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	<title>Baldur&#039;s Gate The Sword Coast Chronicles wiki - User contributions [en]</title>
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	<updated>2026-10-17T05:07:14Z</updated>
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	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Olin_Gisir&amp;diff=17245</id>
		<title>Olin Gisir</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Olin_Gisir&amp;diff=17245"/>
		<updated>2026-05-04T23:07:27Z</updated>

		<summary type="html">&lt;p&gt;DM Faith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Description ==&lt;br /&gt;
&lt;br /&gt;
As all Faerûnians know, elves have very long memories. Events that took place thousands of years ago and have been largely forgotten by the shorter-lived races are still fresh in the minds of the elves, since they occurred only a generation or so ago from their perspective. Along with such clear memories comes considerable knowledge, some of which is best kept secret.&lt;br /&gt;
&lt;br /&gt;
The Olin Gisiae (which means &amp;quot;secret keepers&amp;quot; in Elven; singular Olin Gisir) are elite elf mages who have taken it upon themselves to guard these dark secrets from the rest of the world, ensuring that ancient demons remain bound away in protective circles, unholy artifacts remain forgotten, and places of dark power remain unvisited by mortals. Olin Gisiae are silent and somber most of the time as they attend to their responsibilities, and they keep a detailed journal of odd portents and omens that they see while traveling, so that they can return later and investigate.&lt;br /&gt;
&lt;br /&gt;
The Olin Gisiae have an informal organization. As inveterate collectors of useful information, they’re quick to notice elves and half-elves who might qualify for the class and just as quick to welcome newcomers into their ranks. Olin Gisiae are recruited exclusively from the ranks of wizards and other arcane casters. The ideal candidate possesses a keen mind and an irresistible curiosity that sends her hunting for ancient mysteries on her own. Usually, a seasoned secret-keeper watches prospective recruits for some time to determine their motives and desires. Those who seem to be seeking power or personal glory are ignored, or sometimes even killed if their searches threaten to reveal dangerous secrets to the world. Those who respect the secrets they discover are contacted and offered training.&lt;br /&gt;
&lt;br /&gt;
Most elves understand the mission of the Olin Gisiae and support it wholeheartedly. Thus, an Olin Gisir can expect a friendly or helpful welcome in almost any elven community. Among non-elves who know about the Olin Gisiae’s mission and duties, good-hearted folk are usually friendly, but those who see the secretkeeper as an obstacle for some reason are usually unfriendly or hostile. Characters who are unaware of a secret-keeper’s appointed task are usually indifferent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039;: [[Elf]] or [[half-elf]] (not drow or half-drow).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Any non-evil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: [[Concentration]] 8, [[Lore: Arcana]] 8, [[Lore: History]] 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;: Able to cast 3rd level arcane spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;: Iron Will, Extend spell, any other metamagic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PRC Restrictions&#039;&#039;&#039;: Can not cross class with palemaster or Blood Magus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deity Restrictions&#039;&#039;&#039;: Must worship the Seldarine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guild Restrictions&#039;&#039;&#039;: As the philosophy of Olin Gisiae and the Avowed of Candlekeep is opposite aligned to another, a character with this class may not join the Guild of Candlekeep.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&amp;lt;strong&amp;gt;Hit Die:&amp;lt;/strong&amp;gt; d4&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Base attack bonus]]:&amp;lt;/strong&amp;gt; Low.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;High Saves:&amp;lt;/strong&amp;gt; [[Will]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Weapon Proficiencies:&amp;lt;/strong&amp;gt; None&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Armor Proficiencies:&amp;lt;/strong&amp;gt; None&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skill Points:&amp;lt;/strong&amp;gt; 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Class Skills:&amp;lt;/strong&amp;gt; [[Concentration]], [[Heal_(skill)|Heal]], [[Lore: Arcana]], [[Lore: Dungeoneering]], [[Lore: History]], [[Lore: Religion]], [[Lore: The Planes]], [[Search]], [[Sense Motive]], [[Spellcraft]].&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
Level&lt;br /&gt;
!&lt;br /&gt;
Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Ancient Knowledge&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Secret&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Secret, Word of Protection&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Word of Dispel&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Secret&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Word of Might/Song of Might&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Secret, Word of Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Arcane Spellcasting ====&lt;br /&gt;
Specifics: When a new Olin Gisir level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in whatever arcane spellcasting class gave him access to 3rd-level arcane spells. If the character has more than one applicable arcane spellcasting class, he must pick one to improve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ancient Knowledge ====&lt;br /&gt;
Specifics:You have studied ancient lore in considerable depth. You gain a +1 bonus on all Knowledge (arcana), Knowledge (history), and Use Magic Device checks. The bonus increases to +2 at 4th level, to +3 at 7th level, and to +4 at 10th level.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
==== Secret ====&lt;br /&gt;
Specifics: You have picked up countless bits of forgotten lore from ancient tomes you have uncovered, the whispers of imprisoned fiends you have been set to guard, and other even more dangerous sources. At level 2 you can choose any one secret from the list below. You can choose another secret at level 4, level 7, and level 10.&lt;br /&gt;
&lt;br /&gt;
Use: Special.&lt;br /&gt;
&lt;br /&gt;
=== Secrets list ===&lt;br /&gt;
* Forgotten Spell Lore: You can learn any metamagic feat.&lt;br /&gt;
* Ancient Artifice: You can learn any item creation feat.&lt;br /&gt;
* Secret of Health: You gain 20 bonus HP, 30 at level 10.&lt;br /&gt;
* Lore of True Stamina: You gain a bonus to your Fortitude saves equal to [Olin Gisir Level/3], rounded down.&lt;br /&gt;
* Fiend Warding: You gain +2 Dodge AC and +2 to Saves against Evil Creatures.&lt;br /&gt;
* Focused Mind: You gain a +10 bonus to Concentration.&lt;br /&gt;
* Natural Understanding: You gain a +2 bonus to Sense Motive, Survival, Lore: Nature, and you gain Vine Mine as a spell-like ability, castable 3/day.&lt;br /&gt;
* Ancient songcraft : the spellcaster listening to this song is momentarily attuned with the Weave at a deeper level, giving them a single minded focus allowing him to cast spells up to level 5 as if they were quickened. (Target gains auto-quicken 0-5 for 5 rounds, available only to bards).&lt;br /&gt;
&lt;br /&gt;
=== Word of Protection ===&lt;br /&gt;
Specifics: At 4th level, you can use create Shield as a spell-like ability twice per day. &lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
=== Word of Dispel === &lt;br /&gt;
Specifics: At 5th level, you can use Dispel Magic as a spell-like ability twice per day. At 7th level, you cast Greater Dispel Magic instead.&lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
=== Word of Might ===&lt;br /&gt;
Specifics: At 8th level, you gain the ability to cast Word of Faith as a spell-like ability twice per day. &lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
=== Song of Might === &lt;br /&gt;
Specifics: At 8th level you can use bardic music to cast Word of Faith. The DC is equal to 13 + Olin Gisir&#039;s class level + Charisma modifier. The song of might is very strenuous and uses up three of the Olin Gisir&#039;s bardic music uses for the day. &lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
=== Word of Power ===&lt;br /&gt;
Specifics: At 10th level you draw upon the vast knowledge you amassed and guard to improve the potency of your spells, +1 DC on your spells (not songs).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Note ===&lt;br /&gt;
All spell-like abilities are cast at the character&#039;s caster level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>DM Faith</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Olin_Gisir&amp;diff=17244</id>
		<title>Olin Gisir</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Olin_Gisir&amp;diff=17244"/>
		<updated>2026-05-04T23:06:39Z</updated>

		<summary type="html">&lt;p&gt;DM Faith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Description ==&lt;br /&gt;
&lt;br /&gt;
As all Faerûnians know, elves have very long memories. Events that took place thousands of years ago and have been largely forgotten by the shorter-lived races are still fresh in the minds of the elves, since they occurred only a generation or so ago from their perspective. Along with such clear memories comes considerable knowledge, some of which is best kept secret.&lt;br /&gt;
&lt;br /&gt;
The Olin Gisiae (which means &amp;quot;secret keepers&amp;quot; in Elven; singular Olin Gisir) are elite elf mages who have taken it upon themselves to guard these dark secrets from the rest of the world, ensuring that ancient demons remain bound away in protective circles, unholy artifacts remain forgotten, and places of dark power remain unvisited by mortals. Olin Gisiae are silent and somber most of the time as they attend to their responsibilities, and they keep a detailed journal of odd portents and omens that they see while traveling, so that they can return later and investigate.&lt;br /&gt;
&lt;br /&gt;
