;br /&gt;
!-3&lt;br /&gt;
!-3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 14&lt;br /&gt;
!Fort: 14&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 7&lt;br /&gt;
!Will: 7&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 13&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Corrosive, Toxic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 60&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Blunt 3 '''DR''' 8/Area attacks&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 10 ft, Climb 10 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Blindsight 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Skills]]''' (DEX) Sneaking +6&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Worm.''' The Bendelex Swarm can share spaces in combat with any creature and can only attack creatures with whom it shares a space.&lt;br /&gt;
&lt;br /&gt;
'''Swarm.''' When the Bendelex Swarm is Bloodied, it deals ½ damage.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Bendelex Swarm can '''MOVE''' and take '''ONE''' of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Bendelex Swarm can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Pseudopod.''' ''Reach 0 ft Natural Weapon.'' +4 vs FORT. '''Hit:''' 20 (8d4) corrosive.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Down the Hatch.''' ''Reach 0 ft Natural Weapon.'' +4 vs ANT. '''Hit:''' The Bendelex Swarm loses 1d4 HP. A single [[Bendelex]] swims into the target creature’s stomach and uses its [[Bendelex|Feed ability]].&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Elemental&amp;diff=11804</id>
		<title>Elemental</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Elemental&amp;diff=11804"/>
		<updated>2025-02-08T19:59:39Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Add link to spell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[Category:Lineage]]&lt;br /&gt;
{{LineageInfobox|Height=5'0&amp;quot; - 6'4&amp;quot;|Weight=100 - 400 lbs (air is the lightest, earth is the heaviest)|Size=Medium|Base Speed=20 ft|Appearance=&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: Elementals look like humans with skin, hair, and facial features reflecting their chosen sublineage|Lifespan=&amp;lt;u&amp;gt;Maturity&amp;lt;/u&amp;gt;: Around age 30&lt;br /&gt;
&amp;lt;u&amp;gt;Lifespan&amp;lt;/u&amp;gt;: 200 - 300 years|image=elemental.png}}&lt;br /&gt;
&lt;br /&gt;
Elementals are humanoids that are deeply connected to the Everwilds, especially the domain of Chaos. While many sublineages of elemental exist, the four most common are air, earth, fire, and water. Elementals are actually indigenous to the Everwilds. As the Tear opened in the skies above, and Ancerra came into contact with the other planes of existence for the first time in living memory, some elementals were curious about the newly rediscovered solar system and ventured forth to explore it.&lt;br /&gt;
&lt;br /&gt;
Elementals can reliably trace their lineage back to the Ashyidir Archfae.&lt;br /&gt;
&lt;br /&gt;
There are ten Ashyidir Archfae, but the four who represent the fundamental elements are listed here. All of the ten Ashyidir can appear masculine, feminine, or androgynous, but their preferred state is listed.&lt;br /&gt;
&lt;br /&gt;
'''Aeshir.''' ''Feminine-presenting; Exemplar of Fire''. Hot-headed, eager to get things accomplished, and believes strongly that destruction makes way for new life and new creativity.&lt;br /&gt;
&lt;br /&gt;
'''Aevis.''' ''Androgynous-presenting; Exemplar of Air.'' Easily persuaded by arguments from Aeshir and Sheryn; accommodating to other viewpoints and tries to make everyone happy.&lt;br /&gt;
&lt;br /&gt;
'''Gaard'''. ''Masculine-presenting; Exemplar of Earth.'' Slow to action, tries to keep everyone (especially Aeshir) from making rash decisions.&lt;br /&gt;
&lt;br /&gt;
'''Sheryn.''' ''Feminine-presenting; Exemplar of Water.'' Strong- willed and unwilling to quickly or recklessly change her views on something, but Sheryn is also extremely emotional and prone to bouts of manic rage. Even so, she is also deeply passionate and caring about the other Ashyidir.&lt;br /&gt;
&lt;br /&gt;
Elementals have varying opinions on the Ashyidir. Some view them as patriarchal figures, much like many humanoids view their grandparents. Others venerate them as gods, and still others don’t have a strong opinion one way or the other provided that the Ashyidir leave the elementals alone to live their own lives.&lt;br /&gt;
&lt;br /&gt;
===Elemental Traits===&lt;br /&gt;
&lt;br /&gt;
'''Height:''' 5’0” - 6’4”&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' 100 - 400 lbs (Typically, earth is the heaviest and air is the lightest)&lt;br /&gt;
&lt;br /&gt;
'''Size:''' Medium&lt;br /&gt;
&lt;br /&gt;
'''Base Speed:''' 20 ft&lt;br /&gt;
&lt;br /&gt;
'''Appearance:''' Elementals generally look like humans with inhuman-colored skin. Their digits, skin patterning, hair, and facial features reflect the element of their sublineage.&lt;br /&gt;
&lt;br /&gt;
'''Lifespan:''' Elementals tend to reach maturity around age 30 and live for 200 to 300 years.&lt;br /&gt;
&lt;br /&gt;
=== Elemental Features ===&lt;br /&gt;
&lt;br /&gt;
==== Elemental Starting Features ====&lt;br /&gt;
At level 1, you gain the following feature as an elemental. You also gain additional features based on your sublineage choice. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Ancestry'''&lt;br /&gt;
|As a descendant of the Everwilds, you are innately bound to the Primal Source of magic. Learn two primal chants of your choice. END is your magic attribute for these chants when cast in this way. If you learn to cast primal magic through the Warden of the Primal talent, then you may use END or the attribute given to you by that feature.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Sublineage =====&lt;br /&gt;
There are many sublineages of elemental, reflecting the different types of elemental forces found throughout the Everwilds — and thus, the different elemental forces that can be found throughout Ancerra. The four most common elemental sublineage are air, earth, fire, and water. Choose your sublineage from the options below.. Gain all features of that sublineage at level 1. &lt;br /&gt;
&lt;br /&gt;
====== Air Elemental ======&lt;br /&gt;
As an air elemental, you gain the following features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Hover''' &lt;br /&gt;
|Difficult Terrain never slows your movement. When falling, you only take 1d4 damage per every 30 ft fallen, instead of every 10 ft.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mist'''&lt;br /&gt;
|Learn the [[Mist]] chant, using your Primal Ancestry to determine your magic attribute.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Earth Elemental ======&lt;br /&gt;
As an earth elemental, you gain the following features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Rock-Solid'''&lt;br /&gt;
|When you are not wearing armor, gain +2 to your AR and FORT.&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy'''&lt;br /&gt;
|Gain +3 maximum HP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Fire Elemental ======&lt;br /&gt;
As a fire elemental, you gain the following features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Spark'''&lt;br /&gt;
|You can light nonmagical fires at will by touching flammable, nonsentient objects (such as a candle wick or kindling in a campfire). You cannot light objects that are being worn or carried, unless the creature carrying the object willingly lets you light it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Flamehand'''&lt;br /&gt;
|Learn the [[Beam of Fire]] cantrip, using your Primal Ancestry to determine your magic attribute. This counts as a primal chant for you.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Water Elemental ======&lt;br /&gt;
As a water elemental, you gain the following features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Amphibious'''&lt;br /&gt;
|You can breathe air and water. &lt;br /&gt;
|-&lt;br /&gt;
|'''Salve''' &lt;br /&gt;
|(1/Recoup) When Recouping, you may expend 1 gallon of water in your possession to restore 1d6 HP to a Bloodied creature that you touch (which can be yourself).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== All Elemental Features ====&lt;br /&gt;
You gain an additional feature at the 5th, 10th, 15th, 20th, 25th, and 29th level. Choose from the features below.&lt;br /&gt;
&lt;br /&gt;
===== General Elemental Features =====&lt;br /&gt;
Any elemental sublineage may take these features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Environmental Attunement'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain Resist Elemental 1. Furthermore, when making END checks against the effects of extreme weather, add +2 to your rolls.&lt;br /&gt;
|-&lt;br /&gt;
|'''Meteorological Attunement'''&lt;br /&gt;
|&lt;br /&gt;
|You learn the [[Predict Weather]] invocation and can cast it 1/Rest using this feature. Use your Primal Ancestry to determine your magic attribute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Magnificence'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn two primal chants of your choice, using your Primal Ancestry to determine your magic attribute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tempestuous Recovery'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +2 Tumbling. When you are Prone, you may stand from Prone for 0 AP, but can only do so on your own turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Air Elemental Features =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Fly'''&lt;br /&gt;
|Air Sublineage, &lt;br /&gt;
Character Level 10&lt;br /&gt;
|You can cast the [[Fly]] spell. This counts as a primal spell for you. Use your Primal Ancestry to determine your magic attribute. You can cast this once without spending SP, regaining the ability to do so when you Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Fly II'''&lt;br /&gt;
|Air Sublineage, Fly &lt;br /&gt;
|Regain the ability to use this feature when you Recoup.&lt;br /&gt;
|-&lt;br /&gt;
|'''Slowfall'''&lt;br /&gt;
|Air Sublineage &lt;br /&gt;
|You are immune to Falling damage while conscious and can reduce the speed at which you fall to 60 ft per round.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Earth Elemental Features =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Earth Glide'''&lt;br /&gt;
|Earth Sublineage &lt;br /&gt;
|You ignore Difficult Terrain if it is made difficult due to loose sand, gravel, or other mineral-based phenomena. Furthermore, when you hit with a melee attack, you may use the special Earth Punch effect. &lt;br /&gt;
&lt;br /&gt;
* '''Earth Punch:''' (END/Recoup) When you hit a creature with a melee attack, you may spend 1 additional AP to knock it Prone. &lt;br /&gt;
|-&lt;br /&gt;
|'''Grit'''&lt;br /&gt;
|Earth Sublineage, Character Level 15&lt;br /&gt;
|(1/Rest) When you take damage, you may spend 2 Reactive AP to gain Shield HP equal to the damage taken.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Fire Elemental Features =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Burn'''&lt;br /&gt;
|Fire Sublineage, Character Level 10&lt;br /&gt;
|Gain a special attack. &lt;br /&gt;
&lt;br /&gt;
* '''Burn:''' 3 AP; melee and unarmed tags. Use your choice of STR or DEX for the attack and damage modifiers. On a hit, you do not deal damage to the creature immediately, but it gains Burning 1d4 for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Affinity'''&lt;br /&gt;
|Fire Sublineage &lt;br /&gt;
|(END/Rest) By spending 2 AP, gain Fire Affinity for 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Affinity II'''&lt;br /&gt;
|Fire Affinity, Character Level 15 &lt;br /&gt;
|When you use your Fire Affinity feature, gain Immune Fire (and still gain the additional damage from your Affinity whenever you would otherwise take fire damage).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Water Elemental Features =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Curse of Corrosion'''&lt;br /&gt;
|Water Sublineage &lt;br /&gt;
|You learn the [[Acid Pool]] spell, and can cast it 1/Rest using this ability. Use your Primal Ancestry to determine your magic attribute.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gift of Piscism'''&lt;br /&gt;
|Water Sublineage &lt;br /&gt;
|You learn the [[Piscism]] spell, and can cast it 1/Rest using this ability. Use your Primal Ancestry to determine your magic attribute. &lt;br /&gt;
|-&lt;br /&gt;
|'''Vital Salve'''&lt;br /&gt;
|Water Sublineage &lt;br /&gt;
|When you Recoup, you may use your Salve feature on up to three creatures within 10 ft of you (you may still choose yourself as a target).&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Lineages&lt;br /&gt;
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem]] • [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Magellus_Black&amp;diff=11547</id>
		<title>Magellus Black</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Magellus_Black&amp;diff=11547"/>
		<updated>2025-01-09T00:27:58Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Add link to spell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Appendix A: Major NPCs|[back to Major NPCs]]]&lt;br /&gt;
&lt;br /&gt;
=== Magellus Black ===&lt;br /&gt;
Magellus Black is a tall, middle-aged [[human]] man with broad features and brown skin. His dark eyes twinkle with wisdom and the crinkles around his eyes suggest that he smiles and laughs often. His hair is long, kept in a ponytail, and he has a long beard bound in a leather cord to match. His hair is dark and was once jet-black, but it is beginning to frost with gray. As a professor of the University of Bridgemoor, he wears academic robes (the deep green color and silvery trim signifying his mastery of historical anthropology), and as a Meritocrat, he wears the pressed pants, vest, and short cape standardized for folk in Bridgemoor’s public office.&lt;br /&gt;
&lt;br /&gt;
Magellus gives off an air of both deep knowledge and personal mystique; a sort of magnetism that makes anyone want to lean in and see what he has to say. Although he is soft-spoken, when he walks into a room, everyone notices, despite his preference to keep a low profile.&lt;br /&gt;
&lt;br /&gt;
Magellus is a Tenured member of the Meritocrats that legislate Bridgemoor’s code of laws and international trade agreements. He has outsized influence for his role, but wields his influence sparingly and with great temperance.&lt;br /&gt;
&lt;br /&gt;
Magellus is a senior professor at Bridgemoor University, teaching courses on both history and introductory [[arcane]] magic. Out of his students of magic, he occasionally takes on promising apprentices and trains them more intensely in arcane abilities, serving as a one-on-one tutor.&lt;br /&gt;
&lt;br /&gt;
==== '''Subtle Influence''' ====&lt;br /&gt;
When asked what he thinks of a situation, Magellus will politely decline to give his opinion. If pressed, he might say “my opinions are my own,” and instead focus on the indisputable facts of a given situation, putting the pressure back on other folk to make the decisions. When he uses this tactic, he may emphasize certain facts in [[order]] to get other people to make decisions that Magellus himself would prefer to see play out.&lt;br /&gt;
&lt;br /&gt;
Magellus worries about the corruptibility of anyone in a position of power, and so by making other people make decisions, he shields himself from accusations of corruption. By wielding his influence with great care, Magellus tries to only sparingly get directly involved in a decision. When he does get involved in direct fashion, he can almost always sway the situation in his favor. He knows that most Meritocrats will exploit any situation, especially chaotic economic or political time periods, for their own personal gain. Magellus does what he can to covertly undermine the efforts of any strongman or demagogue, although his efforts are not always direct enough to really stop committed dictators from coming into power.&lt;br /&gt;
&lt;br /&gt;
==== '''Arcane Power''' ====&lt;br /&gt;
Magellus is a powerful arcanist, more so than most people realize. In his daily affairs as a professor and a political figure his arcane abilities tend to not come up much. In part this is by choice, as showing an inkling of power comes with responsibilities Magellus would rather not take on. It would also mean that other people could consider him a threat, which is something he wants to avoid. He intends to stay in the background, and showing off his magical capabilities will only draw unwanted attention to him.&lt;br /&gt;
&lt;br /&gt;
==== '''Connections''' ====&lt;br /&gt;
Despite various concerns other Meritocrats may have about Magellus, he’s on good or neutral terms with most of them. He’s especially on good terms with [[Melki]], in whom he sees potential power that he can’t quite pin. Magellus tends to clash with [[Hyleth Othen]] on occasion, usually due to Hyleth’s preference to deal with problems using decisive action, whereas Magellus tends to be more indirect. Despite that, Magellus respects Hyleth and tries to stay on his good side. He has also been trying to form an alliance with Ser [[Kellion Blacksky]], though hasn’t been successful so far. It appears that the Bridge Commander has not made his mind up about Magellus just yet.&lt;br /&gt;
&lt;br /&gt;
==== '''Waning Trust''' ====&lt;br /&gt;
While Magellus thinks that he’s being clever by using his influence indirectly, he doesn’t seem to realize that there are people who consider him cowardly for that exact same reason. There are Meritocrats who believe that Magellus is unreliable because he refuses to take a clear stand on anything. They think he cannot be trusted because it is difficult to determine where his loyalty lies and as such, they are losing trust. As one of the Meritocrats has put it, “you cannot safely speak your truths with someone who refuses to speak theirs.”&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Magellus Black&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 16''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid (Human) (Arcane)''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
!0&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!6&lt;br /&gt;
!5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 10&lt;br /&gt;
!Fort: 13&lt;br /&gt;
!Ant: 15&lt;br /&gt;
!Log: 17&lt;br /&gt;
!Will: 17&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 11 (starlight robes)&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Energy 2, Fire 2, Cold 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 170&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Iron Will, Steel Mind, Vigilant&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (AWR) Eavesdropping +4; (INT) Arcana +16, Astrology +4, Astronomy +4, Economics +8, History +14; (CHA) [[Empathy]] +4, Instrument (Tambourine) +4, Leadership +8, Persuading +8&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Student]] of the Arcane.''' Using INT, Magellus can cast the following cantrips and spells. He has 90 SP/Rest.&lt;br /&gt;
&lt;br /&gt;
* Cantrips: [[Frostbite]], [[Illuminate]], [[Lend Power]], [[Minor Conjuration]], [[Prestidigitation]], [[Signature]]&lt;br /&gt;
* Spells: [[Arcane Column]], [[Arcane Swap]], [[Carrier]], [[Circle of Power]], [[Circle of Warding]], [[Dispel Circle]], [[Enchant Weapon]], [[Fire Shield]], [[Gateway]], [[Grimoire]], [[Grounded]], [[Identify Magic]], [[Locate Creature]], [[Mage Armor]], [[Major Illusion]], [[Major Teleportation]], [[Possess Object]], [[Seal/Unseal]], [[Sense Magic]], [[Shield]], [[Swift Teleport]], [[Unerring Sphere]], [[Unravel Magic]], [[Wall of Fire]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Magellus can take '''FOUR''' of the following actions, or take the same action '''four times.'''''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' Magellus can move up to his speed.&lt;br /&gt;
'''Knife.''' ''Thrown (20 ft) One-Handed Weapon.'' +6 vs AR or ANT. '''Hit:''' 8 (1d4 + 6) sharp.&lt;br /&gt;
&lt;br /&gt;
'''Cantrip.''' Magellus can cast one of his cantrips.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''''OR''''' ''Magellus can take '''TWO''' of the following actions, or take the same action '''twice'''…''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' Magellus can move up to his speed.&lt;br /&gt;
'''Knife.''' Magellus can make a knife attack.&lt;br /&gt;
&lt;br /&gt;
'''Cantrip.''' Magellus can cast one of his cantrips.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''…'''AND''' take the following action.''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spell.''' Magellus can cast one of his spells, provided that he has the available SP.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''''OR''' Magellus can '''MOVE''' and take the following action '''twice.'''''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spell.''' Magellus can cast one of his spells, provided that he has the available SP.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Reactive Cast (1/Round).''' Magellus can cast one of his reactive spells, provided that he has the available SP.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Psionic&amp;diff=11546</id>
		<title>Psionic</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Psionic&amp;diff=11546"/>
		<updated>2025-01-08T20:40:27Z</updated>

		<summary type="html">&lt;p&gt;Zurak: style&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
&lt;br /&gt;
Psionic magic draws from the inherent power within one’s very soul: their Essence. Individuals who are sensitive to this power often manifest it at a very young age, although few know how to spot and develop those early signs of psionic latency. A psion, once identified, often enters the care of a faction, and these factions regularly compete with each other to increase their ranks. The competition is usually friendly. &lt;br /&gt;
&lt;br /&gt;
The factions of psions are referred to as “Wings” within their own ranks. Despite differing goals, their unique nature as hyper-empaths and telepathic abilities have resulted in an affinity between them that outshines their connection with non-latents.&lt;br /&gt;
&lt;br /&gt;
== The Cabinet ==&lt;br /&gt;
The Cabinet is a secret council of twelve formidable psions who oversee hundreds of latents. Neutral advisors to many kingdoms, the Cabinet’s representatives are dispersed across Ancerra, serving as translators, diplomats, adjudicators, and long-distance telepathic communicators. The presence of a Cabinet representative is a symbol of status, and kingdoms, nobles, and guilds alike pay handsomely for their services.&lt;br /&gt;
&lt;br /&gt;
== Lights From Below ==&lt;br /&gt;
Lights from Below, colloquially known as Lebellos or Elbes, is a smaller Wing of psions dedicated to improving Ancerra. The Lights from Below construct bridges, dig wells, and fight bandits and monsters, taking only enough coin to reach their next destination. While traveling, they nurture young latents, and their headquarters, the Hall of Heroes, is a massive hall carved into a mountain face. It is filled with statues and murals that depict heroes from the Light from Below and their famous adventures.&lt;br /&gt;
&lt;br /&gt;
== The Fixers ==&lt;br /&gt;
One of the largest Wings is the Fixers, with thousands of latents throughout Ancerra. Their primary function is to hunt monsters and collect bounties.&lt;br /&gt;
&lt;br /&gt;
== Psionic Aptitudes ==&lt;br /&gt;
Psionic aptitudes are unique subcategories of psionic magic. Psionic casters typically focus on one aptitude and greatly increase their power within it.&lt;br /&gt;
&lt;br /&gt;
'''Clairsentience''' is the psionic aptitude that allows one to master one’s senses and perceive outside of those senses and self.&lt;br /&gt;
&lt;br /&gt;
'''Psychokinetics''' is the manipulation and mastery of existing physical matter.&lt;br /&gt;
&lt;br /&gt;
'''Metacreativity''' taps into the space between space, the Pale, to draw and shape essence, manifesting semi-physical objects and creatures.&lt;br /&gt;
&lt;br /&gt;
'''Telepathy''' is mental communication such as traditional telepathy, empathy, mind-reading, and manipulation of thought and perception.&lt;br /&gt;
&lt;br /&gt;
'''Psychometabolics''' is the ultimate attunement with one’s own body, and the ability to push it past its physical limits, and even morph and shape it.&lt;br /&gt;
&lt;br /&gt;
'''Psychovillainy''' is the forbidden art of charm and compulsion.&lt;br /&gt;
&lt;br /&gt;
== Psychovillainy ==&lt;br /&gt;
Some psionic abilities are agreed upon to be unethical as they subvert the free will of other creatures. Such magic is known as psychovillainy. Use of such magic would likely result in an investigation and perhaps even banishment from one’s own Psionic Wing. Depending on the degree of the offense, the latent may be shunned from the other wings, leaving them with no choice but take solace with the other psions of their kind: The Syndicate, a secretive wing of exiled and banned psions who care for each other and work as mercenaries and sellswords across Ancerra.&lt;br /&gt;
&lt;br /&gt;
Generally, telepaths find themselves most tempted by the forbidden arts, and many telepathy spells ride a thin line between acceptable and forbidden.&lt;br /&gt;
&lt;br /&gt;
== Psionic Magic Types ==&lt;br /&gt;
In addition to spells, psionic casters might learn invocations. &lt;br /&gt;
&lt;br /&gt;
'''Invocation.''' If you know any invocations, you may cast invocations a number of times equal to your Psionic Tier. This resets when you Take a Rest.&lt;br /&gt;
&lt;br /&gt;
== Psionic Tags ==&lt;br /&gt;
These tags are referenced by some psionic spells and invocations.&lt;br /&gt;
&lt;br /&gt;
=== Psionic Power ===&lt;br /&gt;
Your Psionic Power is the total number of Talent Points you have spent on psionic talents as a result of leveling up, along with the number of Talent Points you have spent in certain classes or class tracks. These classes or tracks will specify that they contribute to Psionic Power.&lt;br /&gt;
&lt;br /&gt;
=== Psionic Tier ===&lt;br /&gt;
Your Psionic Tier increases at varying increments of Psionic Power, as shown on the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Psionic Power&lt;br /&gt;
!Psionic Tier&lt;br /&gt;
|-&lt;br /&gt;
|1-3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|4-7&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|8-11&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|12-15&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|16-19&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|20+&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