The Olin Gisiae have an informal organization. As inveterate collectors of useful information, they’re quick to notice elves and half-elves who might qualify for the class and just as quick to welcome newcomers into their ranks. Olin Gisiae are recruited exclusively from the ranks of wizards and other arcane casters. The ideal candidate possesses a keen mind and an irresistible curiosity that sends her hunting for ancient mysteries on her own. Usually, a seasoned secret-keeper watches prospective recruits for some time to determine their motives and desires. Those who seem to be seeking power or personal glory are ignored, or sometimes even killed if their searches threaten to reveal dangerous secrets to the world. Those who respect the secrets they discover are contacted and offered training.&lt;br /&gt;
&lt;br /&gt;
Most elves understand the mission of the Olin Gisiae and support it wholeheartedly. Thus, an Olin Gisir can expect a friendly or helpful welcome in almost any elven community. Among non-elves who know about the Olin Gisiae’s mission and duties, good-hearted folk are usually friendly, but those who see the secretkeeper as an obstacle for some reason are usually unfriendly or hostile. Characters who are unaware of a secret-keeper’s appointed task are usually indifferent.&lt;br /&gt;
&lt;br /&gt;
As the philosophy of Olin Gisiae and the Avowed of Candlekeep is opposite aligned to another, a character with this class may not join the Guild of Candlekeep.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039;: [[Elf]] or [[half-elf]] (not drow or half-drow).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Any non-evil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: [[Concentration]] 8, [[Lore: Arcana]] 8, [[Lore: History]] 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;: Able to cast 3rd level arcane spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;: Iron Will, Extend spell, any other metamagic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PRC Restrictions&#039;&#039;&#039;: Can not cross class with palemaster or Blood Magus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deity Restrictions&#039;&#039;&#039;: Must worship the Seldarine.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&amp;lt;strong&amp;gt;Hit Die:&amp;lt;/strong&amp;gt; d4&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Base attack bonus]]:&amp;lt;/strong&amp;gt; Low.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;High Saves:&amp;lt;/strong&amp;gt; [[Will]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Weapon Proficiencies:&amp;lt;/strong&amp;gt; None&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Armor Proficiencies:&amp;lt;/strong&amp;gt; None&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skill Points:&amp;lt;/strong&amp;gt; 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Class Skills:&amp;lt;/strong&amp;gt; [[Concentration]], [[Heal_(skill)|Heal]], [[Lore: Arcana]], [[Lore: Dungeoneering]], [[Lore: History]], [[Lore: Religion]], [[Lore: The Planes]], [[Search]], [[Sense Motive]], [[Spellcraft]].&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
Level&lt;br /&gt;
!&lt;br /&gt;
Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Ancient Knowledge&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Secret&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Secret, Word of Protection&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Word of Dispel&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Secret&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Word of Might/Song of Might&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Secret, Word of Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Arcane Spellcasting ====&lt;br /&gt;
Specifics: When a new Olin Gisir level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in whatever arcane spellcasting class gave him access to 3rd-level arcane spells. If the character has more than one applicable arcane spellcasting class, he must pick one to improve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ancient Knowledge ====&lt;br /&gt;
Specifics:You have studied ancient lore in considerable depth. You gain a +1 bonus on all Knowledge (arcana), Knowledge (history), and Use Magic Device checks. The bonus increases to +2 at 4th level, to +3 at 7th level, and to +4 at 10th level.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
==== Secret ====&lt;br /&gt;
Specifics: You have picked up countless bits of forgotten lore from ancient tomes you have uncovered, the whispers of imprisoned fiends you have been set to guard, and other even more dangerous sources. At level 2 you can choose any one secret from the list below. You can choose another secret at level 4, level 7, and level 10.&lt;br /&gt;
&lt;br /&gt;
Use: Special.&lt;br /&gt;
&lt;br /&gt;
=== Secrets list ===&lt;br /&gt;
* Forgotten Spell Lore: You can learn any metamagic feat.&lt;br /&gt;
* Ancient Artifice: You can learn any item creation feat.&lt;br /&gt;
* Secret of Health: You gain 20 bonus HP, 30 at level 10.&lt;br /&gt;
* Lore of True Stamina: You gain a bonus to your Fortitude saves equal to [Olin Gisir Level/3], rounded down.&lt;br /&gt;
* Fiend Warding: You gain +2 Dodge AC and +2 to Saves against Evil Creatures.&lt;br /&gt;