Your Psionic Tier determines how many times you can use invocations each day.&lt;br /&gt;
&lt;br /&gt;
=== Aptitude ===&lt;br /&gt;
When you take the Adept of the Psionic talent, choose one aptitude: Clairsentience, Psychokinetics, Metacreativity, Telepathy, or Psychometabolics.&lt;br /&gt;
&lt;br /&gt;
=== Concentration ===&lt;br /&gt;
Spells with the concentration tag require a lot of mental focus to keep running; thus, only one can be active at a time. If you take damage while doing this, you must make a Concentration check: 1d20+END. The DC of the check is 1⁄2 the amount of damage that you took.&lt;br /&gt;
&lt;br /&gt;
=== Manifestation ===&lt;br /&gt;
A spell with the manifestation tag costs 0 SP for psions who have the corresponding aptitude (although upcharging still requires SP).&lt;br /&gt;
&lt;br /&gt;
=== Meditation ===&lt;br /&gt;
Psionic spells and invocations with the meditation tag require you to meditate for both the casting and duration of the spell. While meditating, you cannot spend AP to do anything else unless you have talents that specify otherwise. Unless you have talents that specify otherwise, you cannot voluntarily end a meditation early. Taking damage ends meditation immediately. If your meditation ends early, then the spell or invocation fails.&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Rogue&amp;diff=11527</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Rogue&amp;diff=11527"/>
		<updated>2025-01-04T23:53:34Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[File:Human rogue.png|thumb|Avery Gray, the &amp;quot;Little Shadow&amp;quot;]]&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;Only four guards? I'm offended.&amp;quot; - [[Avery “Little Shadow” Gray|Avery Gray]], the &amp;quot;Little Shadow&amp;quot;&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
You were dealt a difficult hand. You grew up in society’s unforgiving underbelly and from an early age you had to resort to thievery or deception to find food and lodging. Through trial and error, you learned what fools people and what does not. Living in the shadows on the fringes of society, you quietly observed as other, more skilled rogues earned their illicit livelihoods. Seeking to emulate the most successful thieves and con artists, you have learned how to stay one step ahead of the law.&lt;br /&gt;
&lt;br /&gt;
The most successful rogues know the other players in their game: crime lords, skilled pickpockets, charlatans, corrupt nobles, bribed guards, aspiring politicians, and the pesky incorruptible altruists among such folk. You make it your business to stay informed on all such individuals. Are there any among these scoundrels whom you would trust? Would you ever try to form a family of sorts with any of these fellow rogues, or do you find that you only trust your own intuition? Even if you would never trust another rapscallion, what offer would convince you to work alongside another individual or group to complete a job? You should always ask yourself these questions, relying on both logic and gut instinct as your answers might change on a daily or even hourly basis.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Rogue Tracks/Talents&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Con.''' You wear identities like clothes. Capable of impersonating nearly anyone, you can pull elaborate cons.&lt;br /&gt;
&lt;br /&gt;
'''Guild Affiliate.''' You are a talented poisoner and use deadly reagents to enhance your weapon attacks.&lt;br /&gt;
&lt;br /&gt;
'''Psyblade.''' You have an aptitude for psionic magic and use this to silence your footfalls and improve your thievery.&lt;br /&gt;
&lt;br /&gt;
'''Stealth Archer.''' You are a master of raining death on your enemies from a hidden vantage.&lt;br /&gt;
&lt;br /&gt;
'''Subtlety.''' Silent as a shadow, you infiltrate and exfiltrate even well-guarded buildings with meticulous skill.&lt;br /&gt;
&lt;br /&gt;
== '''Rogue Entry Talent''' ==&lt;br /&gt;
After gaining the Rogue Entry talent, you can take talents from any of the Rogue tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Rogue Entry''' &lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities..&lt;br /&gt;
&lt;br /&gt;
* '''Sneak Attack.''' Your Sneak Attack damage increases by +1d6 (if you had no Sneak Attack, it becomes 1d6). You can apply Sneak Attack damage to a creature that you hit with a melee attack with a light weapon if you had TA against the target and no TD. You may do this once per turn..&lt;br /&gt;
* '''Skilled.''' Gain +6 Skill Points that you can spend on any skills with the acrobatics, influence, observation, or subterfuge tag.&lt;br /&gt;
* '''Well Equipped.''' You gain hooded common clothes, a hooded lantern, two daggers, a skullduggery kit, and one disguise of your choice.&lt;br /&gt;
|''Rogue, Class Entry''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Conman Track''' ==&lt;br /&gt;
[[File:Con Track.png|thumb|267x267px|Con Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Confidence'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|You gain 1 rank in the Charlatan profession. If you already have any ranks in the Charlatan profession, you gain +3 Skill Points in Savoir Faire, and +3 Skill Points that you can spend on Empathy, Gossiping, Intimidating, Leadership, or Persuading.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impersonate'''&lt;br /&gt;
|Confidence&lt;br /&gt;
|Your false identity now holds up to some scrutiny. After spending a day studying someone and at least a week in their area of residence, you can use the Impersonate ability&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Impersonate&amp;lt;/u&amp;gt;: Roll an INT/Disguise check and an INT/Forging check and take the average of the two rolls. This becomes your Identity Score. People inspecting your credentials, paperwork, or claims may make an INT roll, and if they do not beat your Identity Score, they do not get suspicious unless you give them a clear reason to be suspicious. You may have one active identity. You can only repeat your Disguise and Forging check by spending another day with the person and another week in their area of residence&lt;br /&gt;
A creature inspecting you gains a bonus to their INT roll if circumstances allow. They use the highest bonus they qualify for.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Bonus&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
|You have just done something very suspicious&lt;br /&gt;
|-&lt;br /&gt;
| +20&lt;br /&gt;
|You are within 5 miles of the home of the person you are impersonating&lt;br /&gt;
|-&lt;br /&gt;
| +30&lt;br /&gt;
|The person inspecting has heard of or knows about the person you are impersonating&lt;br /&gt;
|-&lt;br /&gt;
| +40&lt;br /&gt;
|The person inspecting has been fooled by a different identity before&lt;br /&gt;
|-&lt;br /&gt;
| +50&lt;br /&gt;
|The person inspecting has met the person you're impersonating before&lt;br /&gt;
|-&lt;br /&gt;
| +70&lt;br /&gt;
|The person inspecting has met the person you're impersonating in the last year&lt;br /&gt;
|}&lt;br /&gt;
The creature automatically beats your score if they have interacted with the person that you are impersonating in the last month, the person you are impersonating is a well known individual in the area you’re in, or the inspector knows the individual that you are impersonating personally&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master of Disguise'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|''Repeatable.'' You gain +3 to Disguising and +3 to Forging checks&lt;br /&gt;
|''Rogue, Con, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Additional Identities'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|''Repeatable.'' You may have an additional identity. It takes you one hour to switch between identities&lt;br /&gt;
|''Rogue, Con, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Better Identities'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|''Repeatable.'' You gain +5 to your Identity Score.&lt;br /&gt;
|''Rogue, Con, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sturdier Identities'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|''Repeatable.'' You gain +10 to your Identity Score when the inspector has any number of circumstantial bonuses.&lt;br /&gt;
|''Rogue, Con, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quicker Identites'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|You may shortcut the 1 week requirement for identities and take a -5 on your Forgery check per day skipped (Max -30).&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Betrayal'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|If you attack someone who is Completely Surprised and has been fooled by your identity, that attack is an automatic crit and deals maximum damage.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Charming Identity'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|You may attempt to Charm someone who has been fooled by your Identity. Make a CHA roll vs LOG. If you hit, they treat you as a friendly acquaintance for 1 minute, and do not know they have been Charmed. This does not work if the creature is in combat.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Leave it to Luck'''&lt;br /&gt;
|Con 5&lt;br /&gt;
|Gain the Coin Toss ability.&lt;br /&gt;
&lt;br /&gt;
* '''Coin Toss.''' (½ LUCK/Rest) Your next d20 roll becomes a 50/50 chance. If you roll an odd number, treat it as a 1. If you roll an even number, treat it as a 20. &lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fool's Strike'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|''Repeatable.'' You gain an additional Sneak Attack die against creatures while you are disguised and your target does not know your true identity. &lt;br /&gt;
You can take this talent up to six times.&lt;br /&gt;
|''Rogue, Con, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''How Dare You'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|People inspecting your identity must subtract your Savoir Faire from their INT roll.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Leave it to Luck II'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|Your Coin Toss ability becomes LUCK/Rest.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Jammy'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|Your total number of Luck Points per day is equal to your LUCK.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Slippery'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|You can now spend 2 Luck Points to force a creature that you can see within 30 ft of you to reroll a d20 after they make an attack roll or after they inspect your identity&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Catch Me if You Can'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|If you have at least 1 Luck Point when you are reduced to 0 HP, you can regain 1 HP and immediately move 40 ft without provoking reactive actions. Doing so costs all of your remaining Luck Points.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Play Dead'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|If you have at least 1 Luck Point when you hit 0 HP you can regain 1 HP and pretend to be dead. You begin Catching your Breath when you do this. Additionally, make a CHA/ Performance roll vs the LOG of each creature that can see you. &lt;br /&gt;
If you hit more than half the witnesses, then you are believed to be dead (or the identity that you are currently using is believed to be dead).&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master of Disguise II'''&lt;br /&gt;
|Leave it to Luck, Master of Disguise&lt;br /&gt;
|You gain +3 In Savoir Faire and +3 Skill Points that you can spend on any skill with the influence tag.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Check it Again'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|You may now spend 1 Luck Point to force a creature to reroll their INT check made to overcome your Identity Score.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frame'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|You can now abandon an identity after you attempt a Rug Pull using the rank 5 Charlatan ability. There is a 50% chance that the blame will fall on the person you were impersonating instead of you.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Conman Extraordinaire'''&lt;br /&gt;
|Con 14&lt;br /&gt;
|Who exactly are you? No one knows. Your original identity has been completely erased from all records and only the people closest to you might know your real name. &lt;br /&gt;
You may now attempt a grand impersonation. When someone inspects you, they gain no bonus from having heard of the person that you are impersonating or from having met them before. People who personally know the creature you are impersonating will only find you out if they can see you and are within 30 ft of you. Your Grand Impersonation only lasts for 24 hours, and you may only attempt a Grand Impersonation once a week. After 24 hours, future inspections gain a +40 bonus to their roll.&lt;br /&gt;
* '''Level 30:''' The final cap for your CHA increases from 12 to 14.&lt;br /&gt;
|''Rogue, Con, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Guild Affiliate Track''' ==&lt;br /&gt;
[[File:Guild Affiliate Track.png|thumb|266x266px|Guild Affiliate Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Guild Member'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Disciple of the Divine, Initiate of the Occult, Warden of the Primal&lt;br /&gt;
|You join Harlan’s Guild (or another guild, as specified by your MC.) You may only gain the benefits of this talent after Taking a Rest in an area of civilization such as a town or village. You swear off all deific influence. You gain access to three poisons, and can keep one vial of each on your person. A vial is enough for three doses of each poison. You may only refill these by Taking a Rest in a populated area. You learn how to identify fellow members of the guild who can provide this service to you, as well as clue you in to potential contracts. If you break your oath, you may no longer refill your poisons until reparations have been made. &lt;br /&gt;
You can spend 1 AP to coat a weapon that has the Light property. &lt;br /&gt;
The first vials are free, but new vials cost 20 sc each&lt;br /&gt;
&lt;br /&gt;
* '''Drake’s Breath:''' Your attacks have a 50% chance to deal an extra 1d6 fire damage for 1 minute. The extra damage occurs on odd-numbered attack rolls.&lt;br /&gt;
* '''Ice Blood:''' The first target struck with a weapon coated in this poison must make an END check with a DC of 10 at the start of their turns for the next 1 minute. On any turn where they fail, they gain the Chilled condition. A creature with a ML instead loses one of the actions on their actions list.&lt;br /&gt;
* '''Harlan’s Breach'':''''' Your attacks ignore all Resist properties, as well as Immune Blunt, Immune Sharp, and Immune Physical for 1 minute.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find a Weak Spot'''&lt;br /&gt;
|Guild Member&lt;br /&gt;
|Once per turn, you may target a creature’s FORT instead of their AR.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find a Weak Spot II'''&lt;br /&gt;
|Find Weak Spot&lt;br /&gt;
|''Repeatable (even levels only).'' You gain an additional Sneak Attack die whenever you use Sneak Attack and Weak Spot together.&lt;br /&gt;
|''Rogue, Guild Affiliate, Repeatable (even levels only)''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find a Weak Spot III'''&lt;br /&gt;
|Find Weak Spot II&lt;br /&gt;
|''Repeatable (odd levels only).'' (1/Catch Breath) If your Weak Spot attack hits, you may move 5 ft for free. This movement does not provoke reactive attacks.&lt;br /&gt;
Each time you take this talent again, gain +2 uses /Catch Breath&lt;br /&gt;
|''Rogue, Guild Affiliate, Repeatable (odd levels only)''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find a Weak Spot IV'''&lt;br /&gt;
|Find Weak Spot III&lt;br /&gt;
|Weak Spot attacks that exceed the target’s FORT by 5 or more cause Bleeding 1d4 for 1d6 rounds.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find a Weak Spot V'''&lt;br /&gt;
|Find Weak Spot IV&lt;br /&gt;
|Your Weak Spot attacks gain +1 crit range.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Garrote'''&lt;br /&gt;
|Guild Member&lt;br /&gt;
|Gain the Garrote ability.&lt;br /&gt;
&lt;br /&gt;
* '''Garrote.''' (1/Rest) By spending 3 AP, you may make a DEX vs ANT attack against a creature who cannot see you and is in melee distance. On a hit, you begin a special grapple that requires both of your hands. You can take no actions other than movement. Otherwise this follows the normal Grappled rules. If their ML is less than half your character level, they are rendered Helpless and begin Suffocating while Grappled in this way. Otherwise, the creature is Silenced and Staggered while Grappled in this way.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rogue Maneuvers'''&lt;br /&gt;
|Guild Member&lt;br /&gt;
|Your range for thrown weapons is doubled and thrown weapons can now trigger Sneak Attack.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hamstring'''&lt;br /&gt;
|Rogue Maneuvers, Guild Affiliate 5&lt;br /&gt;
|Gain the Hamstring Ability.&lt;br /&gt;
&lt;br /&gt;
* '''Hamstring.''' When a creature leaves your melee reach, you can attack with a melee weapon by spending 2 Reactive AP. On a hit, that target’s movement is halved until the end of their turn.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Strike'''&lt;br /&gt;
|Rogue Maneuvers, Guild Affiliate 5&lt;br /&gt;
|Gain the Quick Strike ability.&lt;br /&gt;
&lt;br /&gt;
* '''Quick Strike.''' When you hit a creature with a melee attack, you may spend 2 AP to teleport to another unoccupied space within 5 ft of the creature you attacked.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prepatory Strike'''&lt;br /&gt;
|Rogue Maneuvers, Guild Affiliate 5&lt;br /&gt;
|Gain the Preparatory Strike ability.&lt;br /&gt;
&lt;br /&gt;
* '''Preparatory Strike.''' Make a weapon attack against a creature and then end your turn immediately. You add a bonus to your physical defenses until the beginning of your next turn. The bonus equals the number of AP you have remaining to use reactively&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive Throw'''&lt;br /&gt;
|Rogue Maneuvers, Guild Affiliate 5&lt;br /&gt;
|Gain Evasive Throw ability.&lt;br /&gt;
&lt;br /&gt;
* '''Evasive Throw.''' Spend 1 additional AP as a part of a thrown weapon attack. If it hits, you gain +2 to your mental defenses against that creature and take no damage when the creature misses you if you would otherwise take half damage&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Throw'''&lt;br /&gt;
|Rogue Maneuvers, Guild Affiliate 5&lt;br /&gt;
|You can now make a ranged thrown attack as a part of drawing a concealed weapon. If the creature is Partially Surprised it automatically hits. If the creature is Completely Surprised it automatically hits and crits.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aimed Strike'''&lt;br /&gt;
|Guild Member&lt;br /&gt;
|Spend 1 additional AP on an attack to gain TA on that attack.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aimed Strike II'''&lt;br /&gt;
|Aimed Strike&lt;br /&gt;
|When using Aimed Strike, roll 2d20 and keep the higher result.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tactical Superiority'''&lt;br /&gt;
|Aimed Strike&lt;br /&gt;
|Your Aimed Strikes deal +1 damage. Additionally, when you have one source of TA, you can ignore two sources of TD, potentially allowing you to use Sneak Attack.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tactical Superiority II'''&lt;br /&gt;
|Tactical Superiority&lt;br /&gt;
|Your Aimed Strikes deal +1 damage. Additionally, when you have one source of TA, you can ignore three sources of TD.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tactical Superiority III'''&lt;br /&gt;
|Tactical Superiority II&lt;br /&gt;
|Your Aimed Strikes deal +1 damage. Additionally, when you have one source of TA, you can ignore all sources of TD.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Poisoner'''&lt;br /&gt;
|Guild Member&lt;br /&gt;
|You may now apply poison to ammunition.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drake's Breath Preference'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You may replace Ice Blood or Harlan’s Breach with extra vials of Drake’s Breath when you refill your poisons.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drake's Breath Efficiency'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can get four doses from a vial of Drake’s Breath.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drake's Breath Efficacy'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|Drake’s Breath becomes 2d6 fire damage.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lingering Drake's Breath'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|Drake’s Breath lasts for 2 minutes.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drake's Breath Ammunition'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can apply Drake’s Breath to a quiver of up to 20 arrows or a case of up to 20 bolts, but the duration remains unchanged.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drake's Breath Expertise'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can now add your INT to Drake’s Breath damage.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ice Blood Preference'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You may replace Drake’s Breath or Harlan’s Breach with extra vials of Ice Blood when you refill your poisons.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ice Blood  Efficiency'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can get four doses from a vial of Ice Blood.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ice Blood  Efficacy'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|Ice Blood’s DC becomes your INT+10.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lingering Ice Blood''' &lt;br /&gt;
|Poisoner&lt;br /&gt;
|Ice Blood lasts for 2 minutes.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ice Blood Ammunition'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can now apply Ice Blood to a quiver of up to 20 arrows or a case of up to 20 bolts, but the duration remains unchanged.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Harlan's Breach Preference'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You may replace Drake’s Breath or Ice Blood with extra vials of Harlan’s Breach when you refill your poisons.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Harlan's Breach Efficiency'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can get five doses from a vial of Harlan’s Breach.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Harlan's Breach Efficacy'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|Any creature struck with Harlan’s Breach loses its Resist properties until the beginning of its next turn.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lingering Harlan's Breach'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|Harlan’s Breach lasts for 2 minutes.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Harlan's Breach Ammunition'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can apply Harlan’s Breach to a quiver of up to 20 arrows or a case of up to 20 bolts, but the duration remains unchanged.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guildmaster'''&lt;br /&gt;
|Guild Affiliate 14&lt;br /&gt;
|You are an individual of great renown among the shadowy underbelly of Ancerra. Commanding entire operations for your guild, approving new members, and handling the most sensitive of issues. &lt;br /&gt;
You gain two vials of each of the three poisons when you Take a Rest in a populated area, and refilling them is free. Once per week, you can have a guild representative meet you where you are camping for refills, assuming your location is accessible without major magic or combat. The representative will not partake in combat or favors for you, but may take messages back to the nearest town if you request it.&lt;br /&gt;
* '''Level 30:''' You gain one additional vial of each of the three poisons from this track each time you restock.&lt;br /&gt;
|''Rogue, Guild Affiliate, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Psyblade Track''' ==&lt;br /&gt;
[[File:Psyblade Track.png|thumb|265x265px|Psyblade Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Psyblade Focus'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|You gain the Adept of the Psionic talent if you do not already have it. INT is your magic attribute. Each time you level up and spend your Talent Point on a talent in the Psyblade track, you gain +5 SP and +1 Psionic Power&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul Knife'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|Regardless of your Aptitude, [[Create Weapon]] costs you 0 SP to cast, and 0 AP to resummon a Light weapon.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul Rend'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|Gain the Soul Rend ability.&lt;br /&gt;
&lt;br /&gt;
* '''Soul Rend.''' (INT/Rest) When you deal psychic damage to a creature, it can no longer regain HP until the beginning of its next turn. &lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Bond'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|Gain the Psychic Bond ability.&lt;br /&gt;
&lt;br /&gt;
* '''Psychic Bond.''' (INT/Rest) Choose an ally within 30 ft of you and spend 2 AP. Gain TA on enemies that take damage from that ally during the duration. This ability lasts for 1 minute.  &lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Strike'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|(INT/Rest) If you would miss an attack roll, you may spend SP to add to your attack roll total at a rate of 1 SP per +2. &lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind Spike'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|Your attacks and spells that deal psychic damage may now deal Sneak Attack damage.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Mind Spike'''&lt;br /&gt;
|Mind Spike&lt;br /&gt;
|You gain +1 Sneak Attack die when dealing psychic damage.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Space Bend'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|(½ INT/Rest) When you would be the victim of damage that affects more than one creature, you may teleport to an unoccupied space up to 15 ft away, but you start your next turn with 3 fewer AP. &lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psyblade Focus II'''&lt;br /&gt;
|Psyblade 5&lt;br /&gt;
|You can now choose if the weapons created by your Create Weapon are visible, invisible, or shed bright light in a 15 ft radius and dim light for an additional 15 ft.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul Knife II'''&lt;br /&gt;
|Psyblade Focus II, Soul Knife&lt;br /&gt;
|(INT/Recoup) You may now spend 1 AP to teleport to a thrown weapon from Create Weapon once per turn. &lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul Rend II'''&lt;br /&gt;
|Psyblade Focus II, Soul Rend&lt;br /&gt;
|Soul Rend now lasts until the end of the creature’s turn&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Bond II'''&lt;br /&gt;
|Psyblade Focus II, Psychic Bond&lt;br /&gt;
|Psychic Bond now grants TA to your ally against creatures that you have damaged during the duration. Additionally, you can communicate telepathically with your Psychic Bond.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Bond III'''&lt;br /&gt;
|Psyblade Bond II&lt;br /&gt;
|While the TA benefit only extends to one ally, you can include up to eight willing creatures that you can see when communicating telepathically. One of these creatures must be the ally that you chose to gain TA.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enlightened Mind'''&lt;br /&gt;
|Psyblade Focus II&lt;br /&gt;
|(½ INT/Rest) Spells with a range of self or touch cost you fewer AP: subtract your INT from the APC (min 1 APC).&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piercing Strike'''&lt;br /&gt;
|Psyblade Focus II&lt;br /&gt;
|Your attacks ignore Resist Psychic.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Scream'''&lt;br /&gt;
|Psyblade Focus II&lt;br /&gt;
|Gain the Psychic Scream ability.&lt;br /&gt;
&lt;br /&gt;
* '''Psychic Scream.''' (3/Rest) Spend 3 AP to make an INT vs LOG attack against all creatures within 5 ft of you. On a hit, deal 1d4+INT psychic damage and the creature cannot take reactive actions until after their next turn.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psionic Armor'''&lt;br /&gt;
|Psyblade Focus II&lt;br /&gt;
|(INT/Rest) You may use your LOG in place of your ANT or WILL when a creature attacks your ANT or WILL. &lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master Psyblade'''&lt;br /&gt;
|Psyblade 14&lt;br /&gt;
|Your hardened capacity to manipulate the world around you with a mere thought is something of an urban legend among cons and crooks. Even some circles of spellcasters whisper your name with wonder. &lt;br /&gt;
If you have zero uses of Soul Rend or Psychic Scream and a creature attacks but misses your LOG, you regain one use of Soul Rend or Psychic Scream. If you have zero uses of both, you can choose which one.&lt;br /&gt;
* '''Level 30:''' You now also regain uses of Soul Rend or Psychic Scream if you’re using your LOG against a WILL or ANT attack using Psionic Armor.&lt;br /&gt;
|''Rogue, Psyblade, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Subtlety Track''' ==&lt;br /&gt;
[[File:Subtlety Track.png|thumb|271x271px|Subtlety Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Vanish'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|You may roll 2d20 and take the higher result when attempting to hide.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Hop'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|You may now move between sources of Cover and concealment, and do not lose the Unseen condition from moving into line of sight in Dim Light unless you end your movement out of Cover or concealment.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scale the Balcony'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|You gain +3 Athletics when climbing, which increases to a +6 while you have a Climber Kit. Additionally, once per turn when you spend AP to move in combat, you gain a climb speed equal to your speed.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Keep Quiet'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|Being struck by a melee attack no longer causes you to lose the Unseen condition. While you are Unseen, ranged attackers do not know if they hit you with a ranged attack or spell.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sidestep'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|If you are Unseen and a creature who is hostile to you or neutral to you would walk through your space, you may move 5 ft to get out of their way. If you have the Scale the Balcony talent, this movement may include climbing.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blink of an Eye'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|On any turn where you take the Move action two times, your attempts to take the Hide action while in Total Cover automatically succeed.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''BlackJack'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|Gain the Blackjack ability.&lt;br /&gt;
&lt;br /&gt;
* '''Blackjack.''' By spending 5 AP, deal 20 nonlethal blunt damage to a creature who is Completely Surprised. If a single instance of this ability renders the creature Unconscious, you do not need to roll to retain the Complete Surprise condition.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sprint'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|When you gain the Unseen condition, you may immediately take the move action for 0 AP.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Assault'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|You gain an additional Sneak Attack die while you are Unseen.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''In the Dark'''&lt;br /&gt;
|Subtlety 5&lt;br /&gt;
|When you are in Darkness, you are Unseen to creatures who are relying on Darkvision to see you.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Hop II'''&lt;br /&gt;
|In the Dark, Shadow Hop&lt;br /&gt;
|The first attack you make on your turn does not cause you to lose the Unseen condition.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Born in Darkness'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|Gain the Born of Darkness ability.&lt;br /&gt;
&lt;br /&gt;
* '''Born of Darkness.''' By spending 4 AP, suppress all conditions of your choice for 1 minute and move up to your speed. If you end this movement in Cover or being Concealed, gain the Unseen condition. If you end one of your next six turns without the Unseen condition, all of your suppressed conditions return.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Mastery'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|When you are in dim light you do not lose the Unseen condition by entering Line of Sight for creatures who do not have Darkvision.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fellow Inhabitant'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|If you spend 30 seconds in combat observing a creature, you learn if they have Darkvision and if they have any other remarkable source of non-magical perception.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Trick'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|If a creature you can see attempts to target a square they think you are in, and you are within 5 ft of that square, you may spend 1 AP reactively to make them believe they hit you, and then take a 5 ft step. &lt;br /&gt;
This trick lasts until the beginning of your next turn. Each time they target that space they must beat your LOG with their INT to know you are not in that space.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Assault II'''&lt;br /&gt;
|In the Dark, Shadow Assault&lt;br /&gt;
|''Repeatable.'' You gain an additional Sneak Attack die while you are Unseen. &lt;br /&gt;
You may take this talent up to five times.&lt;br /&gt;
|''Rogue, Subtlety, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vanish II'''&lt;br /&gt;
|In the Dark, Vanish&lt;br /&gt;
|(INT/Rest) You automatically succeed your Hide roll while you are in Darkness or Total Cover. &lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadowstep'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|You can now pass through 5 ft of bright light without losing the Unseen condition.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quiet One'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|You gain +10 to Eavesdropping while you are Unseen. This can exceed the normal cap of 20 for a skill, but cannot exceed 25.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master of Shadow'''&lt;br /&gt;
|In the Dark, Subtlety 14&lt;br /&gt;
|Your true identity is a mystery, and only the most powerful and knowledgeable of Ancerra know of your existence at all. You are a creature of shadow, coming and going as you please. &lt;br /&gt;
You are now considered Unseen by creatures without Darkvision, and Concealed by creatures with Darkvision, whenever you are not in bright light, unless you chose to be seen.&lt;br /&gt;
* '''Level 30:''' You have learned how to simulate your own shadows by placing yourself where bright light will assail the eyes of any who look for you. When you are in bright light, you are considered Concealed, unless you choose to be seen.&lt;br /&gt;
|''Rogue, Subtlety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Stealth Archer Talents''' ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Aimed Shot'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|You can spend 1 additional AP to give yourself TA on a target that is Flanked&lt;br /&gt;
|''Rogue, Stealth Archer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Shot'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|If your target is at least 45 ft away, firing a silent ranged weapon does not cause you to lose the Unseen condition. This does not work with ranged weapons that produce concussive noise.&lt;br /&gt;
|''Rogue, Stealth Archer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Shot Range'''&lt;br /&gt;
|Shadow Shot&lt;br /&gt;
|Shadow Shot becomes: If your target is at least 35 ft away&lt;br /&gt;
|''Rogue, Stealth Archer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Silent Shot'''&lt;br /&gt;
| Rogue Entry&lt;br /&gt;
|Your ranged weapon attacks can now apply Sneak Attack damage if your target is within 30 ft of you and you have TA.&lt;br /&gt;
|''Rogue, Stealth Archer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Silent Shot Range'''&lt;br /&gt;
|Silent Shot&lt;br /&gt;
|''Repeatable.'' Your ranged weapon attacks can apply Sneak Attack damage 10 ft further than they previously could.&lt;br /&gt;
|''Rogue, Stealth Archer, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Silent Shot'''&lt;br /&gt;
|Silent Shot&lt;br /&gt;
|''Repeatable.'' You gain an additional Sneak Attack die when making a ranged weapon attack. &lt;br /&gt;
You can take this talent up to five times.&lt;br /&gt;
|''Rogue, Stealth Archer, Repeatable''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Supereon_1_Backgrounds&amp;diff=11526</id>
		<title>Supereon 1 Backgrounds</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Supereon_1_Backgrounds&amp;diff=11526"/>
		<updated>2025-01-04T23:50:51Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Ancerra Before|[back to Supereon One]]]&lt;br /&gt;
&lt;br /&gt;
The BOPs in Supereon One are written with forward compatibility in mind, so they use sc as a monetary system. Remember to multiply this by 10 if you are using amber (a).&lt;br /&gt;
&lt;br /&gt;
=== Castaway ===&lt;br /&gt;
You were born in the swaying hold of a great seafaring [[vessel]], and know the water better than the land. Whether you are simply a lifelong member of a sailing crew, or a citizen of a floating colony, you know your way around the coast and are adept at facing the challenges of the sea.&lt;br /&gt;
&lt;br /&gt;
'''[[Skills]]'''&lt;br /&gt;
&lt;br /&gt;
Gain 12 Skill Points, which you can spend on any of the following skills. With this feature, you may put up to 4 points into any individual skill. You may exceed this limit by gaining Skill Points from another feature.&lt;br /&gt;
&lt;br /&gt;
* '''Acrobatics.''' Balancing&lt;br /&gt;
* '''Athleticism.''' Applied Force, Athletics, Sprinting&lt;br /&gt;
* '''Crafting.''' Carpentry, Cartography, Woodcarving&lt;br /&gt;
* '''Influence.''' Intimidating, Gossiping&lt;br /&gt;
* '''Knowledge.''' Geography, History, Vehicles* [water]&lt;br /&gt;
* '''Luck.''' Fortuity, Scavenging&lt;br /&gt;
* '''Observation.'''  Eavesdropping, Perceiving&lt;br /&gt;
* '''Performance.''' Entertaining, Instrument*, Savoir Faire&lt;br /&gt;
* '''Survival.''' Navigating*, Sheltering&lt;br /&gt;
&lt;br /&gt;
'''Occupational Bonus'''&lt;br /&gt;
&lt;br /&gt;
If you take a profession with the MERCANTILE tag, gain +2 Savoir Faire.&lt;br /&gt;
&lt;br /&gt;
Or if you take a profession with the UNDERWORLD tag, gain +2 Intimidating.&lt;br /&gt;
&lt;br /&gt;
If your profession has both tags, choose one bonus.&lt;br /&gt;
&lt;br /&gt;
'''Starting Wealth'''&lt;br /&gt;
&lt;br /&gt;
Gain 5d20x2 sc (or take the average, 104 sc).&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Survivor&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Through fate or fortune, you survived a terrible tragedy. Your entire village or community was utterly destroyed, leaving you to fend for yourself with not a single coin or amber to your name.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
&lt;br /&gt;
Gain 16 Skill Points, which you can spend on any of the following skills. With this feature, you may put up to 4 points into any individual skill. You may exceed this limit by gaining Skill Points from another feature.&lt;br /&gt;
&lt;br /&gt;
* '''Acrobatics.''' Balancing&lt;br /&gt;
* '''Athleticism.''' Applied Force, Athletics, Sprinting&lt;br /&gt;
* '''Crafting.''' Carpentry, Cartography, Cobbling, Cooking, Leatherworking, Weaving, Woodcarving, Painting, Pottery, Smithing&lt;br /&gt;
* '''Knowledge.'''  Art, Engineering, Geography, History, Law, Medicine*&lt;br /&gt;
* '''Luck.''' Scavenging&lt;br /&gt;
* '''Observation.'''  Intuiting, Perceiving&lt;br /&gt;
* '''Performance.''' Instrument*&lt;br /&gt;
* '''Survival.''' Animal Handling, Dungeoneering, Foraging, Nature, Navigating*, Sheltering, Sneaking, Tracking&lt;br /&gt;
&lt;br /&gt;
'''Occupational Bonus'''&lt;br /&gt;
&lt;br /&gt;
If you take a profession with the WANDERER tag, gain +2 Scavenging.&lt;br /&gt;
&lt;br /&gt;
'''Starting Wealth'''&lt;br /&gt;
&lt;br /&gt;
You have nothing but the clothes on your back. You do not gain the typical starting equipment from your profession.&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Ghul&amp;diff=11500</id>
		<title>Ghul</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Ghul&amp;diff=11500"/>
		<updated>2024-12-19T19:22:42Z</updated>

		<summary type="html">&lt;p&gt;Zurak: remove extras link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[Zombies]] are known by many monikers, but by whatever name they are called, many civilized communities fear zombies as mindless monsters that eat anything that they can catch.&lt;br /&gt;
&lt;br /&gt;
=== Ghul ===&lt;br /&gt;
Ghuls are special types of Zombies created through an alchemical process that causes their fingers to grow into sharp claws dripping with paralytic toxins.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Ghul ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 7''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. [[Undead|Shapechanger Undead]] Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!1&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 11&lt;br /&gt;
!Fort: 12&lt;br /&gt;
!Ant: 11&lt;br /&gt;
!Log: 11&lt;br /&gt;
!Will: 12&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 12 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' [[Divine]] 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 65&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 60 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (STR) Applied Force +4, Athletics +4, Sprinting +4; (AWR) Perceiving +2, Tracking +2&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Bloodscent.''' The Ghul gains +4 to Perceiving and Tracking checks made to spot or follow Bloodied creatures&lt;br /&gt;
'''Devour.''' If the Ghul spends 10 minutes devouring a humanoid corpse that was killed within the last hour, it assumes the appearance of that humanoid. Additionally, the Ghul gains any surface thoughts and basic knowledge that the humanoid possessed. This feature lasts for one week, after which the form begins to rot and deteriorate. After 10 days, the Ghul reverts to its original form.&lt;br /&gt;
&lt;br /&gt;
'''Creature of the Night'''. The Ghul takes 3d10 radiant [[damage]] whenever it starts its turn in direct sunlight.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Ghul can MOVE and take TWO of the following actions, or take the same action '''twice.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Ghul can move up to its speed.&lt;br /&gt;
'''Claw.''' ''Reach 5 ft Natural Weapon''. +3 vs AR. '''Hit''': 8 (1d10+3) sharp, and make a secondary attack: +2 vs FORT. '''Hit:''' The target becomes Sickened until the end of its next turn.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Ghul can take the following action.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Change Form.''' The Ghul transforms into a [[Giant Hyena]], losing all of its Ghul features except for the Change Form action and gaining all of the Giant Hyena’s stats except for its HP. It retains its current HP. It can use the Change Form feature as a Giant Hyena to revert back into its Ghul form.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' The Ghul can [[Actions#Advanced Maneuvers|Exploit]].&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Gryphon_Mount&amp;diff=11499</id>
		<title>Gryphon Mount</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Gryphon_Mount&amp;diff=11499"/>
		<updated>2024-12-19T19:11:03Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Hybrids of cats and birds, Gryphons are skillful predators and faithful companions. As is true of cats and birds, some subspecies of Gryphons live in prides or flocks, while others are more solitary in their nature. Gryphons can be trained, but cannot be fully domesticated, and if they feel that they are consistently mistreated or neglected then they will either [[kill]] their masters or simply fly away. Generally, Gryphons prefer wide open spaces with plenty of hunting ground.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Gryphon Mount ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Large. Monstrosity''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
!3&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!-2&lt;br /&gt;
!0&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 13&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 8&lt;br /&gt;
!Will: 10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 12 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Low-Light Vision 60 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 40&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 40 ft, Fly 60 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (AWR) Foraging +4, Sheltering +4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Territorial.''' The [[Gryphon]] Mount gains a +2 to all attack rolls when fighting within 500 ft of its nest.&lt;br /&gt;
'''Mount.''' A creature riding the Gryphon Mount gains 2 MCAP, with which the Gryphon Mount can Move, Dodge, or use its Beak.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Gryphon Mount can take '''TWO''' of the following actions, or take the same action '''twice.''' '' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Gryphon Mount moves up to its speed.&lt;br /&gt;
'''Claws.''' ''Reach 5 ft, Natural Weapon''. +3 vs AR. '''Hit:''' 7 (1d8+3) sharp.&lt;br /&gt;
&lt;br /&gt;
'''Beak.''' ''Reach 5 ft, Natural Weapon.'' +3 vs AR. '''Hit:''' 6 (1d6+3) sharp.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Tzerasi&amp;diff=11498</id>
		<title>Tzerasi</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Tzerasi&amp;diff=11498"/>
		<updated>2024-12-19T18:40:56Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Add link to creature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Tzerasi are [[ghost]] horses that can only be seen by creatures that have recently experienced great tragedy. Although their aspect is fearsome, Tzerasi are quite empathetic creatures and often seek out [[Tzel|Tzels]] to serve as mounts for the [[undead]] zealots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Tzerasi ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 6''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Large, Undead Monstrosity''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!4&lt;br /&gt;
!2&lt;br /&gt;
!-3&lt;br /&gt;
!-3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 12&lt;br /&gt;
!Fort: 14&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 7&lt;br /&gt;
!Will: 7&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 12 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Necrotic, Psychic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 40&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 120 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 40 ft, Fly 40 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Invisible, Iron Will, Unerring Mind, Vigilant&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (STR) Sprinting +10; (END) Distance  Running +10, Forced March +10&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Mount.''' While riding a Tzerasi, a creature has 2 MCAP. A creature can spend 1 MCAP on its turn to let the Tzerasi make a Trample attack.&lt;br /&gt;
'''Limited Telepath.''' The Tzerasi can share its Unerring Mind trait with a mounted creature.&lt;br /&gt;
&lt;br /&gt;
'''Sorrow Sight.''' A creature that is in mourning from unimaginable loss that it suffered within the past year can ignore the Tzerasi’s Invisible feature. Such a creature is automatically hit by the Tzerasi’s Mournscream attack when it uses it.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Tzerasi can take TWO of the following actions, or take the same action '''twice.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Tzerasi moves up to its speed.&lt;br /&gt;
'''Trample.''' ''Reach 5 ft Natural Weapon''. +3 vs AR. '''Hit:''' 7 (1d8+3) blunt, and make a secondary attack +3 vs FORT. '''Hit''': Creature falls Prone.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Tzerasi can take the following action.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Mournscream (1/Rest).''' ''60 ft Radius Natural Weapon''. +3 vs WILL of each hostile creature in the radius. '''Hit''': 7 (2d6) psychic and 3 (1d6) necrotic, and the creature is Broken for 1 minute. '''Miss:''' No [[damage]], and the creature is Broken until the end of its next turn.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Kick (1/Round).''' When a creature first moves into Melee distance of the Tzerasi, it may make a Trample attack.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Appendix_B:_Magic_Items&amp;diff=11496</id>
		<title>Appendix B: Magic Items</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Appendix_B:_Magic_Items&amp;diff=11496"/>
		<updated>2024-12-18T21:42:37Z</updated>

		<summary type="html">&lt;p&gt;Zurak: remove extras link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Cloven Lands Playtest Material|[back to Cloven Lands playtest material]]]&lt;br /&gt;
&lt;br /&gt;
This appendix contains the various unique magic items specific to ''The Cloven Lands''.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== The Radiant Blade ===&lt;br /&gt;
The two-handed sword is a finely crafted Avadrium blade with an amber gemstone in the pommel that looks like a burning flame. The hilt has the engraved words “honor” and “salvation” on either side in runic text. It is the property of [[Cyrus Drake]] at the beginning of the campaign.&lt;br /&gt;
&lt;br /&gt;
==== '''Radiant Blade''' ====&lt;br /&gt;
''Greatsword, Rare, Essence 40''&lt;br /&gt;
&lt;br /&gt;
This Greatsword uses STR or CHA as its attack and [[damage]] attribute (you may choose which attribute you use). It deals 1d6 radiant damage in addition to its normal damage.&lt;br /&gt;
&lt;br /&gt;
You cannot be Charmed or Enthralled while wielding this blade. Once per day, when you cast a [[Divine]] spell, you may upcharge it once without spending the additional SP.&lt;br /&gt;
&lt;br /&gt;
=== The Spear of Proclamation ===&lt;br /&gt;
The Spear of Proclamation is a work of excellent artisanal craftsmanship: a gleaming golden leaf spearhead set atop a raven-black haft, etched with gilded runes that flare with golden light when activated. It is in the possession of [[Aradin the Witchblade]] at the beginning of the campaign.&lt;br /&gt;
&lt;br /&gt;
==== '''Spear of Proclamation''' ====&lt;br /&gt;
''Spear, Rare, Essence 30''&lt;br /&gt;
&lt;br /&gt;
This weapon has the stats of a spear with a +1 bonus to attacks and damage.&lt;br /&gt;
&lt;br /&gt;
While holding the spear, you may [[amplify]] your voice so that any creature within 1000 ft of you can hear you plainly. Doing so costs 0 AP.&lt;br /&gt;
&lt;br /&gt;
When a creature would make an oath or a promise to you, they may do so while both you and they place a hand on the spear. If they do, then they gain +2 TA whenever making an attack that would bring them closer to fulfillment of this goal, and also gain a +2 bonus to attribute checks that would do the same. When a creature makes such an oath, you may choose for their voice to be amplified as described above.&lt;br /&gt;
&lt;br /&gt;
A creature that has made such an oath and fails to uphold it becomes cursed. You are always aware of creatures cursed in this way and know exactly how far away from you they are and in what direction. When any creature is cursed in this way, you are Shaken unless making an attack or attribute check against a creature cursed in this way. The curse is lifted when a cursed creature dies or is released from their oath in the same fashion as making an oath, described above.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
=== The Alchemy Egg ===&lt;br /&gt;
This Alchemy Egg is the property of Malsasa Swiftclaw (see Appendix A).&lt;br /&gt;
&lt;br /&gt;
==== '''The Alchemy Egg''' ====&lt;br /&gt;
''Wondrous Item, Uncommon, Essence 15''&lt;br /&gt;
&lt;br /&gt;