* Focused Mind: You gain a +10 bonus to Concentration.&lt;br /&gt;
* Natural Understanding: You gain a +2 bonus to Sense Motive, Survival, Lore: Nature, and you gain Vine Mine as a spell-like ability, castable 3/day.&lt;br /&gt;
* Ancient songcraft : the spellcaster listening to this song is momentarily attuned with the Weave at a deeper level, giving them a single minded focus allowing him to cast spells up to level 5 as if they were quickened. (Target gains auto-quicken 0-5 for 5 rounds, available only to bards).&lt;br /&gt;
&lt;br /&gt;
=== Word of Protection ===&lt;br /&gt;
Specifics: At 4th level, you can use create Shield as a spell-like ability twice per day. &lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
=== Word of Dispel === &lt;br /&gt;
Specifics: At 5th level, you can use Dispel Magic as a spell-like ability twice per day. At 7th level, you cast Greater Dispel Magic instead.&lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
=== Word of Might ===&lt;br /&gt;
Specifics: At 8th level, you gain the ability to cast Word of Faith as a spell-like ability twice per day. &lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
=== Song of Might === &lt;br /&gt;
Specifics: At 8th level you can use bardic music to cast Word of Faith. The DC is equal to 13 + Olin Gisir&#039;s class level + Charisma modifier. The song of might is very strenuous and uses up three of the Olin Gisir&#039;s bardic music uses for the day. &lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
=== Word of Power ===&lt;br /&gt;
Specifics: At 10th level you draw upon the vast knowledge you amassed and guard to improve the potency of your spells, +1 DC on your spells (not songs).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Note ===&lt;br /&gt;
All spell-like abilities are cast at the character&#039;s caster level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>DM Faith</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Blood_Magic_(general)&amp;diff=17241</id>
		<title>Blood Magic (general)</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Blood_Magic_(general)&amp;diff=17241"/>
		<updated>2026-05-03T08:28:35Z</updated>

		<summary type="html">&lt;p&gt;DM Faith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&amp;lt;b&amp;gt;Blood Magic&amp;lt;/b&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
 Type of Feat: Spellcasting&lt;br /&gt;
 Prerequisite: Spirit Shaman Level 9&lt;br /&gt;
 Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have learned the ancient skill of blood magic and can now supplement the raw magical power of your spells with the life force present in your blood. Your spells become notably more potent and gain +4 effective casterlevel and +4 DC. The effective casterlevel increase does not affect the DC of the spell.&lt;br /&gt;
&lt;br /&gt;
Upon casting you inflict damage upon yourself to fuel the spell equal to 3 + d8 per spell level. Spells enhanced in this way can still be cast in metamagic form as well, at no additional health cost. In civilized areas the use of such magic is frowned upon and considered barbaric as well as dangerous because of the harm its diciples often inflict upon others to fuel their horrid spells and rituals.&lt;br /&gt;
&lt;br /&gt;
Students of this profane form of magic often do so in isolation for fear of discovery although the ability itself it is not innately evil. The most common forms of blood magic encountered are monstrous rituals of sacrifice practiced by Orcs and Goblins or the more benign forming of blood bonds and promises between warriors by cutting their hands and shaking it or by consuming their comrade&#039;s blood. In some backward regions it is also still custom to sign important contracts and deeds in blood or to drink the blood of slain enemies to take their strength.&lt;br /&gt;
&lt;br /&gt;
Blood Magic may not be performed in presence of NPC without DM oversight.  The use of Blood Magic is noticeable by anyone.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
This is not the same ability as the Blood Magus class has access to. It is more potent, though the cost for use is also far higher. It is not an inherently evil ability, though most people naturally assume so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CAN ONLY BE SELECTED ON LEVEL UP ON A SPIRIT SHAMAN LEVEL!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Playable Feats]]&lt;br /&gt;
[[Category:Spellcasting feat]]&lt;/div&gt;</summary>
		<author><name>DM Faith</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Blood_Magic_(general)&amp;diff=17240</id>
		<title>Blood Magic (general)</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Blood_Magic_(general)&amp;diff=17240"/>
		<updated>2026-05-03T08:28:05Z</updated>

		<summary type="html">&lt;p&gt;DM Faith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&amp;lt;b&amp;gt;Blood Magic&amp;lt;/b&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
 Type of Feat: Spellcasting&lt;br /&gt;
 Prerequisite: Spirit Shaman Level 9&lt;br /&gt;
 Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have learned the ancient skill of blood magic and can now supplement the raw magical power of your spells with the life force present in your blood. Your spells become notably more potent and gain +4 effective casterlevel and +4 DC. The effective casterlevel increase does not affect the DC of the spell.&lt;br /&gt;