The Alchemy Egg is a large ceramic egg 1 ft long when balanced upright. It is seamless with the exception of a small rune scored into its top. When a user attunes their Essence into the egg, the rune glows lightly and can be pressed as a button. Doing so opens a hatch into the egg’s center.&lt;br /&gt;
&lt;br /&gt;
When the bonded user inserts the ingredients necessary to brew a potion, coffee, tea, or any other consumable, non-poisonous liquid, the egg will seal. 1 to 5 hours later, the egg will produce 1 to 5 doses of the relevant liquid (the number of doses being directly proportional to the time needed). A user may specify how many hours they wish for the egg to brew.&lt;br /&gt;
&lt;br /&gt;
When the egg is finished brewing, a fissure splits along its center, allowing it to be twisted open. Inside the egg, the 1 to 5 doses of the liquid are pooled in the egg’s ceramic shell. If a user speaks a mystical command word to the egg, it will unscrew of its own accord. The user may then insert up to 5 glass vials or bottles into the egg. If this is done, then the egg’s brewing process will fill these containers instead of poolint its contents at the egg’s base.&lt;br /&gt;
&lt;br /&gt;
The Egg can create non-poisonous potions and mixtures of any type, but is limited by a few factors. In [[order]] to create 5 doses of liquid, one must be able to fit all relevant ingredients into the egg’s brewing hatch. The egg does not bestow a user with supernatural knowledge of [[how to]] create potions, so the user must have both the prior knowledge and ingredients needed to create their desired brew.&lt;br /&gt;
&lt;br /&gt;
If a curious user peers into the egg’s brewing hatch, they see a small inscription carved on the egg’s interior. It reads, “If you are reading this, how dare you.”&lt;br /&gt;
&lt;br /&gt;
=== The Feast and Famine Amulets ===&lt;br /&gt;
The Feast and Famine Amulets are two carved stone discs made of Willidium, a mineral primarily from the Everwilds. These twin amulets were excavated from the Great Chasm, and through various skullduggeries, Ser [[Kellion Blacksky]] maneuvered them into the possession of the Meritocrats. At the start of the campaign, the Famine Amulet is in the possession of [[Magellus Black]], and the Feast Amulet in the possession of [[Hyleth Othen]]. Neither are aware of these items at the start of the campaign.&lt;br /&gt;
&lt;br /&gt;
==== '''Famine Amulet''' ====&lt;br /&gt;
''Wondrous Item, Rare, Essence 5''&lt;br /&gt;
&lt;br /&gt;
The Famine Amulet bonds itself to a creature automatically, provided that the creature has the available Essence. The amulet bonds itself to a creature when placed into that creature’s possession, even if the creature is unaware. This could include being placed in a creature’s [[travel]] pack or in a house that they legally own. A bonded creature is unaware of this connection until it finds the amulet.&lt;br /&gt;
&lt;br /&gt;
While bonded, a creature undergoes slow and gradual changes in their outlook on the world, becoming more concerned with their own provision. This may take many forms, such as pursuing political, economic, or military security for oneself. These changes grow more pronounced on a monthly basis.&lt;br /&gt;
&lt;br /&gt;
A creature that is aware of its bond with the Famine Amulet is considered Charmed by the amulet and will not willingly part with it unless it finds a way to end the Charmed condition.&lt;br /&gt;
&lt;br /&gt;
==== '''Feast Amulet''' ====&lt;br /&gt;
''Wondrous Item, Rare, Essence 5''&lt;br /&gt;
&lt;br /&gt;
The Feast Amulet bonds itself to a creature automatically, provided that the creature has the available Essence. The amulet bonds itself to a creature when placed into that creature’s possession, even if the creature is unaware. This could include being placed in a creature’s travel pack or in a house that they legally own. A bonded creature is unaware of this connection until it finds the amulet.&lt;br /&gt;
&lt;br /&gt;
While bonded, a creature undergoes slow and gradual changes in their outlook on the world, becoming ever more concerned with acts of great benevolence. This may take many forms, such as making large monetary contributions to a cause, inviting people into your home, or offering free food to everyone that you can. These changes grow more pronounced on a monthly basis.&lt;br /&gt;
&lt;br /&gt;
A creature that is aware of its bond with the Feast Amulet wishes to engage in the greatest of all charitable acts: anonymous beneficence. The creature will seek to pass the amulet into the ownership of another creature without that creature knowing.&lt;br /&gt;
&lt;br /&gt;
=== Spall ===&lt;br /&gt;
The Spall is a magic item that the child queen [[Amelia Grace]] wears. It looks like a decorative cloth collar inset with crystalline Willidium gems. She uses the Spall to command Benklis, small fae creatures that roam freely in her self-styled nation and will aid her when needed. See Appendix C for Benkli stats.&lt;br /&gt;
&lt;br /&gt;
==== '''Spall''' ====&lt;br /&gt;
''Collar, Uncommon, Essence 20''&lt;br /&gt;
&lt;br /&gt;
You can telepathically communicate with any Benkli within 120 ft of you. If you have not actively harmed any Benkli or acted aggressively towards any Benkli within the past week, then speaking telepathically with a Benkli also causes it to become Charmed by you for 1 hour. You can charm a number of Benklis in this way equal to your CHA. If you charm a Benkli that exceeds your CHA limit, you choose which Benkli is no longer Charmed.&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Aradin_the_Witchblade&amp;diff=11495</id>
		<title>Aradin the Witchblade</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Aradin_the_Witchblade&amp;diff=11495"/>
		<updated>2024-12-18T21:41:05Z</updated>

		<summary type="html">&lt;p&gt;Zurak: remove extras link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Appendix A: Major NPCs|[back to Major NPCs]]]&lt;br /&gt;
&lt;br /&gt;
=== Aradin the Witchblade ===&lt;br /&gt;
A dark figure with a shadowy past, Aradin the Witchblade seeks to undermine the legitimacy of Bridgemoor, Nalathesh, and Kendaria. With a powerful personal charisma and strong political connections, it proved relatively easy for Aradin to found the Underbridge Cult and cultivate it into a legitimate threat to the three nations.&lt;br /&gt;
&lt;br /&gt;
Aradin is a terrifying figure to behold. He is a [[fiendblood]] with dark, smoky purple skin. He stands taller than most and has a muscular, intimidating physique. His green irises stand out from his otherwise pitch black eyes and glow faintly in the dark. Aradin has large, batlike wings and his head is encircled with small, curved horns that resemble a crown. &lt;br /&gt;
&lt;br /&gt;
==== '''Rise to Power''' ====&lt;br /&gt;
From his conception, Aradin was destined for greatness… and for [[darkness]]. He was born from the consummated pact of an [[occult]] [[witch]] and a fiend from Cholereth. He was trained to be skilled in the arts of both blade and magic from a young age, and trained specifically to enact vengeance upon those who destroyed his mother’s coven.&lt;br /&gt;
&lt;br /&gt;
He completed this dark task, and his violent quest caught the eye of a dark benefactor. Impressed with Aradin’s work, his benefactor tasked Aradin with creating an army to spread the tides of war and chaos across the lands to the south, starting with the pivotal city-state of Bridgemoor.&lt;br /&gt;
&lt;br /&gt;
==== '''A Dark Alliance''' ====&lt;br /&gt;
When he ventured south to Bridgemoor, Aradin spent many months lurking in the shadows prodding at the edges of society, making connections wherever he was able to. By forming mutually beneficial alliances, bribing city officials or merchants, and when necessary blackmailing or threatening isolated individuals, Aradin expanded his influence.&lt;br /&gt;
&lt;br /&gt;
Fatefully, he came into contact with Ser [[Kellion Blacksky]], who at the time was just a Bridge Captain. The two shared a common vision, even if they had different ideas for the eventual fate of Bridgemoor and its neighbors. Both Aradin and Kellion want to see a change in the governance of the regional powers, and believe that the best way to ensure this is by weakening the current regimes so that a new power can rise.&lt;br /&gt;
&lt;br /&gt;
Kellion intends to take this power for himself, while Aradin intends to weaken the region so that his benefactor can sweep down from the north and conquer the land.&lt;br /&gt;
&lt;br /&gt;
While they both distrust one another, they believe they can work together on their shared visions, at least for a time. Aradin’s charismatic persona enabled him to start the Underbridge Cult and quickly spread its reach to western Nalathesh and eastern Kendaria. Aradin handed over his least devout cultists to Captain Kellion; as Kellion’s success at rooting out cultists became apparent, he was a natural choice to become the new Bridge Commander after Aradin orchestrated a fateful accident that claimed the life of the former Commander.&lt;br /&gt;
&lt;br /&gt;
In Part One of ''The Cloven Lands'', Aradin and Kellion are still cooperating as allies. By Part Three, if Aradin is still alive, then he has largely withdrawn from the region due to Kellion’s totalitarian power.&lt;br /&gt;
&lt;br /&gt;
==== '''Aradin’s True Master''' ====&lt;br /&gt;
Aradin may be a compelling figure, and the Underbridge Cult views him as their leader, but in truth Aradin responds to someone else. A dark lord adopted him in his teenage years after he completed his vengeance-fueled quest. This benefactor twisted Aradin’s considerable talents and nurtured his loyalty. Aradin now sees his benefactor as a surrogate father and would do anything to please him. Aradin’s master, who dwells in a forlorn castle to the north of the Great Chasm, is named Dracula.&lt;br /&gt;
&lt;br /&gt;
==== '''Fighting Aradin''' ====&lt;br /&gt;
Aradin has the Spear of Proclamation in his possession at the start of the campaign, so it is included in his stats below. When the heroes confront Aradin, it should be a deadly encounter. The total ML = (½ the party’s level) + 4. Aradin keeps '''[[Skeleton|Skeletons]]''' (CC chapter 2) in his attendance, along with '''[[Underbridge Initiate|Underbridge Initiates]]''' and '''[[Underbridge Cultist|Underbridge Cultists]]''' (Appendix C). For a particularly difficult challenge, if Druvesk the '''[[Bonewraith]]''' survives Chapter 3, then he might fight with Aradin as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Aradin the Witchblade&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 7''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid (Fiendblood)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 12&lt;br /&gt;
!Ant: 10&lt;br /&gt;
!Log: 12&lt;br /&gt;
!Will: 13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Necrotic 3&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 13 (lamellar, buckler)&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Fire&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 50&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Radiant 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft, Fly 20 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Iron Will, Steel Mind&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (AWR) Eavesdropping +6, Intuiting +6; (INT) Appraising +2, Disguising +8, Evading +6, Jeweling +2; (CHA) Intimidating +8, Leadership +4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Pact Maker.''' If a creature makes a willing bargain with Aradin and exchanges either oath or blood, they become bound to the terms indefinitely (or for a set amount of time specified in the pact). If a creature breaks the terms of its agreement, Aradin immediately attacks their WILL with his CHA, provided that they are currently on the same plane of existence. On a hit, the creature becomes Sickened for the next 24 hours, takes 11 (2d10) psychic [[damage]], and the pact ends. Aradin can have up to 3 active pacts at a time using this feature. You may end a pact in [[order]] to make a new one; if you do, the creature that was released from your pact immediately knows that the pact has ended.&lt;br /&gt;
'''Many Faces (1/Rest).''' Aradin can [[polymorph]] into another Medium humanoid for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
'''Initiate of the Occult.''' Using CHA, Aradin knows the following occult chants, rituals, and spells. He has 20 SP, which he regains when he Takes a Rest.&lt;br /&gt;
&lt;br /&gt;
* Chants: [[Cultic Revenge]], [[Forked Tongue]], [[Shadow Knife]]&lt;br /&gt;
* Rituals: [[Bedeviling Countenance]], [[Child of Darkness]], [[Devil's Sight|Devil’s Sight]], [[Refraction of a Thousand Souls]]&lt;br /&gt;
* Spells: [[Darkness]], [[Hex Of Hemophilia|Hex of Hemophilia]], [[Minor Augmentation]], [[Warp Step]]&lt;br /&gt;
&lt;br /&gt;
'''Auras (3/Rest).''' Using CHA, Aradin can cast the following auras. Only one aura may be active at a time. Auras extend in a 10 ft radius and last for 10 minutes once active (or until another aura is cast).&lt;br /&gt;
&lt;br /&gt;
* '''''Aura of Aggression.''''' You and allies in the aura deal +2 damage.&lt;br /&gt;
* '''''Aura of Reduction.''''' You and all allies in the aura gain DR 2/Magic.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Aradin can '''MOVE''' and take '''TWO''' of the following actions, or take the same action '''twice.'''''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' Aradin can move up to his speed.&lt;br /&gt;
'''Spear of Proclamation.''' ''Thrown (20 ft) Hand-and-a-Half Weapon.'' +4 vs AR. '''Hit:''' 7 (1d6 + 4) physical.&lt;br /&gt;
&lt;br /&gt;
'''Chant.''' Aradin can cast one of his chants.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''''OR''' Aradin can take '''ONE''' of the following actions...''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' Aradin can move up to his speed.&lt;br /&gt;
'''Spear of Proclamation.''' Aradin can attack using his Spear of Proclamation.&lt;br /&gt;
&lt;br /&gt;
'''Chant.''' Aradin can cast one of his chants.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''...'''AND''' take '''ONE''' of the following actions.''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Aura.''' Aradin can cast one of his available auras.&lt;br /&gt;
'''Spell.''' Aradin can cast one of his spells, provided that he has enough SP.&lt;br /&gt;
&lt;br /&gt;
'''War Bringer (1/Recoup).''' Two of Aradin’s allies within 30 ft of him gain +2 to damage rolls for the next 40 seconds.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Preempt (1/Round).''' When a creature moves into reach of the Spear of Proclamation, Aradin can make an attack against that creature.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Aradin_the_Witchblade&amp;diff=11494</id>
		<title>Aradin the Witchblade</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Aradin_the_Witchblade&amp;diff=11494"/>
		<updated>2024-12-18T21:39:37Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Add link to spell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Appendix A: Major NPCs|[back to Major NPCs]]]&lt;br /&gt;
&lt;br /&gt;
=== Aradin the Witchblade ===&lt;br /&gt;
A dark figure with a shadowy past, Aradin the Witchblade seeks to undermine the legitimacy of Bridgemoor, Nalathesh, and Kendaria. With a powerful personal charisma and strong political connections, it proved relatively easy for Aradin to found the Underbridge Cult and cultivate it into a legitimate threat to the three nations.&lt;br /&gt;
&lt;br /&gt;
Aradin is a terrifying figure to behold. He is a [[fiendblood]] with dark, smoky purple skin. He stands taller than most and has a muscular, intimidating physique. His green irises stand out from his otherwise pitch black eyes and glow faintly in the dark. Aradin has large, batlike wings and his head is encircled with small, curved horns that resemble a crown. &lt;br /&gt;
&lt;br /&gt;
==== '''Rise to Power''' ====&lt;br /&gt;
From his conception, Aradin was destined for greatness… and for [[darkness]]. He was born from the consummated pact of an [[occult]] [[witch]] and a fiend from Cholereth. He was trained to be skilled in the arts of both blade and magic from a young age, and trained specifically to enact vengeance upon those who destroyed his mother’s coven.&lt;br /&gt;
&lt;br /&gt;
He completed this dark task, and his violent quest caught the eye of a dark benefactor. Impressed with Aradin’s work, his benefactor tasked Aradin with creating an army to spread the tides of war and chaos across the lands to the south, starting with the pivotal city-state of Bridgemoor.&lt;br /&gt;
&lt;br /&gt;
==== '''A Dark Alliance''' ====&lt;br /&gt;
When he ventured south to Bridgemoor, Aradin spent many months lurking in the shadows prodding at the edges of society, making connections wherever he was able to. By forming mutually beneficial alliances, bribing city officials or merchants, and when necessary blackmailing or threatening isolated individuals, Aradin expanded his influence.&lt;br /&gt;
&lt;br /&gt;
Fatefully, he came into contact with Ser [[Kellion Blacksky]], who at the time was just a Bridge Captain. The two shared a common vision, even if they had different ideas for the eventual fate of Bridgemoor and its neighbors. Both Aradin and Kellion want to see a change in the governance of the regional powers, and believe that the best way to ensure this is by weakening the current regimes so that a new power can rise.&lt;br /&gt;
&lt;br /&gt;
Kellion intends to take this power for himself, while Aradin intends to weaken the region so that his benefactor can sweep down from the north and conquer the land.&lt;br /&gt;
&lt;br /&gt;
While they both distrust one another, they believe they can work together on their shared visions, at least for a time. Aradin’s charismatic persona enabled him to start the Underbridge Cult and quickly spread its reach to western Nalathesh and eastern Kendaria. Aradin handed over his least devout cultists to Captain Kellion; as Kellion’s success at rooting out cultists became apparent, he was a natural choice to become the new Bridge Commander after Aradin orchestrated a fateful accident that claimed the life of the former Commander.&lt;br /&gt;
&lt;br /&gt;
In Part One of ''The Cloven Lands'', Aradin and Kellion are still cooperating as allies. By Part Three, if Aradin is still alive, then he has largely withdrawn from the region due to Kellion’s totalitarian power.&lt;br /&gt;
&lt;br /&gt;
==== '''Aradin’s True Master''' ====&lt;br /&gt;
Aradin may be a compelling figure, and the Underbridge Cult views him as their leader, but in truth Aradin responds to someone else. A dark lord adopted him in his teenage years after he completed his vengeance-fueled quest. This benefactor twisted Aradin’s considerable talents and nurtured his loyalty. Aradin now sees his benefactor as a surrogate father and would do anything to please him. Aradin’s master, who dwells in a forlorn castle to the north of the Great Chasm, is named Dracula.&lt;br /&gt;
&lt;br /&gt;
==== '''Fighting Aradin''' ====&lt;br /&gt;
Aradin has the Spear of Proclamation in his [[possession]] at the start of the campaign, so it is included in his stats below. When the heroes confront Aradin, it should be a deadly encounter. The total ML = (½ the party’s level) + 4. Aradin keeps '''[[Skeleton|Skeletons]]''' (CC chapter 2) in his attendance, along with '''[[Underbridge Initiate|Underbridge Initiates]]''' and '''[[Underbridge Cultist|Underbridge Cultists]]''' (Appendix C). For a particularly difficult challenge, if Druvesk the '''[[Bonewraith]]''' survives Chapter 3, then he might fight with Aradin as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Aradin the Witchblade&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 7''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid (Fiendblood)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 12&lt;br /&gt;
!Ant: 10&lt;br /&gt;
!Log: 12&lt;br /&gt;
!Will: 13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Necrotic 3&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 13 (lamellar, buckler)&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Fire&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 50&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Radiant 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft, Fly 20 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Iron Will, Steel Mind&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (AWR) Eavesdropping +6, Intuiting +6; (INT) Appraising +2, Disguising +8, Evading +6, Jeweling +2; (CHA) Intimidating +8, Leadership +4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Pact Maker.''' If a creature makes a willing bargain with Aradin and exchanges either oath or blood, they become bound to the terms indefinitely (or for a set amount of time specified in the pact). If a creature breaks the terms of its agreement, Aradin immediately attacks their WILL with his CHA, provided that they are currently on the same plane of existence. On a hit, the creature becomes Sickened for the next 24 hours, takes 11 (2d10) psychic [[damage]], and the pact ends. Aradin can have up to 3 active pacts at a time using this feature. You may end a pact in [[order]] to make a new one; if you do, the creature that was released from your pact immediately knows that the pact has ended.&lt;br /&gt;
'''Many Faces (1/Rest).''' Aradin can [[polymorph]] into another Medium humanoid for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
'''Initiate of the Occult.''' Using CHA, Aradin knows the following occult chants, rituals, and spells. He has 20 SP, which he regains when he Takes a Rest.&lt;br /&gt;
&lt;br /&gt;
* Chants: [[Cultic Revenge]], [[Forked Tongue]], [[Shadow Knife]]&lt;br /&gt;
* Rituals: [[Bedeviling Countenance]], [[Child of Darkness]], [[Devil's Sight|Devil’s Sight]], [[Refraction of a Thousand Souls]]&lt;br /&gt;
* Spells: [[Darkness]], [[Hex Of Hemophilia|Hex of Hemophilia]], [[Minor Augmentation]], [[Warp Step]]&lt;br /&gt;
&lt;br /&gt;
'''Auras (3/Rest).''' Using CHA, Aradin can cast the following auras. Only one aura may be active at a time. Auras extend in a 10 ft radius and last for 10 minutes once active (or until another aura is cast).&lt;br /&gt;
&lt;br /&gt;
* '''''Aura of Aggression.''''' You and allies in the aura deal +2 damage.&lt;br /&gt;
* '''''Aura of Reduction.''''' You and all allies in the aura gain DR 2/Magic.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Aradin can '''MOVE''' and take '''TWO''' of the following actions, or take the same action '''twice.'''''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' Aradin can move up to his speed.&lt;br /&gt;
'''Spear of Proclamation.''' ''Thrown (20 ft) Hand-and-a-Half Weapon.'' +4 vs AR. '''Hit:''' 7 (1d6 + 4) physical.&lt;br /&gt;
&lt;br /&gt;
'''Chant.''' Aradin can cast one of his chants.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''''OR''' Aradin can take '''ONE''' of the following actions...''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' Aradin can move up to his speed.&lt;br /&gt;
'''Spear of Proclamation.''' Aradin can attack using his Spear of Proclamation.&lt;br /&gt;
&lt;br /&gt;
'''Chant.''' Aradin can cast one of his chants.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''...'''AND''' take '''ONE''' of the following actions.''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Aura.''' Aradin can cast one of his available auras.&lt;br /&gt;
'''Spell.''' Aradin can cast one of his spells, provided that he has enough SP.&lt;br /&gt;
&lt;br /&gt;
'''War Bringer (1/Recoup).''' Two of Aradin’s allies within 30 ft of him gain +2 to damage rolls for the next 40 seconds.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Preempt (1/Round).''' When a creature moves into reach of the Spear of Proclamation, Aradin can make an attack against that creature.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Aradin_the_Witchblade&amp;diff=11493</id>
		<title>Aradin the Witchblade</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Aradin_the_Witchblade&amp;diff=11493"/>
		<updated>2024-12-18T21:38:31Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Add link to spell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Appendix A: Major NPCs|[back to Major NPCs]]]&lt;br /&gt;
&lt;br /&gt;
=== Aradin the Witchblade ===&lt;br /&gt;
A dark figure with a shadowy past, Aradin the Witchblade seeks to undermine the legitimacy of Bridgemoor, Nalathesh, and Kendaria. With a powerful personal charisma and strong political connections, it proved relatively easy for Aradin to found the Underbridge Cult and cultivate it into a legitimate threat to the three nations.&lt;br /&gt;
&lt;br /&gt;
Aradin is a terrifying figure to behold. He is a [[fiendblood]] with dark, smoky purple skin. He stands taller than most and has a muscular, intimidating physique. His green irises stand out from his otherwise pitch black eyes and glow faintly in the dark. Aradin has large, batlike wings and his head is encircled with small, curved horns that resemble a crown. &lt;br /&gt;
&lt;br /&gt;
==== '''Rise to Power''' ====&lt;br /&gt;
From his conception, Aradin was destined for greatness… and for [[darkness]]. He was born from the consummated pact of an [[occult]] [[witch]] and a fiend from Cholereth. He was trained to be skilled in the arts of both blade and magic from a young age, and trained specifically to enact vengeance upon those who destroyed his mother’s coven.&lt;br /&gt;
&lt;br /&gt;
He completed this dark task, and his violent quest caught the eye of a dark benefactor. Impressed with Aradin’s work, his benefactor tasked Aradin with creating an army to spread the tides of war and chaos across the lands to the south, starting with the pivotal city-state of Bridgemoor.&lt;br /&gt;
&lt;br /&gt;
==== '''A Dark Alliance''' ====&lt;br /&gt;
When he ventured south to Bridgemoor, Aradin spent many months lurking in the shadows prodding at the edges of society, making connections wherever he was able to. By forming mutually beneficial alliances, bribing city officials or merchants, and when necessary blackmailing or threatening isolated individuals, Aradin expanded his influence.&lt;br /&gt;
&lt;br /&gt;
Fatefully, he came into contact with Ser [[Kellion Blacksky]], who at the time was just a Bridge Captain. The two shared a common vision, even if they had different ideas for the eventual fate of Bridgemoor and its neighbors. Both Aradin and Kellion want to see a change in the governance of the regional powers, and believe that the best way to ensure this is by weakening the current regimes so that a new power can rise.&lt;br /&gt;
&lt;br /&gt;
Kellion intends to take this power for himself, while Aradin intends to weaken the region so that his benefactor can sweep down from the north and conquer the land.&lt;br /&gt;
&lt;br /&gt;
While they both distrust one another, they believe they can work together on their shared visions, at least for a time. Aradin’s charismatic persona enabled him to start the Underbridge Cult and quickly spread its reach to western Nalathesh and eastern Kendaria. Aradin handed over his least devout cultists to Captain Kellion; as Kellion’s success at rooting out cultists became apparent, he was a natural choice to become the new Bridge Commander after Aradin orchestrated a fateful accident that claimed the life of the former Commander.&lt;br /&gt;
&lt;br /&gt;
In Part One of ''The Cloven Lands'', Aradin and Kellion are still cooperating as allies. By Part Three, if Aradin is still alive, then he has largely withdrawn from the region due to Kellion’s totalitarian power.&lt;br /&gt;
&lt;br /&gt;
==== '''Aradin’s True Master''' ====&lt;br /&gt;
Aradin may be a compelling figure, and the Underbridge Cult views him as their leader, but in truth Aradin responds to someone else. A dark lord adopted him in his teenage years after he completed his vengeance-fueled quest. This benefactor twisted Aradin’s considerable talents and nurtured his loyalty. Aradin now sees his benefactor as a surrogate father and would do anything to please him. Aradin’s master, who dwells in a forlorn castle to the north of the Great Chasm, is named Dracula.&lt;br /&gt;
&lt;br /&gt;
==== '''Fighting Aradin''' ====&lt;br /&gt;
Aradin has the Spear of Proclamation in his [[possession]] at the start of the campaign, so it is included in his stats below. When the heroes confront Aradin, it should be a deadly encounter. The total ML = (½ the party’s level) + 4. Aradin keeps '''[[Skeleton|Skeletons]]''' (CC chapter 2) in his attendance, along with '''[[Underbridge Initiate|Underbridge Initiates]]''' and '''[[Underbridge Cultist|Underbridge Cultists]]''' (Appendix C). For a particularly difficult challenge, if Druvesk the '''[[Bonewraith]]''' survives Chapter 3, then he might fight with Aradin as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Aradin the Witchblade&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 7''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid (Fiendblood)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 12&lt;br /&gt;
!Ant: 10&lt;br /&gt;
!Log: 12&lt;br /&gt;
!Will: 13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Necrotic 3&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 13 (lamellar, buckler)&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Fire&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 50&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Radiant 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft, Fly 20 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Iron Will, Steel Mind&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (AWR) Eavesdropping +6, Intuiting +6; (INT) Appraising +2, Disguising +8, Evading +6, Jeweling +2; (CHA) Intimidating +8, Leadership +4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Pact Maker.''' If a creature makes a willing bargain with Aradin and exchanges either oath or blood, they become bound to the terms indefinitely (or for a set amount of time specified in the pact). If a creature breaks the terms of its agreement, Aradin immediately attacks their WILL with his CHA, provided that they are currently on the same plane of existence. On a hit, the creature becomes Sickened for the next 24 hours, takes 11 (2d10) psychic [[damage]], and the pact ends. Aradin can have up to 3 active pacts at a time using this feature. You may end a pact in [[order]] to make a new one; if you do, the creature that was released from your pact immediately knows that the pact has ended.&lt;br /&gt;
'''Many Faces (1/Rest).''' Aradin can [[polymorph]] into another Medium humanoid for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
'''Initiate of the Occult.''' Using CHA, Aradin knows the following occult chants, rituals, and spells. He has 20 SP, which he regains when he Takes a Rest.&lt;br /&gt;
&lt;br /&gt;
* Chants: [[Cultic Revenge]], [[Forked Tongue]], [[Shadow]] Knife&lt;br /&gt;
* Rituals: [[Bedeviling Countenance]], [[Child of Darkness]], [[Devil's Sight|Devil’s Sight]], [[Refraction of a Thousand Souls]]&lt;br /&gt;
* Spells: [[Darkness]], [[Hex Of Hemophilia|Hex of Hemophilia]], [[Minor Augmentation]], [[Warp Step]]&lt;br /&gt;
&lt;br /&gt;
'''Auras (3/Rest).''' Using CHA, Aradin can cast the following auras. Only one aura may be active at a time. Auras extend in a 10 ft radius and last for 10 minutes once active (or until another aura is cast).&lt;br /&gt;
&lt;br /&gt;
* '''''Aura of Aggression.''''' You and allies in the aura deal +2 damage.&lt;br /&gt;
* '''''Aura of Reduction.''''' You and all allies in the aura gain DR 2/Magic.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Aradin can '''MOVE''' and take '''TWO''' of the following actions, or take the same action '''twice.'''''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' Aradin can move up to his speed.&lt;br /&gt;
'''Spear of Proclamation.''' ''Thrown (20 ft) Hand-and-a-Half Weapon.'' +4 vs AR. '''Hit:''' 7 (1d6 + 4) physical.&lt;br /&gt;
&lt;br /&gt;
'''Chant.''' Aradin can cast one of his chants.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''''OR''' Aradin can take '''ONE''' of the following actions...''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' Aradin can move up to his speed.&lt;br /&gt;
'''Spear of Proclamation.''' Aradin can attack using his Spear of Proclamation.&lt;br /&gt;
&lt;br /&gt;
'''Chant.''' Aradin can cast one of his chants.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''...'''AND''' take '''ONE''' of the following actions.''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Aura.''' Aradin can cast one of his available auras.&lt;br /&gt;
'''Spell.''' Aradin can cast one of his spells, provided that he has enough SP.&lt;br /&gt;
&lt;br /&gt;
'''War Bringer (1/Recoup).''' Two of Aradin’s allies within 30 ft of him gain +2 to damage rolls for the next 40 seconds.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Preempt (1/Round).''' When a creature moves into reach of the Spear of Proclamation, Aradin can make an attack against that creature.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Aradin_the_Witchblade&amp;diff=11492</id>
		<title>Aradin the Witchblade</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Aradin_the_Witchblade&amp;diff=11492"/>
		<updated>2024-12-18T21:34:16Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Add link to creature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Appendix A: Major NPCs|[back to Major NPCs]]]&lt;br /&gt;
&lt;br /&gt;
=== Aradin the Witchblade ===&lt;br /&gt;
A dark figure with a shadowy past, Aradin the Witchblade seeks to undermine the legitimacy of Bridgemoor, Nalathesh, and Kendaria. With a powerful personal charisma and strong political connections, it proved relatively easy for Aradin to found the Underbridge Cult and cultivate it into a legitimate threat to the three nations.&lt;br /&gt;
&lt;br /&gt;
Aradin is a terrifying figure to behold. He is a [[fiendblood]] with dark, smoky purple skin. He stands taller than most and has a muscular, intimidating physique. His green irises stand out from his otherwise pitch black eyes and glow faintly in the dark. Aradin has large, batlike wings and his head is encircled with small, curved horns that resemble a crown. &lt;br /&gt;
&lt;br /&gt;
==== '''Rise to Power''' ====&lt;br /&gt;
From his conception, Aradin was destined for greatness… and for [[darkness]]. He was born from the consummated pact of an [[occult]] [[witch]] and a fiend from Cholereth. He was trained to be skilled in the arts of both blade and magic from a young age, and trained specifically to enact vengeance upon those who destroyed his mother’s coven.&lt;br /&gt;
&lt;br /&gt;
He completed this dark task, and his violent quest caught the eye of a dark benefactor. Impressed with Aradin’s work, his benefactor tasked Aradin with creating an army to spread the tides of war and chaos across the lands to the south, starting with the pivotal city-state of Bridgemoor.&lt;br /&gt;
&lt;br /&gt;
==== '''A Dark Alliance''' ====&lt;br /&gt;
When he ventured south to Bridgemoor, Aradin spent many months lurking in the shadows prodding at the edges of society, making connections wherever he was able to. By forming mutually beneficial alliances, bribing city officials or merchants, and when necessary blackmailing or threatening isolated individuals, Aradin expanded his influence.&lt;br /&gt;
&lt;br /&gt;
Fatefully, he came into contact with Ser [[Kellion Blacksky]], who at the time was just a Bridge Captain. The two shared a common vision, even if they had different ideas for the eventual fate of Bridgemoor and its neighbors. Both Aradin and Kellion want to see a change in the governance of the regional powers, and believe that the best way to ensure this is by weakening the current regimes so that a new power can rise.&lt;br /&gt;
&lt;br /&gt;
Kellion intends to take this power for himself, while Aradin intends to weaken the region so that his benefactor can sweep down from the north and conquer the land.&lt;br /&gt;
&lt;br /&gt;
While they both distrust one another, they believe they can work together on their shared visions, at least for a time. Aradin’s charismatic persona enabled him to start the Underbridge Cult and quickly spread its reach to western Nalathesh and eastern Kendaria. Aradin handed over his least devout cultists to Captain Kellion; as Kellion’s success at rooting out cultists became apparent, he was a natural choice to become the new Bridge Commander after Aradin orchestrated a fateful accident that claimed the life of the former Commander.&lt;br /&gt;
&lt;br /&gt;
In Part One of ''The Cloven Lands'', Aradin and Kellion are still cooperating as allies. By Part Three, if Aradin is still alive, then he has largely withdrawn from the region due to Kellion’s totalitarian power.&lt;br /&gt;
&lt;br /&gt;
==== '''Aradin’s True Master''' ====&lt;br /&gt;
Aradin may be a compelling figure, and the Underbridge Cult views him as their leader, but in truth Aradin responds to someone else. A dark lord adopted him in his teenage years after he completed his vengeance-fueled quest. This benefactor twisted Aradin’s considerable talents and nurtured his loyalty. Aradin now sees his benefactor as a surrogate father and would do anything to please him. Aradin’s master, who dwells in a forlorn castle to the north of the Great Chasm, is named Dracula.&lt;br /&gt;
&lt;br /&gt;
==== '''Fighting Aradin''' ====&lt;br /&gt;
Aradin has the Spear of Proclamation in his [[possession]] at the start of the campaign, so it is included in his stats below. When the heroes confront Aradin, it should be a deadly encounter. The total ML = (½ the party’s level) + 4. Aradin keeps '''[[Skeleton|Skeletons]]''' (CC chapter 2) in his attendance, along with '''[[Underbridge Initiate|Underbridge Initiates]]''' and '''[[Underbridge Cultist|Underbridge Cultists]]''' (Appendix C). For a particularly difficult challenge, if Druvesk the '''[[Bonewraith]]''' survives Chapter 3, then he might fight with Aradin as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Aradin the Witchblade&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 7''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid (Fiendblood)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 12&lt;br /&gt;
!Ant: 10&lt;br /&gt;
!Log: 12&lt;br /&gt;
!Will: 13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Necrotic 3&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 13 (lamellar, buckler)&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Fire&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 50&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Radiant 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft, Fly 20 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Iron Will, Steel Mind&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (AWR) Eavesdropping +6, Intuiting +6; (INT) Appraising +2, Disguising +8, Evading +6, Jeweling +2; (CHA) Intimidating +8, Leadership +4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Pact Maker.''' If a creature makes a willing bargain with Aradin and exchanges either oath or blood, they become bound to the terms indefinitely (or for a set amount of time specified in the pact). If a creature breaks the terms of its agreement, Aradin immediately attacks their WILL with his CHA, provided that they are currently on the same plane of existence. On a hit, the creature becomes Sickened for the next 24 hours, takes 11 (2d10) psychic [[damage]], and the pact ends. Aradin can have up to 3 active pacts at a time using this feature. You may end a pact in [[order]] to make a new one; if you do, the creature that was released from your pact immediately knows that the pact has ended.&lt;br /&gt;
'''Many Faces (1/Rest).''' Aradin can [[polymorph]] into another Medium humanoid for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
'''Initiate of the Occult.''' Using CHA, Aradin knows the following occult chants, rituals, and spells. He has 20 SP, which he regains when he Takes a Rest.&lt;br /&gt;
&lt;br /&gt;
* Chants: [[Cultic Revenge]], [[Forked Tongue]], [[Shadow]] Knife&lt;br /&gt;
* Rituals: [[Bedeviling Countenance]], [[Child of Darkness]], Devil’s Sight, [[Refraction of a Thousand Souls]]&lt;br /&gt;
* Spells: Darkness, Hex of Hemophilia, [[Minor Augmentation]], [[Warp Step]]&lt;br /&gt;
&lt;br /&gt;
'''Auras (3/Rest).''' Using CHA, Aradin can cast the following auras. Only one aura may be active at a time. Auras extend in a 10 ft radius and last for 10 minutes once active (or until another aura is cast).&lt;br /&gt;
&lt;br /&gt;
* '''''Aura of Aggression.''''' You and allies in the aura deal +2 damage.&lt;br /&gt;
* '''''Aura of Reduction.''''' You and all allies in the aura gain DR 2/Magic.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Aradin can '''MOVE''' and take '''TWO''' of the following actions, or take the same action '''twice.'''''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' Aradin can move up to his speed.&lt;br /&gt;
'''Spear of Proclamation.''' ''Thrown (20 ft) Hand-and-a-Half Weapon.'' +4 vs AR. '''Hit:''' 7 (1d6 + 4) physical.&lt;br /&gt;
&lt;br /&gt;
'''Chant.''' Aradin can cast one of his chants.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''''OR''' Aradin can take '''ONE''' of the following actions...''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' Aradin can move up to his speed.&lt;br /&gt;
'''Spear of Proclamation.''' Aradin can attack using his Spear of Proclamation.&lt;br /&gt;
&lt;br /&gt;
'''Chant.''' Aradin can cast one of his chants.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''...'''AND''' take '''ONE''' of the following actions.''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Aura.''' Aradin can cast one of his available auras.&lt;br /&gt;
'''Spell.''' Aradin can cast one of his spells, provided that he has enough SP.&lt;br /&gt;
&lt;br /&gt;
'''War Bringer (1/Recoup).''' Two of Aradin’s allies within 30 ft of him gain +2 to damage rolls for the next 40 seconds.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Preempt (1/Round).''' When a creature moves into reach of the Spear of Proclamation, Aradin can make an attack against that creature.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Jungle_Warden&amp;diff=11491</id>
		<title>Jungle Warden</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Jungle_Warden&amp;diff=11491"/>
		<updated>2024-12-18T04:39:59Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Missing new line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Each natural environment needs a guardian, and the mystic wardens fill this role. Amalgamations of plant and mineral matter in the shape of large beasts native to their environment, wardens would be apex predators if they needed to hunt or eat. Instead, they are stoic guardians of the natural state of things in their respective habitats, protecting the fragile balance of their ecosystem from foreign threats.&lt;br /&gt;
&lt;br /&gt;
When envisioning a warden, think of the flora and fauna natural to a region. A [[Forest Warden|forest warden]] might look like a [[Grizzly Bear|grizzly bear]] made out of oak bark and lichen, while a [[Desert Warden|desert warden]] could resemble prickly pears joined together into the shape of a [[giant]] cobra.&lt;br /&gt;
&lt;br /&gt;
Wardens that dwell in mountains can be represented by any other environment’s warden: a forested mountain might have a forest warden, and a rocky mountain’s warden might have the stats of a [[Cave Warden|cave warden]].&lt;br /&gt;
&lt;br /&gt;
Many wardens, especially those in wooded environments, form friendships with small faerie lights called will o’ the wisps. Wardens will quietly assess adventurers to determine whether they pose a threat to their habitat. If the warden believes the heroes not to be a threat, they might send will o’ the wisps to [[guide]] the heroes. If the adventurers are deemed threatening, then the wisps might lure them into the warden’s clutches.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Jungle Warden ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 10''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Huge. Plant Monstrosity''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
!3&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!-3&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 13&lt;br /&gt;
!Ant: 14&lt;br /&gt;
!Log: 7&lt;br /&gt;
!Will: 8&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 14 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Physical 2 '''Immune''' Psychic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 100&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''DR''' 4/Fire&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 40 ft, Climb 40 ft, Swim 40 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 60 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Immutable, Immovable&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Amphibious.''' The Jungle Warden can breathe both air and water.&lt;br /&gt;
'''Primal Origin'''. The Jungle Warden has TA on attacks against [[Occult]] and [[Psionic]] creatures, and TD against [[Arcane]] and [[Divine]] creatures.&lt;br /&gt;
'''[[Photosynthesis]].''' The Jungle Warden has Regen 4 when it starts its turn in direct sunlight.&lt;br /&gt;
&lt;br /&gt;
'''Fungal Matter.''' When the Jungle Warden starts its turn in dim light or [[darkness]], it deals 5 (2d4) additional necrotic [[damage]] on all its attacks.&lt;br /&gt;
&lt;br /&gt;
'''Tree Step.''' If the Jungle Warden moves and both starts and ends its movement within 5 ft of a tree, it cannot be targeted by reactive attacks as it teleports between plants.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Jungle Warden can take THREE of the following actions, or take the same action '''three times.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Jungle Warden can move up to its speed.&lt;br /&gt;
'''Vine Snare.''' ''Reach 15 ft Natural Weapon''. +4 vs AR. '''Hit''': 6 (1d4+4) blunt and the creature is pulled up to 10 ft closer to the Jungle Warden.&lt;br /&gt;
&lt;br /&gt;
'''[[Poison]] Secretion'''. ''Reach 5 ft Natural Weapon''. +4 vs FORT. '''Hit:''' 5 (2d4) poison and the creature is Sickened until the end of its next turn.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Jungle Warden can MOVE and take the following action.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Decaying Spores (Recharge 4).''' ''15 ft Radius Natural Weapon.'' +4 vs FORT of all creatures in the radius. '''Hit''': 10 (4d4) necrotic and the creature is Sickened until the end of its next turn. '''Miss:''' 1⁄2 damage and the creature is not sickened.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' The Jungle Warden can [[Actions#Advanced Maneuvers|Exploit]] with its Vine Snare. If it hits, the creature is pulled up to 10ft back to the Jungle Warden.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Scarlet_Sickness&amp;diff=11477</id>
		<title>Scarlet Sickness</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Scarlet_Sickness&amp;diff=11477"/>
		<updated>2024-12-07T18:30:35Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Add link to disease&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&lt;br /&gt;
== '''Scarlet Sickness''' ==&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Occult]] Ritual, Necromancy, Dark Power''&lt;br /&gt;
|-&lt;br /&gt;
|''Prerequisites: Occult Power 23''&lt;br /&gt;
|-&lt;br /&gt;
|'''Casting Time:''' 24 hours&lt;br /&gt;
|-&lt;br /&gt;
|'''Range:''' 5 miles&lt;br /&gt;
|-&lt;br /&gt;
|'''Materials:''' A rotten corpse, a slaughtered animal, and a gallon of fresh humanoid blood&lt;br /&gt;
|-&lt;br /&gt;
|'''Recharge''': 1 week&lt;br /&gt;
|-&lt;br /&gt;
!Spell Description&lt;br /&gt;
|-&lt;br /&gt;
|Make a magic attack against a creature of your choice within 5 miles of you, targeting their FORT.&lt;br /&gt;
Your magic attack gains a modifier based on how familiar you are with the creature:&lt;br /&gt;
&lt;br /&gt;
* Have never met it: -20&lt;br /&gt;
* Have met it more than a month ago: -15&lt;br /&gt;
* Have met it in the last month: -10&lt;br /&gt;
* Have met it in the last week: -5&lt;br /&gt;
* Have met it in the last 24 hours: -2&lt;br /&gt;
* Are currently in its presence: +0&lt;br /&gt;
&lt;br /&gt;
Your magic attack also gains a modifier based on whetheryou have any of the creature’s personal effects:&lt;br /&gt;
&lt;br /&gt;
* None: -5&lt;br /&gt;
* Personal effect like clothing or a trinket: -0&lt;br /&gt;
* Physical part of the creature, such as hair, teeth, or a finger: +5&lt;br /&gt;
* You have the creature itself: +10&lt;br /&gt;
|-&lt;br /&gt;
!Dark Power &lt;br /&gt;
|-&lt;br /&gt;
|If you hit the creature, it gains the [[Scarlet Sickness (Disease)|Scarlet Sickness]] disease. If you miss, then you gain the Scarlet Sickness disease instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Occult Spells|[Back to Occult Spells]]]&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Arcane_Magic&amp;diff=11412</id>
		<title>Arcane Magic</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Arcane_Magic&amp;diff=11412"/>
		<updated>2024-11-22T04:09:40Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Add link to spell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Arcane]] [[Magic in MythCraft|magic]] originates from the Fundamental Wellspring, and accessing this magic directly is very dangerous. Without careful study and training, this would prove impossible for all but the most powerful or lucky would-be casters.&lt;br /&gt;
&lt;br /&gt;
== Arcane Spells ==&lt;br /&gt;
All of the Spells in this Section have the &amp;quot;Arcane Spell&amp;quot; Tag.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Spell Name&lt;br /&gt;
!Tags&lt;br /&gt;
!Function&lt;br /&gt;
!APC&lt;br /&gt;
!SPC&lt;br /&gt;
!Range&lt;br /&gt;
!Requires&lt;br /&gt;
!Duration&lt;br /&gt;
!Sourcebook&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Air Bubble]]'''&lt;br /&gt;
|''Arcane Ritual, Conjuring 2''&lt;br /&gt;
|Altering&lt;br /&gt;
|12&lt;br /&gt;
|8&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Arcane Column|'''Arcane Column''']]&lt;br /&gt;
|&lt;br /&gt;
|Altering&lt;br /&gt;
|2&lt;br /&gt;
|18&lt;br /&gt;
|1 mile&lt;br /&gt;
|Gesture, Visual&lt;br /&gt;
|Up to 10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Arcane Disguise|'''Arcane Disguise''']]&lt;br /&gt;
|''Conjuring 1''&lt;br /&gt;
|Illusory&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Arcane Shield|'''Arcane Shield''']]&lt;br /&gt;
|&lt;br /&gt;
|Warding&lt;br /&gt;
|1 Reactive AP&lt;br /&gt;
|3&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 round&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Arcane Swap|'''Arcane Swap''']]&lt;br /&gt;
|&lt;br /&gt;
|Altering&lt;br /&gt;
|1&lt;br /&gt;
|10&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, Visual, Line of Effect&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Carrier]]'''&lt;br /&gt;
|''Arcane Ritual, Conjuring 1''&lt;br /&gt;
|Altering&lt;br /&gt;
|5&lt;br /&gt;
|8&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Circle of Haste|'''Circle of Haste''']]&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|Enchanting&lt;br /&gt;
|2&lt;br /&gt;
|16&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Circle of Power|'''Circle of Power''']]&lt;br /&gt;
|''Conjuring 1''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Circle of Warding|'''Circle of Warding''']]&lt;br /&gt;
|''Conjuring 1''&lt;br /&gt;
|Warding&lt;br /&gt;
|5&lt;br /&gt;
|8&lt;br /&gt;
|30 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Clear Mind|'''Clear Mind''']]&lt;br /&gt;
|''Arcane'' ''Ritual,'' ''Conjuring 360 (1 hour)''&lt;br /&gt;
|Altering&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture, Verbal, Visual, Line of Effect, Line of Sight&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Conceal Spell|'''Conceal Spell''']]&lt;br /&gt;
|''Metamagic''&lt;br /&gt;
|Illusory&lt;br /&gt;
|2&lt;br /&gt;
|14&lt;br /&gt;
|Self&lt;br /&gt;
| -&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Conduit]]'''&lt;br /&gt;
|''Arcane'' ''Ritual, Conjuring 3''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|10&lt;br /&gt;
|10 &lt;br /&gt;
|Special&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Contest Spell|'''Contest Spell''']]&lt;br /&gt;
|&lt;br /&gt;
|Warding&lt;br /&gt;
|2 Reactive AP&lt;br /&gt;
|1⁄2 the SP of the triggering spell&lt;br /&gt;
|60 ft&lt;br /&gt;
|Visual, Line of Effect&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Corpse Explosion|'''Corpse Explosion''']]&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Create Lesser Golem|'''Create Lesser Golem''']]&lt;br /&gt;
|''Conjuring 360 (1 hour)''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|1&lt;br /&gt;
|30&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Death Ward|'''Death Ward''']]&lt;br /&gt;
|&lt;br /&gt;
|Warding&lt;br /&gt;
|4&lt;br /&gt;
|14&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Decapitate]]'''&lt;br /&gt;
|&lt;br /&gt;
|Necromancy&lt;br /&gt;
|3&lt;br /&gt;
|14&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Decay]]'''&lt;br /&gt;
|&lt;br /&gt;
|Necromancy&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Delay Spell|'''Delay Spell''']]&lt;br /&gt;
|''Metamagic''&lt;br /&gt;
|Altering&lt;br /&gt;
|Special&lt;br /&gt;