&lt;br /&gt;
Upon casting you inflict damage upon yourself to fuel the spell equal to 3 + d8 per spell level. Spells enhanced in this way can still be cast in metamagic form as well, at no additional health cost. In civilized areas the use of such magic is frowned upon and considered barbaric as well as dangerous because of the harm its diciples often inflict upon others to fuel their horrid spells and rituals.&lt;br /&gt;
&lt;br /&gt;
Students of this profane form of magic often do so in isolation for fear of discovery although the ability itself it is not innately evil. The most common forms of blood magic encountered are monstrous rituals of sacrifice practiced by Orcs and Goblins or the more benign forming of blood bonds and promises between warriors by cutting their hands and shaking it or by consuming their comrade&#039;s blood. In some backward regions it is also still custom to sign important contracts and deeds in blood or to drink the blood of slain enemies to take their strength.&lt;br /&gt;
&lt;br /&gt;
Blood Magic may not be used in the presence of NPCs without DM supervision. The use of Blood Magic is noticeable by anyone.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
This is not the same ability as the Blood Magus class has access to. It is more potent, though the cost for use is also far higher. It is not an inherently evil ability, though most people naturally assume so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CAN ONLY BE SELECTED ON LEVEL UP ON A SPIRIT SHAMAN LEVEL!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Playable Feats]]&lt;br /&gt;
[[Category:Spellcasting feat]]&lt;/div&gt;</summary>
		<author><name>DM Faith</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Blood_Magus&amp;diff=17239</id>
		<title>Blood Magus</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Blood_Magus&amp;diff=17239"/>
		<updated>2026-05-02T20:08:23Z</updated>

		<summary type="html">&lt;p&gt;DM Faith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Blood_Mage_by_Elfdaughter.jpg|thumb|348px]]&lt;br /&gt;
&lt;br /&gt;
== Class Description ==&lt;br /&gt;
Born of rare enlightenment or secret knowledge, blood magi are mages who practice the art of fueling spells with the essence of life, blood. Some are formerly deceased spellcasters who, when returned to life, gained a transcendant understanding of their blood&#039;s importance and learned to evoke magic from this vital fluid. These mages, often sorcerers or bards, speak of the renewed pulse of blood in their veins as song - the blood music, the sound of their life, warm and thick, energizing every particle of their form, flushing death and leaving life in its place.&lt;br /&gt;
&lt;br /&gt;
Others, usually wizards, are tainted scholars schooled in forbidden secrets paid for at the cost of their own souls. They who looked too greedily into forbidden lore, who blasted their mind with corrupting influence from beyond mortal ability to understand. Such blood magi have scoured the &amp;lt;i&amp;gt;Book of Vile Darkness&amp;lt;/i&amp;gt; and Kazerabet&#039;s &amp;lt;i&amp;gt;Art of Necromancy&amp;lt;/i&amp;gt; and read deeply the writings of Xinnizer of Netheril and Khuzon Delvind Dachar of Mulhorand. Ill content with their already formidable power, these dark mages delve ever more into lost tombs and ancient libraries in search of arcane mysteries and incomprehensible secrets, and beseech gods of blood and death like Bhaal and Set for ever greater knowledge and power.&lt;br /&gt;
&lt;br /&gt;
No matter the path a blood magus took to this power, a powerful blood magus is a force to be reckoned with, for they understand the deep mystical connections that exist between all life. Blood has always been indelibly linked to the supernatural. It represents fertility, strength, bonds of family and fellowship, and life, and the giving up of blood, whether voluntary or not, is a sacrifice of great potency. This magic is not necessarily evil, but it is taboo in many cultures, and even good-aligned blood magi are usually greeted with nervousness, dislike, or outright disgust. The use of blood in spellcasting is abhorrent to most, and the champions of good are natural enemies of the practice.&lt;br /&gt;
&lt;br /&gt;
Blood Magic may not be performed in presence of NPC without DM oversight.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Any&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any but [[Lawful Good]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Concentration]] 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Toughness]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting:&#039;&#039;&#039; Arcane caster level 5th.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; The character must have been killed and then returned to life, or have moderate or greater depravity.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Saves: [[Fortitude]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies:&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 2 + Int [[Ability_modifier| modifier]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills:&#039;&#039;&#039; [[Bluff]], [[Concentration]], [[Disguise]], [[Heal (skill)|Heal]], [[Lore: Arcana]], [[Lore: Local]], [[Lore: The Planes]], [[Spellcraft]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells per Day/Spells Known:&#039;&#039;&#039; At each level except 5th and 10th, a blood magus gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If he had more than one arcane spellcasting class before becoming a blood magus, he must decide to which class to add each level for the purpose of determining spells per day and spells known.&lt;br /&gt;