|12&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Dispel Circle|'''Dispel Circle''']]&lt;br /&gt;
|&lt;br /&gt;
|Altering&lt;br /&gt;
|1&lt;br /&gt;
|Special&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Empower Spell|'''Empower Spell''']]&lt;br /&gt;
|''Metamagic''&lt;br /&gt;
|Evoking&lt;br /&gt;
|4&lt;br /&gt;
|12&lt;br /&gt;
|Self&lt;br /&gt;
| -&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Enchant Weapon|'''Enchant Weapon''']]&lt;br /&gt;
|''Arcane'' ''Ritual''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|2 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Encode/ Decode|'''Encode/ Decode''']]&lt;br /&gt;
|''Arcane'' ''Ritual, Conjuring 10''&lt;br /&gt;
|Illusory&lt;br /&gt;
|30&lt;br /&gt;
|10&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Indefinite&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Energy Siphon|'''Energy Siphon''']]&lt;br /&gt;
|&lt;br /&gt;
|Necromancy&lt;br /&gt;
|4&lt;br /&gt;
|Special&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Extend Spell|'''Extend Spell''']]&lt;br /&gt;
|''Metamagic''&lt;br /&gt;
|Altering&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Fan the Flames]]'''&lt;br /&gt;
|&lt;br /&gt;
|Alchemy&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Instanataneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Fire Shield|'''Fire Shield''']]&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Fireball]]'''&lt;br /&gt;
|''Conjuring 1''&lt;br /&gt;
|Evoking&lt;br /&gt;
|4+&lt;br /&gt;
|15&lt;br /&gt;
|200 ft&lt;br /&gt;
|Gesture, Visual, Line of Effect&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Flay]]'''&lt;br /&gt;
|''Arcane'' ''Ritual, Conjuring 3''&lt;br /&gt;
|Necromancy&lt;br /&gt;
|12&lt;br /&gt;
|2&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|Intantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Fly]]'''&lt;br /&gt;
|&lt;br /&gt;
|Altering&lt;br /&gt;
|2&lt;br /&gt;
|12&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Freeze]]'''&lt;br /&gt;
|''Conjuring 2''&lt;br /&gt;
|Altering&lt;br /&gt;
|12&lt;br /&gt;
|50&lt;br /&gt;
|300 ft&lt;br /&gt;
|Gesture, Verbal, Line of Effect&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Frost Beam|'''Frost Beam''']]&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture, Verbal, Line of Effect&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Gateway]]'''&lt;br /&gt;
|''Arcane Ritual,'' ''Conjuring 10''&lt;br /&gt;
|Altering&lt;br /&gt;
|30&lt;br /&gt;
|75&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Glyph of Seeing and Casting|'''Glyph of Seeing and Casting''']]&lt;br /&gt;
|''Conjuring 5''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|20&lt;br /&gt;
|32&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|24 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Grand Unveiling|'''Grand Unveiling''']]&lt;br /&gt;
|''Conjuring 5''&lt;br /&gt;
|Divining&lt;br /&gt;
|15&lt;br /&gt;
|60&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Greater Unveiling|'''Greater Unveiling''']]&lt;br /&gt;
|&lt;br /&gt;
|Divining&lt;br /&gt;
|4&lt;br /&gt;
|22&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Grimoire]]'''&lt;br /&gt;
|''Arcane'' ''Ritual, Conjuring 360 (1 hour)''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|1&lt;br /&gt;
|Special&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Grounded]]'''&lt;br /&gt;
|&lt;br /&gt;
|Altering&lt;br /&gt;
|4&lt;br /&gt;
|16&lt;br /&gt;
|150 ft&lt;br /&gt;
|Gesture, Visual, Line of Effect&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice Daggers|'''Ice Daggers''']]&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|4&lt;br /&gt;
|12&lt;br /&gt;
|Self (60 ft Cone)&lt;br /&gt;
|Gesture, Verbal, Visual, Line of Effect, Line of Sight&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice Fan|'''Ice Fan''']]&lt;br /&gt;
|''Conjuring'' ''1''&lt;br /&gt;
|Evoking&lt;br /&gt;
|8&lt;br /&gt;
|21&lt;br /&gt;
|Self (20 ft Cone)&lt;br /&gt;
|Gesture, Verbal, Visual, Line of Effect&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Identify Magic|'''Identify Magic''']]&lt;br /&gt;
|''Arcane'' ''Ritual, Conjuring 3''&lt;br /&gt;
|Divining&lt;br /&gt;
|15&lt;br /&gt;
|8&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Kill]]'''&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|1&lt;br /&gt;
|90&lt;br /&gt;
|100 ft&lt;br /&gt;
|Verbal&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Last Wish|'''Last Wish''']]&lt;br /&gt;
|&lt;br /&gt;
|Necromancy&lt;br /&gt;
|1&lt;br /&gt;
|40 Minus the number of Death Points you are removing&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Lesser Unveiling|'''Lesser Unveiling''']]&lt;br /&gt;
|&lt;br /&gt;
|Divining&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Living Letter|'''Living Letter''']]&lt;br /&gt;
|''Arcane'' ''Ritual, Conjuring 60 (10 minutes)''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Living Mansion|'''Living Mansion''']]&lt;br /&gt;
|''Conjuring 10''&lt;br /&gt;
|Summoning&lt;br /&gt;
|50&lt;br /&gt;
|70&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 week&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Locate Creature|'''Locate Creature''']]&lt;br /&gt;
|''Arcane'' ''Ritual, Conjuring 5''&lt;br /&gt;
|Divining&lt;br /&gt;
|20&lt;br /&gt;
|5&lt;br /&gt;
|Indefinite&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Locate Magic|'''Locate Magic''']]&lt;br /&gt;
|''Arcane'' ''Ritual, Conjuring'' ''5''&lt;br /&gt;
|Divining&lt;br /&gt;
|20&lt;br /&gt;
|15&lt;br /&gt;
|Self (1 mile)&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Mage Armor|'''Mage Armor''']]&lt;br /&gt;
|''Arcane'' ''Ritual''&lt;br /&gt;
|Warding&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 8 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Major Illusion|'''Major Illusion''']]&lt;br /&gt;
|&lt;br /&gt;
|Illusory&lt;br /&gt;
|3&lt;br /&gt;
|32&lt;br /&gt;
|600 ft&lt;br /&gt;
|Visual, Line of Effect&lt;br /&gt;
|Up to 10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Major Teleportation|'''Major Teleportation''']]&lt;br /&gt;
|''Arcane'' ''Ritual, Conjuring 5''&lt;br /&gt;
|Altering&lt;br /&gt;
|20&lt;br /&gt;
|45&lt;br /&gt;
|10 ft&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Mask]]'''&lt;br /&gt;
|''Arcane'' ''Ritual, Fundamental, Conjuring 2''&lt;br /&gt;
|Illusory&lt;br /&gt;
|6&lt;br /&gt;
|30&lt;br /&gt;
|30 ft&lt;br /&gt;
|Gesture, Verbal, Visual, Line of Effect&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Meteor]]'''&lt;br /&gt;
|''Conjuring 10''&lt;br /&gt;
|Evoking&lt;br /&gt;
|30&lt;br /&gt;
|120&lt;br /&gt;
|Sight&lt;br /&gt;
|Gesture, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Meteor Storm|'''Meteor Storm''']]&lt;br /&gt;
|''Conjuring 15''&lt;br /&gt;
|Evoking&lt;br /&gt;
|50&lt;br /&gt;
|150&lt;br /&gt;
|Sight&lt;br /&gt;
|Gesture, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Minor Illusion]]''' &lt;br /&gt;
|&lt;br /&gt;
|Illusory&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|60 ft&lt;br /&gt;
|Visual, Line of Effect&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Minor Teleportation|'''Minor Teleportation''']]&lt;br /&gt;
|''Arcane'' ''Ritual, Conjuring 2''&lt;br /&gt;
|Altering&lt;br /&gt;
|10&lt;br /&gt;
|25&lt;br /&gt;
|Sight&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Nova]]'''&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|2 Reactive AP&lt;br /&gt;
|8&lt;br /&gt;
|Self (10 ft cone)&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Passage]]'''&lt;br /&gt;
|''Arcane'' ''Ritual, Conjuring 5''&lt;br /&gt;
|Altering&lt;br /&gt;
|20&lt;br /&gt;
|30&lt;br /&gt;
|Sight&lt;br /&gt;
|Gesture, Visual&lt;br /&gt;
|10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Portal]]'''&lt;br /&gt;
|''Conjuring 1''&lt;br /&gt;
|Altering&lt;br /&gt;
|8&lt;br /&gt;
|16&lt;br /&gt;
|90 ft&lt;br /&gt;
|Gesture, Visual&lt;br /&gt;
|1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Possess Object|'''Possess Object''']]&lt;br /&gt;
|&lt;br /&gt;
|Enchanting&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|1 mile&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Up to 1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Projection]]'''&lt;br /&gt;
|''Arcane'' ''Ritual, Conjuring 360 (1'' ''hour)''&lt;br /&gt;
|Divining&lt;br /&gt;
|1&lt;br /&gt;
|10&lt;br /&gt;
|Self&lt;br /&gt;
|Verbal&lt;br /&gt;
|10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Raise Bone Spider|'''Raise Bone Spider''']]&lt;br /&gt;
|''Arcane'' ''Ritual, Conjuring 8''&lt;br /&gt;
|Necromancy&lt;br /&gt;
|26&lt;br /&gt;
|48&lt;br /&gt;
|20 ft&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Raise Death Soldier|'''Raise Death Soldier''']]&lt;br /&gt;
|''Arcane'' ''Ritual, Conjuring 10''&lt;br /&gt;
|Necromancy&lt;br /&gt;
|30&lt;br /&gt;
|24&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Raise Revenant|'''Raise Revenant''']]&lt;br /&gt;
|''Arcane'' ''Ritual, Conjuring 10''&lt;br /&gt;
|Necromancy&lt;br /&gt;
|30&lt;br /&gt;
|36&lt;br /&gt;
|20 ft&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Raise Skeleton|'''Raise Skeleton''']]&lt;br /&gt;
|''Arcane'' ''Ritual, Conjuring 2''&lt;br /&gt;
|Necromancy&lt;br /&gt;
|9&lt;br /&gt;
|16&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|24 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Sculpt Spell|'''Sculpt Spell''']]&lt;br /&gt;
|''Metamagic''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Seal/Unseal]]'''&lt;br /&gt;
|''Arcane'' ''Ritual, Fundamental, Conjuring 60 (10 Minutes)''&lt;br /&gt;
|Warding&lt;br /&gt;
|1&lt;br /&gt;
|Special&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Indefinite&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Sense Magic|'''Sense Magic''']]&lt;br /&gt;
|''Arcane'' ''Ritual, Conjuring 1''&lt;br /&gt;
|Divining&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|Self (60 ft radius)&lt;br /&gt;
|Gesture, Line of Effect&lt;br /&gt;
|10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Shield]]'''&lt;br /&gt;
|&lt;br /&gt;
|Warding&lt;br /&gt;
|1 Reactive AP&lt;br /&gt;
|3&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 round&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Snowball]]'''&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|80 ft&lt;br /&gt;
|Gesture, Line of Effect&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Steal Spell|'''Steal Spell''']]&lt;br /&gt;
|&lt;br /&gt;
|Alchemy&lt;br /&gt;
|2 Reactive AP&lt;br /&gt;
|Special&lt;br /&gt;
|60 ft&lt;br /&gt;
|Visual, Line of Effect&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Summon Minor Elemental]]'''&lt;br /&gt;
|''Arcane'' ''Ritual, Conjuring 1''&lt;br /&gt;
|Summoning&lt;br /&gt;
|12&lt;br /&gt;
|24&lt;br /&gt;
|Self&lt;br /&gt;
|Visual, Line of Effect&lt;br /&gt;
|10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Swift Teleport|'''Swift Teleport''']]&lt;br /&gt;
|''Arcane'' ''Ritual''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|Self&lt;br /&gt;
|Visual, Line of Effect&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Unerring Sphere|'''Unerring Sphere''']]&lt;br /&gt;
|''Arcane'' ''Ritual, Conjuring 5''&lt;br /&gt;
|Summoning&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Indefinite&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Unravel Magic|'''Unravel Magic''']]&lt;br /&gt;
|''Arcane'' ''Ritual, Conjuring 10''&lt;br /&gt;
|Altering&lt;br /&gt;
|30&lt;br /&gt;
|Special&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal, VIsual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Wall of Fire|'''Wall of Fire''']]&lt;br /&gt;
|''Conjuring 2''&lt;br /&gt;
|Evoking&lt;br /&gt;
|9&lt;br /&gt;
|26&lt;br /&gt;
|120 ft&lt;br /&gt;
|Gesture, Verbal, Visual, Line of Effect&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Wave of Fire|'''Wave of Fire''']]&lt;br /&gt;
|''Conjuring 3''&lt;br /&gt;
|Evoking&lt;br /&gt;
|15&lt;br /&gt;
|42&lt;br /&gt;
|200 ft&lt;br /&gt;
|Gesture, Verbal, Line of Effect&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Arcane Rituals ==&lt;br /&gt;
All of the Spells in this Section have the &amp;quot;Arcane Ritual&amp;quot; Tag.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Spell Name&lt;br /&gt;
!Tags&lt;br /&gt;
!Function&lt;br /&gt;
!APC&lt;br /&gt;
!SPC&lt;br /&gt;
!Range&lt;br /&gt;
!Requires&lt;br /&gt;
!Duration&lt;br /&gt;
!Sourcebook&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Air Bubble]]'''&lt;br /&gt;
|''Arcane Spell, Conjuring 2''&lt;br /&gt;
|Altering&lt;br /&gt;
|12&lt;br /&gt;
|8&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Carrier]]'''&lt;br /&gt;
|''Arcane Spell, Conjuring 1''&lt;br /&gt;
|Altering&lt;br /&gt;
|5&lt;br /&gt;
|8&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Clear Mind|'''Clear Mind''']]&lt;br /&gt;
|''Arcane Spell, Conjuring 360 (1 hour)''&lt;br /&gt;
|Altering&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture, Verbal, Visual, Line of Effect, Line of Sight&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Conduit]]'''&lt;br /&gt;
|''Arcane Spell, Conjuring 3''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|Special&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Enchant Weapon|'''Enchant Weapon''']]&lt;br /&gt;
|''Arcane Spell''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|2 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Encode/ Decode|'''Encode/ Decode''']]&lt;br /&gt;
|''Arcane Spell, Conjuring 10''&lt;br /&gt;
|Illusory&lt;br /&gt;
|30&lt;br /&gt;
|10&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Indefinite&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Flay]]'''&lt;br /&gt;
&lt;br /&gt;
|''Arcane Spell, Conjuring 3''&lt;br /&gt;
|Necromancy&lt;br /&gt;
|12&lt;br /&gt;
|2&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|Intantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Gateway]]'''&lt;br /&gt;
|''Arcane Spell, Conjuring 10''&lt;br /&gt;
|Altering&lt;br /&gt;
|30&lt;br /&gt;
|75&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Grimoire]]'''&lt;br /&gt;
|''Arcane Spell, Conjuring 360 (1 hour)''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|1&lt;br /&gt;
|Special&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Identify Magic|'''Identify Magic''']]&lt;br /&gt;
|''Arcane Spell, Conjuring 3''&lt;br /&gt;
|Divining&lt;br /&gt;
|15&lt;br /&gt;
|8&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Living Letter|'''Living Letter''']]&lt;br /&gt;
|''Arcane Spell, Conjuring 60 (10 minutes)''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Locate Creature|'''Locate Creature''']]&lt;br /&gt;
|''Arcane Spell, Conjuring 5''&lt;br /&gt;
|Divining&lt;br /&gt;
|20&lt;br /&gt;
|5&lt;br /&gt;
|Indefinite&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Locate Magic|'''Locate Magic''']]&lt;br /&gt;
|''Arcane Spell, Conjuring 5''&lt;br /&gt;
|Divining&lt;br /&gt;
|20&lt;br /&gt;
|15&lt;br /&gt;
|Self (1 mile)&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Mage Armor|'''Mage Armor''']]&lt;br /&gt;
|''Arcane Spell''&lt;br /&gt;
|Warding&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 8 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Major Teleportation|'''Major Teleportation''']]&lt;br /&gt;
|''Arcane Spell, Conjuring 5''&lt;br /&gt;
|Altering&lt;br /&gt;
|20&lt;br /&gt;
|45&lt;br /&gt;
|10 ft&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Mask]]'''&lt;br /&gt;
|''Arcane Spell, Fundamental, Conjuring 2''&lt;br /&gt;
|Illusory&lt;br /&gt;
|6&lt;br /&gt;
|30&lt;br /&gt;
|30 ft&lt;br /&gt;
|Gesture, Verbal, Visual, Line of Effect&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Minor Teleportation|'''Minor Teleportation''']]&lt;br /&gt;
|''Arcane Spell, Conjuring 2''&lt;br /&gt;
|Altering&lt;br /&gt;
|10&lt;br /&gt;
|25&lt;br /&gt;
|Sight&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Passage]]'''&lt;br /&gt;
|''Arcane Spell, Conjuring 5''&lt;br /&gt;
|Altering&lt;br /&gt;
|20&lt;br /&gt;
|30&lt;br /&gt;
|Sight&lt;br /&gt;
|Gesture, Visual&lt;br /&gt;
|10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Projection]]'''&lt;br /&gt;
|''Arcane Spell, Conjuring 360 (1 hour)''&lt;br /&gt;
|Divining&lt;br /&gt;
|1&lt;br /&gt;
|10&lt;br /&gt;
|Self&lt;br /&gt;
|Verbal&lt;br /&gt;
|10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Raise Bone Spider|'''Raise Bone Spider''']]&lt;br /&gt;
|''Arcane Spell, Conjuring 8''&lt;br /&gt;
|Necromancy&lt;br /&gt;
|26&lt;br /&gt;
|48&lt;br /&gt;
|20 ft&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Raise Death Soldier|'''Raise Death Soldier''']]&lt;br /&gt;
|''Arcane Spell, Conjuring 10''&lt;br /&gt;
|Necromancy&lt;br /&gt;
|30&lt;br /&gt;
|24&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Raise Revenant|'''Raise Revenant''']]&lt;br /&gt;
|''Arcane Spell, Conjuring 10''&lt;br /&gt;
|Necromancy&lt;br /&gt;
|30&lt;br /&gt;
|36&lt;br /&gt;
|20 ft&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Raise Skeleton|'''Raise Skeleton''']]&lt;br /&gt;
|''Arcane Spell, Conjuring 2''&lt;br /&gt;
|Necromancy&lt;br /&gt;
|9&lt;br /&gt;
|16&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|24 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Seal/Unseal]]'''&lt;br /&gt;
|''Arcane Spell, Fundamental, Conjuring 60 (10 Minutes)''&lt;br /&gt;
|Warding&lt;br /&gt;
|1&lt;br /&gt;
|Special&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Indefinite&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Sense Magic|'''Sense Magic''']]&lt;br /&gt;
|''Arcane Spell, Conjuring 1''&lt;br /&gt;
|Divining&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|Self (60 ft radius)&lt;br /&gt;
|Gesture, Line of Effect&lt;br /&gt;
|10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Summon Incarnation|'''Summon Minor Elemental''']]&lt;br /&gt;
|''Arcane Spell, Conjuring 1''&lt;br /&gt;
|Summoning&lt;br /&gt;
|12&lt;br /&gt;
|24&lt;br /&gt;
|Self&lt;br /&gt;
|Visual, Line of Effect&lt;br /&gt;
|10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Swift Teleport|'''Swift Teleport''']]&lt;br /&gt;
|''Arcane Spell''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|Self&lt;br /&gt;
|Visual, Line of Effect&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Unerring Sphere|'''Unerring Sphere''']]&lt;br /&gt;
|''Arcane Spell, Conjuring 5''&lt;br /&gt;
|Summoning&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Indefinite&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Unravel Magic|'''Unravel Magic''']]&lt;br /&gt;
|''Arcane Spell, Conjuring 10''&lt;br /&gt;
|Altering&lt;br /&gt;
|30&lt;br /&gt;
|Special&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal, VIsual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Arcane Cantrips ==&lt;br /&gt;
All of the Spells in this Section have the &amp;quot;Arcane Cantrip&amp;quot; Tag.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Spell Name&lt;br /&gt;
!Tags&lt;br /&gt;
!Function&lt;br /&gt;
!APC&lt;br /&gt;
!Range&lt;br /&gt;
!Requires&lt;br /&gt;
!Duration&lt;br /&gt;
!Sourcebook&lt;br /&gt;
|-&lt;br /&gt;
|[[Beam of Fire|'''Beam of Fire''']]&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|3&lt;br /&gt;
|30 ft&lt;br /&gt;
|Gesture, Visual, Line of Effect&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Frostbite]]'''&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|2&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture, Line of Effect&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Grave Whisper|'''Grave Whisper''']]&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|3&lt;br /&gt;
|40 ft&lt;br /&gt;
|Visual, Verbal, Line of Sight&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Illuminate]]'''&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|1&lt;br /&gt;
|40 ft&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Lend Power|'''Lend Power''']]&lt;br /&gt;
|&lt;br /&gt;
|Altering&lt;br /&gt;
|All&lt;br /&gt;
|Touch&lt;br /&gt;
|Line of Effect&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Mend]]'''&lt;br /&gt;
|''Conjuring 6''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|1&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Visual, Line of Effect&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Minor Conjuration]]'''&lt;br /&gt;
|''Conjuring 60 (10 minutes)''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|1&lt;br /&gt;
|15 ft&lt;br /&gt;
|Gesture, Visual, Line of Effect&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Prestidigitation]]'''&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|1&lt;br /&gt;
|15 ft&lt;br /&gt;
|Gesture, Visual, line of Effect&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Sensory Illusion|'''Sensory Illusion''']]&lt;br /&gt;
|&lt;br /&gt;
|Illusory&lt;br /&gt;
|1&lt;br /&gt;
|30 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|1 minute &lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Signature]]'''&lt;br /&gt;
|''Fundamental, Conjuring 60 (10'' &lt;br /&gt;
''minutes)''&lt;br /&gt;
&lt;br /&gt;
|Illusory &lt;br /&gt;
|1&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Visual, Line of Effect&lt;br /&gt;
|Indefinite&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
__FORCETOC__&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Psionic_Spells&amp;diff=11410</id>
		<title>Psionic Spells</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Psionic_Spells&amp;diff=11410"/>
		<updated>2024-11-21T21:53:33Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Psionic spells ==&lt;br /&gt;
All the spells in this table have the &amp;quot;[[Psionic]] Spells&amp;quot; tag &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Spell Name&lt;br /&gt;
!Tags&lt;br /&gt;
!Function&lt;br /&gt;
!APC&lt;br /&gt;
!SPC&lt;br /&gt;
!Range&lt;br /&gt;
!Requires&lt;br /&gt;
!Duration&lt;br /&gt;
!Sourcebook&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Blur]]'''&lt;br /&gt;
|''Psychometabolics, Concentration''&lt;br /&gt;
|Illusory&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|Self&lt;br /&gt;
|Verbal&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Body Sculpt|'''Body Sculpt''']]&lt;br /&gt;
|''Psychometabolics,  Meditation''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|Special&lt;br /&gt;
|50&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Charm Person|'''Charm Person''']]&lt;br /&gt;
|''Psychovillainy, Concentration''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|Up to 1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Conceal]]'''&lt;br /&gt;
|''Clairsentience, Conjuring 3''&lt;br /&gt;
|Illusory&lt;br /&gt;
|8&lt;br /&gt;
|12&lt;br /&gt;
|Self (20 ft Radius)&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Create Ammunition|'''Create Ammunition''']]&lt;br /&gt;
|''Metacreativity,  Manifestation''&lt;br /&gt;
|Evoking&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Create Weapon|'''Create Weapon''']]&lt;br /&gt;
|''Metacreativity, Manifestation''&lt;br /&gt;
|Evoking&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|10 ft&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Decoy]]'''&lt;br /&gt;
|''Metacreativity''&lt;br /&gt;
|Illusory&lt;br /&gt;
|1 Reactive AP&lt;br /&gt;
|8&lt;br /&gt;
|Self&lt;br /&gt;
|Verbal&lt;br /&gt;
|1 round&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Detect Truth|'''Detect Truth''']]&lt;br /&gt;
|''Telepathy, Meditation''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Up to 1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Distract]]'''&lt;br /&gt;
|''Telepathy, Concentration''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|1 normal or Reactive AP&lt;br /&gt;
|3&lt;br /&gt;
|40 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Up to 5 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Dominate Person|'''Dominate Person''']]&lt;br /&gt;
|''Psychovillainy, Concentration''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|5&lt;br /&gt;
|46&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|Up to 10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Empathize]]'''&lt;br /&gt;
|''Telepathy, Concentration, Conjuring 1''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|120 ft&lt;br /&gt;
|Verbal&lt;br /&gt;
|Up to 5 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Empathize with Crowd|'''Empathize with Crowd''']]&lt;br /&gt;
|''Telepathy, Concentration, Conjuring 3''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|14&lt;br /&gt;
|60&lt;br /&gt;
|Sight&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|Up to 5 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Far Sense|'''Far Sense''']]&lt;br /&gt;
|''Clairsentience, Meditation, Conjuring 6''&lt;br /&gt;
|Divining&lt;br /&gt;
|30&lt;br /&gt;
|15&lt;br /&gt;
|5 miles&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Foresight]]'''&lt;br /&gt;
|''Clairsentience, Conjuring 10''&lt;br /&gt;
|Divining&lt;br /&gt;
|30&lt;br /&gt;
|80&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|8 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Geas]]'''&lt;br /&gt;
|''Psychovillainy, Conjuring 1''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|5&lt;br /&gt;
|70&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|30 days&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Giant]]'''&lt;br /&gt;
|''Psychometabolics, Concentration''&lt;br /&gt;
|Altering&lt;br /&gt;
|2&lt;br /&gt;
|16&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Grand Telekinesis]]'''&lt;br /&gt;
|''Psychokinetics, Concentration, Conjuring 3''&lt;br /&gt;
|Altering&lt;br /&gt;
|30&lt;br /&gt;
|70&lt;br /&gt;
|1000 ft&lt;br /&gt;
|Gesture, Visual, Line of Sight&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Greater Telekinesis|'''Greater Telekinesis''']]&lt;br /&gt;
|''Psychokinetics, Concentration''&lt;br /&gt;
|Altering&lt;br /&gt;
|3&lt;br /&gt;
|20&lt;br /&gt;
|150 ft&lt;br /&gt;
|Gesture, Visual, Line of Sight&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Hasten]]'''&lt;br /&gt;
|''Psychometabolics, Concentration''&lt;br /&gt;
|Altering&lt;br /&gt;
|4&lt;br /&gt;
|18&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 5 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Ignore Pain|'''Ignore Pain''']]&lt;br /&gt;
|''Psychometabolics''&lt;br /&gt;
|Warding&lt;br /&gt;
|1 Reactive AP&lt;br /&gt;
|Special&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Inspiration]]'''&lt;br /&gt;
|''Telepathy,  Manifestation''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|1 Round&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Invisibility]]'''&lt;br /&gt;
|''Psychometabolics, Concentration''&lt;br /&gt;
|Illusory&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Iron Body|'''Iron Body''']]&lt;br /&gt;
|''Psychometabolics, Conjuring 2''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|10&lt;br /&gt;
|55&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Jump]]'''&lt;br /&gt;
|''Psychometabolics, Manifestation''&lt;br /&gt;