&lt;br /&gt;
== Class Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Blood Component, Stanch, [[Skill Focus]] [[Concentration|(Concentration)]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Scarification&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Death Knell&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Blood Draught&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Blood Seeking Spell&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Thicker Than Water&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Awaken Blood&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Infusion (+2 Constitution)&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Bloodwalk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blood Component ===&lt;br /&gt;
A blood magus can substitute a drop of his own blood for a spell&#039;s material components, if any, and in so doing increase the spell&#039;s power. The pinprick or minor knife cut to draw the requisite blood is a free action (just like using material components) that becomes a normal part of casting the spell. Using this ability deals 1 point of damage to the blood magus but raises the spell&#039;s caster level by 1. Damage reduction, if the character has any, doesn&#039;t apply to this damage. If a spell has a costly material component (greater than 1 gp), the component must still be provided. If a spell has no material component, a blood magus can still use this ability to enhance a spell if he desires.&lt;br /&gt;
This pinprick and lack of usage of material components is noticeable by other characters or NPCs. Characters can attempt to veil the pinprick, for example by using gloves, sleight of hand, bluff, a usage of spells without somatic components (including still metamagic) or a combination.&lt;br /&gt;
&lt;br /&gt;
=== Stanch ===&lt;br /&gt;
A blood magus automatically becomes stable when his hit points drop below 0. He still dies if he reaches -10 hit points or lower.&lt;br /&gt;
&lt;br /&gt;
=== Scarification ===&lt;br /&gt;
Beginning at 2nd level, a blood magus can inscribe spells on his own skin for later use. This process involves deeply scratching the skin (which deals no damage but often leaves scars). Effectively, a blood magus gains the Scribe Scroll feat using an alternative medium. All rules  that apply to Scribe Scroll also apply to this ability, except that it costs fewer gold pieces. Likewise, &amp;quot;reading&amp;quot; a scar follows the same rules as reading a scroll, but only a blood magus can decipher his own scars. One&#039;s own skin leaves a limited amount of room to easily inscribe and &amp;quot;read&amp;quot; magical scars. Thus, a blood magus can have only six of these scars at any one time. Scars store the blood magus&#039; full caster level.&lt;br /&gt;
The scars can be noticed by other characters, if skin is shown. The purpose of the scars to hold spells however is only known to the blood magus. As reading the scar requires tracing it, this attempt is noticeable by other characters or NPCs.&lt;br /&gt;
&lt;br /&gt;
Creating a scar costs 10 gold pieces and 1 experience point, multiplied by the product of the scar&#039;s spell and caster levels. For example, a scar of Invisibility (level 2 spell) created with the minimum caster level of 3 would cost 60gp and 6XP.&lt;br /&gt;
&lt;br /&gt;
=== Death Knell ===&lt;br /&gt;
At 3rd level and higher, a blood magus has the ability to use death knell as the spell twice per day.&lt;br /&gt;
&lt;br /&gt;
=== Blood Draught ===&lt;br /&gt;
At 4th level, a blood magus learns how to store spells of up to 3rd level in his own blood. Effectively, he gains the Brew Potion feat using an alternative medium. All rules, XP costs, and expenses that apply to Brew Potion also apply to this ability, with the following exceptions. Once &amp;quot;brewed,&amp;quot; a blood draught remains in circulation within a magus&#039;s body. The maximum number of draughts he can store at one time is equal to his blood magus level + his Con score, but if he is ever slain, they are all immediately ruined - even if he is subsequently returned to life. Blood draughts are never accidentally lost through major blood loss or by a blood-draining attack. To consume a draught, a blood magus pricks his skin, automatically bringing forth the desired effect. This is a standard action that provokes attacks of opportunity, like drinking a potion. Another individual can partake of a blood draught (if he or she has a strong stomach) by drinking 1 ounce of the blood magus&#039;s blood as a full-round action. The blood magus must have an open wound to share the effects of a blood draught with another creature; if he lacks one, the creature can inflict a wound that deals 1 point of damage to the blood magus as part of the action to consume the draught. A blood magus cannot store his blood in a container to share at a later time. The blood draught must be drawn fresh from his body, or it loses potency within 1 round.&lt;br /&gt;
A blood draught in circulation is not noticeable by any other character without DM supervision. Similar to Blood Component, pricking the skin can be hidden. Feeding blood to another character is obvious.&lt;br /&gt;
&lt;br /&gt;
Creating a blood draught costs 15 gold pieces and 2 experience point, multiplied by the product of the draught&#039;s spell and caster levels. For example, a draught of Invisibility (level 2 spell) created with the minimum caster level of 3 would cost 90gp and 12XP.&lt;br /&gt;
&lt;br /&gt;
=== Bloodseeking Spell ===&lt;br /&gt;
Beginning at 6th level, a blood magus can imbue his spells with the ability to draw blood from their targets. To use this ability, a blood magus must inflict a wound on himself; this is a free action that deals 3 points of damage to the blood magus and becomes a normal part of casting the spell. Damage reduction, if a blood magus has any, doesn&#039;t apply to this damage. A bloodseeking spell fuels itself on the blood of its target, increasing its caster level by 2. Constructs, elementals, oozes, plants, undead, and any creatures without blood or a similar substance within their bodies are immune to this effect.&lt;br /&gt;
As creating a bloodseeking spell requires a big, gashing wound, this usage of blood magic is noticeable by anyone.&lt;br /&gt;
&lt;br /&gt;
=== Thicker than Water ===&lt;br /&gt;
At 7th level and higher, a blood magus&#039;s vital fluids are partially under his control. When a blood magus is injured, his blood withdraws from the wound, avoiding some damage that he would otherwise take. This ability gives the blood magus damage reduction 1/bludgeoning.&lt;br /&gt;
As the blood magus has conscious control, they can pull back in parts of their blood in subtle ways, which are not noticeable without DM supervision. They can also decide to not pull the blood back into their body.&lt;br /&gt;
&lt;br /&gt;
=== Awaken Blood ===&lt;br /&gt;
At 8th level and higher, a blood magus can bestow momentary consciousness on an opponent&#039;s blood. If he hits a foe with a ranged touch attack, the opponent&#039;s blood tries to get free of its confinement - all at once. The pressure disrupts the victim&#039;s tissues, dealing 10d10 points of damage and stunning the victim for one round unless they succeed at a Fortitude saving throw (DC 10 + blood magus&#039;s class level + blood magus&#039;s Constitution modifier). This ability is usable only once every 5 minutes, but a blood magus can try to use it again if his previous attempt failed. The effect is instantaneous. Constructs, elementals, oozes, plants, undead, and any creatures without blood or a similar substance within their bodies are immune to this effect.&lt;br /&gt;
This ability is obvious and noticeable by anyone.&lt;br /&gt;
&lt;br /&gt;
=== Infusion ===&lt;br /&gt;
Upon reaching 9th level, a blood magus prepares a special one-time distillation of his own blood. After partaking of the infusion, he gains a 2-point increase to his Constitution score.&lt;br /&gt;
&lt;br /&gt;
=== Bloodwalk ===&lt;br /&gt;
At 10th level, a blood magus becomes perfectly attuned to the song of blood. He gains the supernatural ability to transport himself great distances via the blood of living creatures. Once per day as a standard action that does not provoke attacks of opportunity, he can seamlessly enter any living creature (except an elemental, ooze, plant, undead, or other creature without blood or a similar fluid) whose size equals or exceeds his own and pass any distance to another living creature on the same plane in a single round, regardless of the distance separating the two. A blood magus merely designates a direction and distance (&amp;quot;a living creature twenty miles due west of here&amp;quot;), and the bloodwalk ability transports him to a destination creature as close as possible to the desired location. He can&#039;t specify a named individual as the endpoint unless he has previously obtained a sample of that creature&#039;s blood and has it preserved in a vial that he carries. The entry and destination creatures need not be familiar to the blood magus. A blood magus can use himself as an entry creature. Entering and exiting a creature is painless unless a blood magus wishes otherwise. In most cases, though, the destination creature finds being the endpoint of a magical portal surprising and quite unsettling. If he desires, a blood magus can attempt to make a bloody exit from the destination creature. He bursts forth explosively from the creature&#039;s body, dealing 16d6 points of damage unless the creature makes a Fortitude save (DC 10 + blood magus&#039;s class level + blood magus&#039;s Con modifier). When he makes a bloody exit, a blood magus must succeed on a Fortitude save (DC 15 + blood magus&#039;s class level + blood magus&#039;s Con modifier) or be stunned for 1 round.&lt;br /&gt;