|Altering&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|Self&lt;br /&gt;
|Vebal&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Lesser Telekinesis|'''Lesser Telekinesis''']]&lt;br /&gt;
|''Psychokinetics,  Manifestation''&lt;br /&gt;
|Altering&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture, Visual, Line of Sight&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Levitate]]'''&lt;br /&gt;
|''Psychometabolics,''&lt;br /&gt;
|Altering&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|Self&lt;br /&gt;
|Verbal&lt;br /&gt;
|10 Minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Mind Fist|'''Mind Fist''']]&lt;br /&gt;
|''Metacreativity, Concentration, Manifestation''&lt;br /&gt;
|Altering&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|40 ft&lt;br /&gt;
|Gesture, Visual&lt;br /&gt;
|Up to 5 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Mind Palace|'''Mind Palace''']]&lt;br /&gt;
|''Telepathy, Conjuring 10''&lt;br /&gt;
|Warding&lt;br /&gt;
|30&lt;br /&gt;
|150&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Indefinite&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Mind Trap|'''Mind Trap''']]&lt;br /&gt;
|''Telepathy,  Concentration''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|4&lt;br /&gt;
|40&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Mind Wipe]]'''&lt;br /&gt;
|''Psychovillainy''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|4&lt;br /&gt;
|120&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Minor Telepathy|'''Minor Telepathy''']]&lt;br /&gt;
|''Telepathy, Manifestation''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|120 ft&lt;br /&gt;
|Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Mirror Images|'''Mirror Images''']]&lt;br /&gt;
|''Metacreativity, Concentration''&lt;br /&gt;
|Illusory&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 5 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Modify Memory|'''Modify Memory''']]&lt;br /&gt;
|''Psychovillainy, Conjuring 5''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|30&lt;br /&gt;
|60&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Indefinite&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Morph Features|'''Morph Features''']]&lt;br /&gt;
|''Psychometabolics, Manifestation, Conjuring 1''&lt;br /&gt;
|Altering&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|30 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Paranoia]]'''&lt;br /&gt;
|''Telepathy, Enchanting''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|4&lt;br /&gt;
|32&lt;br /&gt;
|80 ft&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|24 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Possession]]'''&lt;br /&gt;
|''Psychovillainy,  Meditation, Conjuring 10''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|30&lt;br /&gt;
|80&lt;br /&gt;
|Sight&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Up to 1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Psychonavigation]]'''&lt;br /&gt;
|''Clairsentience, Concentration,Manifestation''&lt;br /&gt;
|Divining&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 4 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Sense Danger|'''Sense Danger''']]&lt;br /&gt;
|''Clairsentience , Conjuring 2''&lt;br /&gt;
|Divining&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Shape Reality|'''Shape Reality''']]&lt;br /&gt;
|''Psychokinetics, Meditation, Conjuring 10''&lt;br /&gt;
|Altering&lt;br /&gt;
|30&lt;br /&gt;
|150&lt;br /&gt;
|Indefinite&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Slow Time|'''Slow Time''']]&lt;br /&gt;
|''Psychokinetics, Concentration''&lt;br /&gt;
|Altering&lt;br /&gt;
|1&lt;br /&gt;
|30&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 10 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Stop TIme|'''Stop TIme''']]&lt;br /&gt;
|''Psychokinetics''&lt;br /&gt;
|Altering&lt;br /&gt;
|1&lt;br /&gt;
|70&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Summon Incarnation]]'''&lt;br /&gt;
|''Metacreativity, Concentration, Conjuring 4''&lt;br /&gt;
|Summoning&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|30 ft&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Up to 1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Warp Time|'''Warp Time''']]&lt;br /&gt;
|''Psychokinetics''&lt;br /&gt;
|Altering&lt;br /&gt;
|1&lt;br /&gt;
|40&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Psionic Invocation ==&lt;br /&gt;
All the spells in this table have the &amp;quot;Psionic Invocation&amp;quot; tag.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Spell Name&lt;br /&gt;
!Tags&lt;br /&gt;
!Function&lt;br /&gt;
!PreReq&lt;br /&gt;
!Casting Time&lt;br /&gt;
!Range&lt;br /&gt;
!Requires&lt;br /&gt;
!Duration&lt;br /&gt;
!Sourcebook&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Adapt]]'''&lt;br /&gt;
|''Psychometabolics''&lt;br /&gt;
|Altering&lt;br /&gt;
|&lt;br /&gt;
|10 minutes&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|1 hour&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Assembly]]'''&lt;br /&gt;
|''Metacreativity, Meditation''&lt;br /&gt;
|Alchemy&lt;br /&gt;
|&lt;br /&gt;
|10 minutes to 1 hour&lt;br /&gt;
|100 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|[[Astral Projection|'''Astral Projection''']]&lt;br /&gt;
|''Clairsentience, Meditation''&lt;br /&gt;
|Divining&lt;br /&gt;
|Psionic Tier 6&lt;br /&gt;
|1 hour&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Up to 8 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Bend Reality]]'''&lt;br /&gt;
|''Psychokinetics, Meditation''&lt;br /&gt;
|Altering&lt;br /&gt;
|Psionic Tier 5&lt;br /&gt;
|1 hour&lt;br /&gt;
|Sight&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Special&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Dreamspeak]]'''&lt;br /&gt;
|''Telepathy''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|&lt;br /&gt;
|30 minutes&lt;br /&gt;
|Special&lt;br /&gt;
|You must be sleeping to cast this Invocation&lt;br /&gt;
|Up to 30 minutes&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Duplicate]]'''&lt;br /&gt;
| ''Metacreativity''&lt;br /&gt;
|Summoning&lt;br /&gt;
|&lt;br /&gt;
|10 minutes, which can be part of a Recoup&lt;br /&gt;
|10 ft&lt;br /&gt;
|Gesture, Verbal, Visual&lt;br /&gt;
|8 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Haunt]]'''&lt;br /&gt;
|''Telepathy, Meditation''&lt;br /&gt;
|Enchanting&lt;br /&gt;
|Psionic Tier 3&lt;br /&gt;
|4 hours&lt;br /&gt;
|Special&lt;br /&gt;
|Gesture, Verbal&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Steel Trap]]'''&lt;br /&gt;
|''Clairsentience''&lt;br /&gt;
|Altering&lt;br /&gt;
|&lt;br /&gt;
|1 hour&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|4 hours&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Telepathic Anchor]]'''&lt;br /&gt;
|''Clairsentience''&lt;br /&gt;
|Divining&lt;br /&gt;
|&lt;br /&gt;
|1 hour&lt;br /&gt;
|30 ft&lt;br /&gt;
|Gesture, Visual, Line of Sight&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|CRB&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Forest_Warden&amp;diff=11402</id>
		<title>Forest Warden</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Forest_Warden&amp;diff=11402"/>
		<updated>2024-11-18T21:41:51Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Each natural environment needs a guardian, and the mystic wardens fill this role. Amalgamations of plant and mineral matter in the shape of large beasts native to their environment, wardens would be apex predators if they needed to hunt or eat. Instead, they are stoic guardians of the natural state of things in their respective habitats, protecting the fragile balance of their ecosystem from foreign threats.&lt;br /&gt;
&lt;br /&gt;
When envisioning a warden, think of the flora and fauna natural to a region. A forest warden might look like a grizzly bear made out of oak bark and lichen, while a desert warden could resemble prickly pears joined together into the shape of a [[giant]] cobra.&lt;br /&gt;
&lt;br /&gt;
Wardens that dwell in mountains can be represented by any other environment’s warden: a forested mountain might have a forest warden, and a rocky mountain’s warden might have the stats of a cave warden.&lt;br /&gt;
&lt;br /&gt;
Many wardens, especially those in wooded environments, form friendships with small faerie lights called will o’ the wisps. Wardens will quietly assess adventurers to determine whether they pose a threat to their habitat. If the warden believes the heroes not to be a threat, they might send will o’ the wisps to [[guide]] the heroes. If the adventurers are deemed threatening, then the wisps might lure them into the warden’s clutches.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Forest Warden ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 6''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Huge. Plant Monstrosity''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!4&lt;br /&gt;
!3&lt;br /&gt;
!-3&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 10&lt;br /&gt;
!Fort: 16&lt;br /&gt;
!Ant: 13&lt;br /&gt;
!Log: 7&lt;br /&gt;
!Will: 8&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 14 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Physical 4 '''Immune''' Psychic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 80&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''DR''' 2/Fire&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Low-Light Vision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Immutable, Immovable&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Primal]] Origin.''' The Forest Warden has TA on attacks against [[Occult]] and [[Psionic]] creatures, and TD against [[Arcane]] and [[Divine]] creatures.&lt;br /&gt;
'''Barkskin.''' The Forest Warden gains +2 FORT.&lt;br /&gt;
&lt;br /&gt;
'''Tree Step'''. If the Forest Warden moves and both starts and ends its movement within 5 ft of a tree, it cannot be targeted by reactive attacks as it teleports between plants.&lt;br /&gt;
&lt;br /&gt;
'''[[Photosynthesis]].''' The Forest Warden has Regen 4 when it starts its turn in direct sunlight.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Forest Warden can take TWO of the following actions, or take the same action '''twice.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Forest Warden can move up to its speed. Trees and foliage do not restrict the Warden’s movement.&lt;br /&gt;
'''Slam.''' ''Reach 10 ft Natural Weapon''. +2 vs AR. '''Hit:''' 5 (1d6+2) blunt, and make a secondary attack: +2 vs FORT. '''Hit:''' The target falls Prone.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Interpose (1/Round).''' If a creature within 10 ft of the Forest Warden takes [[damage]], the Forest Warden may take the damage instead.&lt;br /&gt;
'''Exploit (1/Round).''' The Forest Warden can Exploit. If it hits, the creature falls Prone.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Raksasha&amp;diff=11253</id>
		<title>Raksasha</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Raksasha&amp;diff=11253"/>
		<updated>2024-11-17T21:12:02Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Add link to creature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
Inferno is a plane of existence torn asunder by hatred and malice. Inferno is divided into four domains, each rife with conflict and backstabbing as various Archfiends and Exiles compete for dominance. The fiends of Choloreth, Melaneth, Phlegmereth, and Sanguineth each embody the twisted menace of their domains. The Exiles, too, are warped by their hellish environment, but they were once celestials. The Exiles still hold vestiges of their former splendor, boasting angelic wings, tremendous power, and otherworldly beauty.&lt;br /&gt;
&lt;br /&gt;
=== Fiends of Cholereth ===&lt;br /&gt;
A great ocean of burning sand and coals known as Kalk’gahrak dominates the domain of Cholereth. The fiends of this realm wage eternal war across its savage dunes. The Cholereth follow more of a hierarchy than any of Inferno’s other domains as they organize themselves into bloodthirsty warbands that seek to dominate and slaughter one another. They fight with skill and tactic as much as brute force to defeat all who stand in their way. Three Archfiends each battle for complete dominance over Cholereth, and Mikhael, the leader of the Exiles, is headquartered deep within Kalk’gahrak, where he plans his own conquest of Inferno.&lt;br /&gt;
&lt;br /&gt;
=== Rakshasa ===&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
The children of Rakmourtuth, one of the three princes of Cholereth, Rakshasas are four-armed fiends with terrifying command over magic. Many have the heads and tails of a feline or lizard creature, while others appear [[human]] aside from skin of otherworldly yellow or blue tones. Regardless of their true appearance, Rakshasas that leave Inferno for other planes can shapeshift into a humanoid to disguise their identity. In other planes, they infiltrate societies and use their charismatic charm and magical [[skills]] to quickly rise in prominence, where they can maliciously influence the happenings of a region to their own benefit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Raksasha ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 24''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Size. Humanoid Fiend ([[Arcane]])''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
!7&lt;br /&gt;
!2&lt;br /&gt;
!4&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 17&lt;br /&gt;
!Fort: 12&lt;br /&gt;
!Ant: 14&lt;br /&gt;
!Log: 16&lt;br /&gt;
!Will: 17&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 17 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Magic 4 '''Immune''' Cantrips, Chants, and Prayers&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 250&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''DR''' 4/Silvered [[Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Skills]]''' (AWR) Eavesdropping +9, Intuiting +9, Perceiving +9; (INT) Evading +9; (CHA) &lt;br /&gt;
Deceiving +9, Gossiping +9&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Mythic, Unerring Mind, Regen 4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Scholar.''' The Rakshasa has +10 in one skill of its choice with the Knowledge tag, and +4 in all other skills with the Knowledge tag. &lt;br /&gt;
'''Four-Armed.''' The Rakshasa can hold up to four one-handed items or two two-handed items. It can wield two unwieldy items without being encumbered. &lt;br /&gt;
&lt;br /&gt;
'''Disrupt Essence.''' If the Rakshasa hits the same target at least four times in one turn with its Claws attack, that creature cannot spend SP until after the end of its next turn. &lt;br /&gt;
&lt;br /&gt;
'''The Void Stares Back.''' When a creature uses divining magic to observe the Rakshasa, the Rakshasa is aware and can observe that creature as though it also cast the same magic. The two creatures can communicate telepathically while both instances of magic are active. &lt;br /&gt;
&lt;br /&gt;
'''Arcane Conversion.''' When the Rakshasa takes [[damage]] from a spell, it regains SP equal to ½ the damage it took. &lt;br /&gt;
&lt;br /&gt;
'''Arcane Caster.''' Using CHA, the Rakshasa can cast the following [[Arcane Spells|arcane spells]]. It has 120 SP/Rest. [[Arcane Column]], [[Arcane Swap]], [[Encode/Decode]], [[Fireball]], [[Frost Beam]], [[Gateway]], [[Grimoire]], [[Grounded]], [[Glyph of Seeing and Casting]], [[Identify Magic]], [[Living Mansion]], [[Locate Magic]], [[Locate Creature]], [[Major Illusion]], [[Possess Object]], [[Seal/Unseal]], [[Summon Incarnation]], [[Unerring Sphere]], [[Unravel Magic]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Rakshasa can take SIX of the following actions, or take the same action six times.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Rakshasa can move up to its speed. &lt;br /&gt;
'''Claws.''' ''Reach 5 ft Natural Weapon''. +7 vs AR. '''Hit:''' 9 (1d4+7) physical. &lt;br /&gt;
&lt;br /&gt;
'''Minor Arcane Cast.''' The Rakshasa can cast one of its spells that costs fewer than 10 SP.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''OR the Rakshasa can take THREE of the following actions, or take the same action three times…'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Rakshasa can move up to its speed. &lt;br /&gt;
'''Claws.''' ''Reach 5 ft Natural Weapon''. +7 vs AR. '''Hit:''' 9 (1d4+7) physical. &lt;br /&gt;
&lt;br /&gt;
'''Minor Arcane Cast.''' The Rakshasa can cast one of its spells that costs fewer than 10 SP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''...AND''' take '''ONE''' of the following actions.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Contagious Arcana (Recharge 6).''' The Rakshasa summons 1d3 [[Enchanted Weapon|Enchanted Weapons]]. They obey its mental commands and act immediately after it in [[Initiative]]. &lt;br /&gt;
'''Enthrall (Recharge 6).''' ''Ranged 10 ft Natural Weapon.'' +7 vs WILL. Hit: The creature is Enthralled by the Rakshasa for 1 minute. Each time it takes damage or deals damage to one of its allies, the creature can make a DC 17 CHA check, ending the effects on a success. A creature that was Enthralled by the Rakshasa and is no longer is immune to being Enthralled in this way for 4 hours. &lt;br /&gt;
&lt;br /&gt;
'''Major Arcane Cast.''' The Rakshasa can cast one of its spells that costs 10 or more SP.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''OR the Rakshasa can take TWO of the following actions, or the same action twice.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Contagious Arcana (Recharge 6)'''. The Rakshasa summons 1d3 Enchanted Weapons. They obey its mental commands and act immediately after it in [[Initiative]]. &lt;br /&gt;
'''Enthrall (Recharge 6).''' ''Ranged 10 ft Natural Weapon.'' +7 vs WILL. '''Hit:''' The creature is Enthralled by the Rakshasa for 1 minute. Each time it takes damage or deals damage to one of its allies, the creature can make a DC 17 CHA check, ending the effects on a success. A creature that was Enthralled by the Rakshasa and is no longer is immune to being Enthralled in this way for 4 hours. &lt;br /&gt;
&lt;br /&gt;
'''Major Arcane Cast.''' The Rakshasa can cast one of its spells that costs 10 or more SP&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Preemptive Strike (1/Turn).''' When a creature moves into reach of the Rakshasa’s Claws, it can make a Claw attack.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Emissary_of_the_Exiles&amp;diff=11252</id>
		<title>Emissary of the Exiles</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Emissary_of_the_Exiles&amp;diff=11252"/>
		<updated>2024-11-17T21:04:52Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Add link to spell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Sometimes called the voices of the gods, Emissaries are planar beings that serve as spokespeople on behalf of great pantheons. Some Emissaries might be children of the gods, and some might be champions that were once mortal and rose to a form of immortality. Sometimes, one or more gods might simply wish an Emissary into existence.&lt;br /&gt;
&lt;br /&gt;
Emissaries will strive to represent their pantheons as truly as they can. An [[Emissary of the Celestial Council]] is likely to be cordial, reserved, and diplomatic; even if they do want to help a person, they are only likely to do so if they see no potential downsides or imbalances that their assistance might cause. Emissaries from the Exiles can come across as similarly diplomatic, but their demeanors [[mask]] careful political calculations as they attempt to leverage their power to force mortals into their service.&lt;br /&gt;
&lt;br /&gt;
A fully prepared Emissary of the Exiles is particularly deadly in [[combat]], as it almost always carries at least two Enchanted [[Weapons]] on its person and usually bullies fiends from Inferno into accompanying it as its bodyguards.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Emissary of the Exiles ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 24''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Large. Humanoid Celestial Fiend ([[Divine]])''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
!1&lt;br /&gt;
!1&lt;br /&gt;
!8&lt;br /&gt;
!8&lt;br /&gt;
!8&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 11&lt;br /&gt;
!Fort: 11&lt;br /&gt;
!Ant: 20&lt;br /&gt;
!Log: 20&lt;br /&gt;
!Will: 20&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 17 (infernal armor) &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Divine 7, Physical 7, Radiant 3 '''Immune''' Fire, Necrotic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 240&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''DR''' 7/Radiant&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 40 ft, 60 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Truesight 60 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Skills]]''' (STR) Menacing +16; (AWR) Intuiting +12; (CHA) Deceiving +16, Persuading +16&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Immutable, Iron Will, Steel Mind, Unerring Mind, Regen 3&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Mind [[Shield]].''' The Emissary of the Exiles has +2 to all mental defenses. &lt;br /&gt;
'''Innate Divinity'''. Using CHA, the Emissary can cast the following spells innately.&lt;br /&gt;
&lt;br /&gt;
(At Will) [[Brooding Darkness]], [[Compel Truth]], [[Decree]], [[Demoralize]], [[Shining Bolt]]&lt;br /&gt;
&lt;br /&gt;
(3/Rest) [[Banish]], [[Celestial Form]], [[Heavenly Fire]]&lt;br /&gt;
&lt;br /&gt;
'''Divine Rituals.''' Using AWR, the Emissary of the Exiles can cast each of the following divine rituals. [[Create Undead]], [[Exorcism]], [[Greater Restoration]], and [[Revive]].&lt;br /&gt;
&lt;br /&gt;
'''Lifeblood.''' When the Emissary of the Exiles is Bloodied, if its blood lands on solid ground, then the blood becomes a Damned Soul that acts on the same [[initiative]] count as other Damned Souls.&lt;br /&gt;
&lt;br /&gt;
'''Planeswalker.''' The Emissary of the Exiles may cast the [[Gateway]] spell 1/Rest, and can end the Gateway spell early if it wishes. This spell counts as Divine when cast in this way.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Emissary of the Exiles can take THREE of the following actions, or take the same action '''three times.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Emissary of the Exiles can move up to its speed.&lt;br /&gt;
'''Flaming Hand.''' ''Thrown 60 ft Natural Weapon.'' +4 vs AR. '''Hit:''' 15 (2d10+4) fire. On a crit, a creature also gains the Burning (1d10) condition.&lt;br /&gt;
&lt;br /&gt;
'''Unholy Blade.''' ''Reach 5 ft One-Handed Weapon.'' +4 vs AR. '''Hit:''' 8 (1d8+4) sharp and 9 (2d8) necrotic [[damage]], and the creature cannot regain HP until after the Emissary of the Exiles’s next turn.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Emissary of the Exiles can take ONE of the following actions...'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Emissary of the Exiles can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Flaming Hand.''' ''Thrown 60 ft Natural Weapon.'' +4 vs AR. '''Hit:''' 15 (2d10+4) fire. On a crit, a creature also gains the Burning (1d10) condition.&lt;br /&gt;
&lt;br /&gt;
'''Unholy Blade.''' ''Reach 5 ft One-Handed Weapon.'' +4 vs AR. '''Hit:''' 8 (1d8+4) sharp and 9 (2d8) necrotic [[damage]], and the creature cannot regain HP until after the Emissary’s next turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''...AND''' take '''ONE''' of the following actions.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spell.''' The Emissary of the Exiles can cast one of its spells.&lt;br /&gt;
'''Damned Souls (Recharge 4-6).''' The Emissary of the Exiles can strike its Unholy Blade into solid ground to summon 1d4 Damned Souls. Damned Souls have the stats of NPCs randomly determined by rolling on the table below. Damned Souls have the Undead creature tag.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''d6'''&lt;br /&gt;
|'''Damned Soul'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Bandit]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[Guard]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Bandit Captain]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[Rogue]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[Knight]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[Veteran Soldier]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' The Emissary of the Exiles can [[Actions#Advanced Maneuvers|Exploit]].&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Revenant&amp;diff=11145</id>
		<title>Revenant</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Revenant&amp;diff=11145"/>
		<updated>2024-11-14T21:43:33Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Add link to creature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Revenants are similar to [[Ghost|Ghosts]] in that they are restless spirits who feel that they have not yet fulfilled their life’s great purpose. While Ghosts tend to recede into deep melancholy over this fact, Revenants are more vengeful. They possess their own corpse and bring it staggering back to a semblance of life, then pursue their goal with unrelenting resolve. Clever necromancers raise Revenants when they believe that the Revenant’s vendetta will benefit the necromancer’s own plans, whatever they may be.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Revenant ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 8''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. [[Undead]] Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!0&lt;br /&gt;
!0&lt;br /&gt;
!4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 12&lt;br /&gt;
!Fort: 13&lt;br /&gt;
!Ant: 10&lt;br /&gt;
!Log: 10&lt;br /&gt;
!Will: 14&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 12 (decrepit armor) &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' [[Occult]] 3, Sharp 5 '''Immune''' Bleeding&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 55&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Radiant 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 60 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (INT) Arcana +2; (CHA) Intimidating +2&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Revenant can MOVE and take TWO of the following actions, or take the same action '''twice.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move'''. The Revenant moves up to its speed. If it starts and ends its movement in dim light or [[darkness]], it can teleport, ignoring any difficult or hazardous terrain and ignoring any reactive attacks.&lt;br /&gt;
'''[[Frostbite]]'''. ''Ranged 60 ft [[Arcane]] Cantrip''. +4 vs FORT. '''Hit:''' 7 (1d6+4) cold.&lt;br /&gt;
&lt;br /&gt;
'''[[Grave Whisper]].''' ''Ranged 40 ft Magical Spell''. +4 vs FORT. '''Hit:''' 8 (1d8+4) necrotic.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Revenant can MOVE and take '''ONE''' of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Claymore.''' ''Reach 5 ft Two-Handed Weapon''. +3 vs AR. '''Hit''': 10 (1d12+4) sharp and 7 (2d6) necrotic.&lt;br /&gt;
'''[[Ice Fan]] (1/Recoup)'''. ''20 ft Cone Arcane Spell.'' +4 vs FORT of each creature in the cone. '''Hit''': 17 (5d6) cold and the creature is Chilled until the end of its next turn. '''Miss:''' 1/2 [[damage]] and the creature is not Chilled.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' The Revenant can [[Actions#Advanced Maneuvers|Exploit]]. After doing so, if it is in dim light or darkness, it can teleport up to 20 ft to another spot that is in dim light or darkness.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Animate_Corpses&amp;diff=11043</id>
		<title>Animate Corpses</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Animate_Corpses&amp;diff=11043"/>
		<updated>2024-11-08T14:24:04Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Add link to creature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&lt;br /&gt;
== '''Animate Corpses''' ==&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Occult]] Ritual, Necromancy, Dark Power''&lt;br /&gt;
|-&lt;br /&gt;
|'''Casting Time:''' 1 hour, which can be part of Taking a Rest&lt;br /&gt;
|-&lt;br /&gt;
|'''Range:''' 15 ft&lt;br /&gt;
|-&lt;br /&gt;
|'''Materials:''' Up to 3 corpses, and 250 sc worth of ruby dust per corpse, which the ritual consumes&lt;br /&gt;
|-&lt;br /&gt;
|'''Recharge''': Take a Rest&lt;br /&gt;
|-&lt;br /&gt;
|'''Duration:''' Instantaneous&lt;br /&gt;
|-&lt;br /&gt;
!Spell Description&lt;br /&gt;
|-&lt;br /&gt;
|Target up to three corpses as part of this ritual. Each corpse must have a majority of its torso and must have a head. You animate those corpses: they each become a [[skeleton]] or [[zombie]] (your choice for each corpse). They follow your mental commands for 24 hours, at which point they become autonomous unless you reassert control over them.&lt;br /&gt;
If you cast this ritual and target one or more skeletons or zombies that you have already animated using this ritual, then you extend your control over them for another 24 hours. Reasserting control over a skeleton or zombie costs no ruby dust, as opposed to animating one for your first time. If you do this on the same skeleton(s) and/ or zombie(s) at least once per day for a year, then they permanently follow your commands without any further need of this ritual.&lt;br /&gt;
&lt;br /&gt;
If a skeleton or zombie that you control dies, and you animate it again using this ritual, it is no longer under your control and will act autonomously.&lt;br /&gt;
|-&lt;br /&gt;
!Dark Power &lt;br /&gt;
|-&lt;br /&gt;
|You may attempt to raise a corpse without expending ruby dust. For the first corpse that you attempt to raise in this way, make a Spellcasting check against DC 10. All subsequent corpses that you attempt to raise in this way increase the DC by 4 cumulatively. This DC resets when you Take a Rest. Each time you succeed this DC, you raise a corpse. Each time you fail, you instead gain Fatigue.&lt;br /&gt;
|-&lt;br /&gt;
!Upcharge&lt;br /&gt;
|-&lt;br /&gt;
|'''Upcharge:''' You may spend SP to raise more corpses or reassert control over more corpses: +1 corpse per +10 SP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Occult Spells|[Back to Occult Spells]]]&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Nythix_Walljumper&amp;diff=11038</id>
		<title>Nythix Walljumper</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Nythix_Walljumper&amp;diff=11038"/>
		<updated>2024-11-08T03:17:43Z</updated>

		<summary type="html">&lt;p&gt;Zurak: update ML to match CC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{{LineageInfobox|image=NythixJumper.png}}&lt;br /&gt;
&lt;br /&gt;
Insectoid creatures the size of house pets, [[Nythixes]] come in a few varieties. All varieties of Nythix are omnivorous, preferring berries and roots but eating small game when necessary.&lt;br /&gt;
&lt;br /&gt;
=== Nythix Walljumper ===&lt;br /&gt;
Walljumpers have long, flat bodies like manta rays, although they are four-legged and otherwise behave in ways reminiscent of large lizards.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Nythix Walljumper ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Small. Monstrosity''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
!3&lt;br /&gt;
!1&lt;br /&gt;
!3&lt;br /&gt;
!-2&lt;br /&gt;
!-1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 11&lt;br /&gt;
!Ant: 13&lt;br /&gt;
!Log: 8&lt;br /&gt;
!Will: 9&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 11&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 38&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 40 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Leap'''. The Nythix Walljumper may leap up to 20 ft vertically and 40 ft horizontally.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Nythix Walljumper can take '''TWO''' of the following actions, or take the same action '''twice.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The [[Nythix Glider]] can move up to its speed.&lt;br /&gt;
'''Claw.''' ''Reach 5 ft Natural Weapon''. +3 vs REF. '''Hit:''' 6 (1d6+3) sharp.&lt;br /&gt;
&lt;br /&gt;
'''Caustic Spit.''' ''Ranged 40 ft Natural Weapon.'' +3 vs REF. '''Hit:''' 8 (2d4+3) corrosive.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Quasimare&amp;diff=11026</id>
		<title>Quasimare</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Quasimare&amp;diff=11026"/>
		<updated>2024-11-06T20:17:48Z</updated>

		<summary type="html">&lt;p&gt;Zurak: update name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{{LineageInfobox|image=Quasimare.png}}__NOTOC__&lt;br /&gt;
&lt;br /&gt;
When a creature dreams and experiences a nightmare - especially a supernatural one, such as because of the presence of an Oni - the creature might behold a creature of utter [[terror]]. With the body of a horse and the torso of a humanoid, but with tentacle-like arms ending in ragged tips, the Quasimare also has an enormous armored snail shell on its back and its head is the skull of a bull ridden with slugs and worms.&lt;br /&gt;
&lt;br /&gt;
At first, when a creature sees such a monstrosity, they might chalk it up to the typical randomness of nightmares. However, as they continue to dream night after night, the creature gradually gets closer… and closer. Eventually, the Quasimare might sting the dreamer with one of its tentacles. When this occurs, the dreamer becomes infected with a terrible [[psionic]] [[disease]], and their dreams begin to manifest in reality.&lt;br /&gt;
&lt;br /&gt;
This is how a Quasimare is born into the real world, although it continues to exist in a quasireal state between dream and waking for the extent of its life. Quasimares in the physical world can undoubtedly cause witnesses to have nightmares of their own, repeating the cycle.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Quasimare ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 12''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Large. Eldritch Monstrosity ([[Occult]], Psionic)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
!-1&lt;br /&gt;
!4&lt;br /&gt;
!2&lt;br /&gt;
!2&lt;br /&gt;
!5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 9&lt;br /&gt;
!Fort: 14&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 12&lt;br /&gt;
!Will: 15&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 17 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Occult 2, Psionic 2, [[Divine]] 3, [[Arcane]] 5&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 80&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' [[Primal]] 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 25 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Ethereal, Mythic, Unerring Mind, Regen 1&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Ritualist.''' Using CHA, the Quasimare can cast the following occult rituals innately each once per day.&lt;br /&gt;
&lt;br /&gt;
* [[Curse of Trembling]], [[Dreamwalker]], [[Plague of Boils]]&lt;br /&gt;
'''Invoker.''' The Quasimare can cast the following psionic invocations innately each once per day.&lt;br /&gt;
&lt;br /&gt;
* [[Assembly]], [[Astral Projection]], [[Haunt]]&lt;br /&gt;
'''Innate Psion.''' The Quasimare can cast the following [[Psionic Spells|psionic spells]] innately.&lt;br /&gt;
&lt;br /&gt;
* (At Will) [[Blur]], [[Decoy]], [[Minor Telepathy]]&lt;br /&gt;
* (3/Day) [[Greater Telekinesis]], [[Invisibility]], [[Levitate]], [[Paranoia]]&lt;br /&gt;
* (1/Day) [[Modify Memory]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Quasimare can '''MOVE''' and take '''THREE''' of the following actions, or take the same action '''three times.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Quasimare can move up to its speed.&lt;br /&gt;
'''Gore.''' ''Reach 5 ft Natural Weapon.'' +4 vs AR. '''Hit:''' 11 (2d6+4) sharp. On a crit, the Quasimare summons one [[Bendelex]], which appears on the target creature.&lt;br /&gt;
&lt;br /&gt;
'''Tentacle.''' ''Reach 10 ft Natural Weapon.'' +4 vs AR. '''Hit:''' 7 (1d6+4) blunt and the creature is Grappled. When the Quasimare attacks a Grappled creature with its Gore attack, it can roll 2d20 and use the higher. The Quasimare cannot Grapple more than two creatures in this way at a time.&lt;br /&gt;
&lt;br /&gt;
'''Lesser Psion.''' The Quasimare casts one of its at will spells.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Quasimare can take '''ONE''' of the following actions...'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Quasimare can move up to its speed.&lt;br /&gt;
'''Gore.''' The Quasimare can make a Gore attack.&lt;br /&gt;
&lt;br /&gt;
'''Tentacle.''' The Quasimare can make a Tentacle attack.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''...AND''' take '''ONE''' of the following actions.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Psion.''' The Quasimare can cast one of its expendable spells.&lt;br /&gt;
'''Nightmare Burst (Recharge 4).''' ''20 ft Radius, Natural Weapon.'' +5 vs WILL of each creature in the radius that the Quasimare did not summon. '''Hit:''' 10 (3d6) psychic and the creature is Dazed until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
'''Nightmares Incarnate (Recharge 6).''' ''Ranged 90 ft Natural Weapon.'' +5 vs LOG. '''Hit:''' The Quasimare summons one Beast or Swarm that is ML 3 or lower. The beast or swarm appears in an unoccupied space within 20 ft of the Quasimare and takes the form of something terrifying from the dreams of the target creature. The target creature is Phobic of the newly summoned creature.&lt;br /&gt;
&lt;br /&gt;
'''Terror Plane (1/Recoup).''' The Quasimare and each creature within 60 ft of it are teleported into a 130 ft diameter demiplane of the Quasimare’s construction. The demiplane reflects the terrain that was within 60 ft of the Quasimare when it used this ability, although it takes on a nightmarish quality: rocks might be more jagged, buildings warped, and the whole demiplane might have a thin layer of fog over the ground. While in the terror plane, the Quasimare does 3 (1d6) extra psychic [[damage]] with each of its attacks and automatically recharges its rechargeable abilities at the start of each of its turns. However, each time the Quasimare takes damage, it must roll 1d20+END against a DC equal to the damage it took. If it fails, then the demiplane dissolves, each creature reappears in their old spaces, and the Quasimare is stunned until the end of its next turn. The demiplane otherwise lasts for 10 minutes or until the Quasimare dissolves it for free. A creature in the demiplane may spend 2 AP to make a DC 15 CHA check, leaving the demiplane if they are successful.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Decoy (1/Turn).''' The Quasimare can cast its [[Decoy]] spell.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Calleoch&amp;diff=11025</id>
		<title>Calleoch</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Calleoch&amp;diff=11025"/>
		<updated>2024-11-06T20:17:02Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Add link to spell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{{LineageInfobox|image=Calleoch.png}}__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Many parents tell their children monster stories at nighttime to make sure that they don’t wander off and hurt themselves in the dark. Some parents don’t truly believe their own stories, but others have seen the Calleoch. A massive, nightmarish creature that resembles an owl with evil intent, the Calleoch possesses the terrifying ability to [[polymorph]] into the guise of a true owl or even a humanoid. Calleochs are widely believed to crave the taste of infant flesh, and both child and parent may wake up in a cold sweat in the dead of night, worried that they heard this fell creature’s shriek.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Calleoch ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 14''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Large. Monstrosity ([[Occult]])''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
!5&lt;br /&gt;
!0&lt;br /&gt;
!3&lt;br /&gt;
!5&lt;br /&gt;
!5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 15&lt;br /&gt;
!Fort: 10&lt;br /&gt;
!Ant: 13&lt;br /&gt;
!Log: 15&lt;br /&gt;
!Will: 15&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Psychic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 14 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Radiant 1 '''DR''' 4/Silvered [[Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 95&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 300 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft, Fly 60 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Unerring Mind&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Night [[Hunter]].''' The Calleoch’s darkvision works in magical [[darkness]].&lt;br /&gt;
&lt;br /&gt;
'''Light Sensitive.''' The Calleoch suffers a -5 to attacks and skill checks while in direct sunlight.&lt;br /&gt;
&lt;br /&gt;
'''Illusory Form.''' The Calleoch is able to magically disguise itself as a medium sized humanoid or a small sized owl. While in this form, it gains +6 to disguise checks. Taking [[damage]], attacking, or entering direct sunlight immediately dispels this illusion; once dispelled, the Calleoch cannot use this feature again for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
'''Primeval [[Terror]].''' Using CHA, the Calleoch can cast the following [[primal]] or [[Occult Spells|occult spells]] innately each 1/Recoup. They all count as [[Occult Spells|occult spells]]. [[Babble]], [[Creeping Fear]], [[Darkness]], and [[Terror]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Calleoch can take FOUR of the following actions, or take the same action '''four times.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Calleoch can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Talons.''' ''Reach 5 ft Natural Weapon.'' +5 vs AR. '''Hit:''' 8 (1d6+5) sharp. If successful against a medium or smaller creature, the Calleoch may make a secondary attack: +5 vs REF. '''Hit:''' The target becomes grappled.&lt;br /&gt;
&lt;br /&gt;
'''Pursue.''' The Calleoch assumes a stance that allows it to Exploit.&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Calleoch can take '''TWO''' of the following actions, or take the same action '''twice...''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Calleoch can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Talons.''' ''Reach 5 ft Natural Weapon.'' +5 vs AR. '''Hit:''' 8 (1d6+5) sharp. If successful against a medium or smaller creature, the Calleoch may make a secondary attack: +5 vs REF. '''Hit:''' The target becomes grappled.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''...AND''' take '''ONE''' of the following actions.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Frightening Gaze.''' ''Ranged 90 ft Natural Weapon''. +5 vs WILL. Hit: Target gains the Frightened condition for 10 minutes. Once a creature has been Frightened by the Calleoch and overcomes it, it becomes immune to the Calleoch’s Frightening Gaze for 24 hours.&lt;br /&gt;
&lt;br /&gt;
'''Primeval Terror.''' The Calleoch can cast one of its spells.&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''OR the Calleoch can take TWO of the following actions, or take the same action twice.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Calleoch can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Frightening Gaze.''' ''Ranged 90 ft Natural Weapon''. +5 vs WILL. Hit: Target gains the Frightened condition for 10 minutes. Once a creature has been Frightened by the Calleoch and overcomes it, it becomes immune to the Calleoch’s Frightening Gaze for 24 hours.&lt;br /&gt;
&lt;br /&gt;
'''Primeval Terror.''' The Calleoch can cast one of its spells.&lt;br /&gt;
&lt;br /&gt;
'''Terrifying Recovery.''' The Calleoch can attempt to regain one of its spent innate spells. Declare which spell, then roll 1d6. On a roll of 5-6, the Calleoch regains the declared spell.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Pursue (1/Round).''' If the Calleoch has used its Pursue ability since the beginning of its last turn, then it may [[Actions#Advanced Maneuvers|Exploit]].&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Wilting_Warden&amp;diff=11024</id>
		<title>Wilting Warden</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Wilting_Warden&amp;diff=11024"/>
		<updated>2024-11-06T18:16:46Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
{{LineageInfobox|image=WiltingWarden.png}}__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Each natural environment needs a guardian, and the mystic wardens fill this role. Amalgamations of plant and mineral matter in the shape of large beasts native to their environment, wardens would be apex predators if they needed to hunt or eat. Instead, they are stoic guardians of the natural state of things in their respective habitats, protecting the fragile balance of their ecosystem from foreign threats.&lt;br /&gt;
&lt;br /&gt;
When envisioning a warden, think of the flora and fauna natural to a region. A [[Forest Warden|forest warden]] might look like a [[Grizzly Bear|grizzly bear]] made out of oak bark and lichen, while a [[Desert Warden|desert warden]] could resemble prickly pears joined together into the shape of a [[giant]] cobra.&lt;br /&gt;
&lt;br /&gt;
Wardens that dwell in mountains can be represented by any other environment’s warden: a forested mountain might have a forest warden, and a rocky mountain’s warden might have the stats of a [[Cave Warden|cave warden]].&lt;br /&gt;
&lt;br /&gt;
Many wardens, especially those in wooded environments, form friendships with small faerie lights called will o’ the wisps. Wardens will quietly assess adventurers to determine whether they pose a threat to their habitat. If the warden believes the heroes not to be a threat, they might send will o’ the wisps to [[guide]] the heroes. If the adventurers are deemed threatening, then the wisps might lure them into the warden’s clutches.&lt;br /&gt;
&lt;br /&gt;
=== Wilting Warden ===&lt;br /&gt;
Unlike true wardens, wilting wardens are created through fell ritual. Cultists or evil witches might entrap and [[kill]] a warden, then perform a ritual on it to create a wilting warden out of its remains. Wilting wardens have no scruples or sense of honor and are violently aggressive.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Wilting Warden ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 4''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Huge. Abominable Plant Monstrosity ([[Occult]])'' &lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
!0&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!-1&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 10&lt;br /&gt;
!Fort: 13&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 9&lt;br /&gt;
!Will: 8&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 14 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Physical 2 '''Immune''' Psychic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 54&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''DR''' 3./Fire&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 25 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 60 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Immutable, Immovable&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Rooted.''' The Wilting Warden can sense the exact location of any creature within 120 ft of it if that creature is touching the ground.&lt;br /&gt;
'''Tree Step.''' When the Wilting Warden moves and both starts and ends its movement within 5 ft of a tree, creatures cannot attack it reactively, as it magically teleports between trees.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Wilting Warden can MOVE and take ONE of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Wilting Warden can move up to its speed and is unrestricted by trees and foliage.&lt;br /&gt;
'''Briar Snare.''' ''Reach 10 ft Natural Weapon''. +4 vs AR. '''Hit:''' 2 (1d4) sharp, then make a secondary attack +4 vs FORT. '''Hit:''' Pull the creature 10 ft closer to the warden.&lt;br /&gt;
&lt;br /&gt;
'''Slam.''' ''Reach 5 ft Natural Weapon.'' +4 vs AR. '''Hit:''' 10 (1d12 + 4) blunt, then make a secondary attack +4 vs FORT. '''Hit:''' The creature falls Prone.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Wilting Warden can take '''ONE''' of the following actions.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Choking Vines.''' ''30 ft Cone Natural Weapon''. +3 vs REF targeting each creature in the cone. '''Hit''': 2 (1d4) Sharp; creature is Restrained (escape DC 13).&lt;br /&gt;
'''Shockwave.''' ''10 ft Radius Natural Weapon''. +3 vs FORT targeting each creature in the radius. '''Hit''': 3 (1d6) Blunt and creature falls prone.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Lash (1/Round)'''. When a creature moves from within 10 ft of the Wilting Warden to more than 10 ft away from it, the Wilting Warden can use a briar snare attack reactively. &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Lepidloth&amp;diff=11023</id>
		<title>Lepidloth</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Lepidloth&amp;diff=11023"/>
		<updated>2024-11-06T17:49:20Z</updated>

		<summary type="html">&lt;p&gt;Zurak: update name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
Born from a twisted metamorphosis, the Lepidloth bursts forth from a chrysalis fashioned from the remains of a fallen creature. Its velvety wings hold patternings and markings reminiscent of the creature from which it emerged. Lepidloth wings are known to have hypnotic properties, making it easier for the mothlike creature to feast on enraptured prey.&lt;br /&gt;
&lt;br /&gt;
The Lepidloth begins its life cycle as an [[Arthidloth]], which is a large caterpillar with rows of inward-curving hooked teeth that it uses to burrow into its victims. It first ensnares unsuspecting creatures with its strong, silky webs, and once it has gathered enough nutrients from its victim, it spins a cocoon within the warmth and safety of its prey’s carcass.__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Lepidloth ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 10''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Fae, Monstrosity''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
!4&lt;br /&gt;
!2&lt;br /&gt;
!2&lt;br /&gt;
!-3&lt;br /&gt;
!4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 14&lt;br /&gt;
!Fort: 12&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 7&lt;br /&gt;
!Will: 14&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 13 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Low-Light Vision 90 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 72&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 5 ft, Fly 35 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Lepidloth can take '''THREE''' of the following actions, or take the same action '''three times.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Lepidloth can move up to its speed.&lt;br /&gt;
'''Piercing Proboscis.''' ''Reach 5 ft Natural Weapon''. +4 vs AR. '''Hit:''' 6 (1d6+3) sharp, and make another attack: +2 vs FORT. '''Hit:''' 3 (1d6) toxic and the creature is Sickened for 1 hour.&lt;br /&gt;
&lt;br /&gt;
'''Hypnotic Pattern.''' ''Ranged 60 ft Natural Weapon.'' +4 vs WILL. '''Hit:''' Stunned for 1 minute. A creature can make a DC 14 CHA check at the end of each of its turns, ending the condition on a success.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Raise_Skeleton&amp;diff=11022</id>
		<title>Raise Skeleton</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Raise_Skeleton&amp;diff=11022"/>
		<updated>2024-11-06T16:45:06Z</updated>

		<summary type="html">&lt;p&gt;Zurak: Add link to creature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&lt;br /&gt;
== &amp;lt;big&amp;gt;'''Raise Skeleton'''&amp;lt;/big&amp;gt; ==&lt;br /&gt;
|-&lt;br /&gt;
|''[[Arcane]] Spell, Arcane Ritual, Necromancy, Conjuring 2''&lt;br /&gt;
|-&lt;br /&gt;
|'''APC:''' 9&lt;br /&gt;
|-&lt;br /&gt;
|'''SPC:''' 16&lt;br /&gt;
|-&lt;br /&gt;
|'''Range:''' Touch&lt;br /&gt;
|-&lt;br /&gt;
|'''Requires:''' Gesture&lt;br /&gt;
|-&lt;br /&gt;
|'''Duration:''' 24 hours&lt;br /&gt;
|-&lt;br /&gt;
!Spell Description&lt;br /&gt;
|-&lt;br /&gt;
|Touch one inanimate skeleton with no organs or flesh. You raise it to your service. It has the stats of a [[skeleton]], follows your unspoken commands, and acts immediately after you in combat. If it is already a skeleton in your service, the SPC of this spell is halved and the duration is reset.&lt;br /&gt;
If a skeleton is still animated at the end of the duration, it collapses into an inanimate corpse again.&lt;br /&gt;
&lt;br /&gt;
If you cast this same spell on the same skeleton once per day for a month, it becomes permanently animated. If you do so, the skeleton holds the potential to gain sentience, and the MC will determine when and if this occurs.&lt;br /&gt;
|-&lt;br /&gt;
!Upcharge &lt;br /&gt;
|-&lt;br /&gt;
|'''Upcharge:''' If you spend +4 SP on this spell, then you can raise two skeletons instead of one, provided that there are two inanimate skeletons for you to touch when you cast the spell. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Arcane Spells|[Back to Arcane Spells]]]&lt;/div&gt;</summary>
		<author><name>Zurak</name></author>
	</entry>
</feed>