This ability is obvious and noticeable by anyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>DM Faith</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Dervish&amp;diff=17233</id>
		<title>Dervish</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Dervish&amp;diff=17233"/>
		<updated>2026-04-16T16:45:53Z</updated>

		<summary type="html">&lt;p&gt;DM Faith: Clarification on Dervish Dance Duration, confirmed by checking the script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Description ==&lt;br /&gt;
[[File:Dervish.jpg|thumb|300x300px]]&lt;br /&gt;
Wild, exotic, and as dangerous as her whirling blades, the dervish epitomizes speed, quickness, and abandon. Her motions appear to be as random as they are graceful, but the steps of her lethal dance play out according to their own rhythm.&lt;br /&gt;
&lt;br /&gt;
Nearly all dervishes belong to nomadic cultures. These nomads are not simple wanderers with no roots to call their own - they have their ancient traditions, and their societies simply do not consider permanent settlements an important part of their nature. They are gypsies, keeping their own traditions and forging their own familial and societal bonds while they move throughout the world. Often, these tribes adopt the attitudes and even some of the laws of the lands they live in - for the sake of expedience, if nothing else. The dervish treats fighting styles the same way. A dervish learns the dance of war as she grows up among her family and her tribe. She watches others as she travels, however, and brings new steps to the dance as she goes.&lt;br /&gt;
&lt;br /&gt;
Fighters, rangers, and monks often take up the role of the dervish. Many paladins look at the wildness of the dance and assume it has some roots in chaos, but those who look past the seeming randomness can find things to learn. Barbarians seldom choose to learn the ways of the dance - the dervish depends on subtlety more than brute force. The way of the dervish has been known to appeal to some druids, bards, and even sorcerers - those who wish to learn a type of fighting that does not rely on heavy arms or armor find the class interesting.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Combat Expertise]], [[Dodge]], [[Weapon Focus]] (any slashing melee weapon)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Acrobatics]] 3, [[Perform]] 3&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&amp;lt;strong&amp;gt;Hit Die:&amp;lt;/strong&amp;gt; d10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Base Attack Bonus]]:&amp;lt;/strong&amp;gt; High.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;High Saves:&amp;lt;/strong&amp;gt; [[Reflex]], [[Will]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Weapon Proficiencies:&amp;lt;/strong&amp;gt; None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Armor Proficiencies:&amp;lt;/strong&amp;gt; None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skill Points:&amp;lt;/strong&amp;gt; 4 + Int [http://nwn2.wikia.com/wiki/Ability_modifier modifier].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Class Skills:&amp;lt;/strong&amp;gt; [[Acrobatics]], [[Bluff]], [[Listen]], [[Lore: Local]], [[Lore: Nobility and Royalty]], [[Perform]].&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
Level&lt;br /&gt;
!&lt;br /&gt;
Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AC Bonus (+1), Dervish Dance 1/day, [[Skill Focus]] ([[Tumble]])&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[Dash]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Spring Attack]], Dervish Dance 2/day&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Dance of Death&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|AC Bonus (+2), Dervish Dance 3/day&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[Improved Initiative]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Dervish Dance 4/day&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[Fast movement|Fast Movement]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Tireless dance, Dervish Dance 5/day&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|A Thousand Cuts (3/day), AC Bonus (+3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AC Bonus&amp;lt;strong&amp;gt; &amp;lt;/strong&amp;gt; ====&lt;br /&gt;
Specifics: At 1st level, a dervish gains a +1 dodge bonus to AC. This bonus improves to +2 at 5th level and +3 at 10th level. A dervish gains this bonus to Armor Class as long as she is wearing no armor or light armor and not carrying a shield. She loses this bonus when she is immobilized or helpless, when she wears any armor heavier than light, when she carries a shield, or when she carries a medium or heavy load.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic&lt;br /&gt;
&lt;br /&gt;
==== Dervish Dance ====&lt;br /&gt;
Specifics: A dervish can become a whirling dancer of death a certain number of &lt;br /&gt;
times per day. She gains a bonus on her attack and damage rolls; +1 at 1st level, and it increases by an extra +1 at every odd-numbered level thereafter.&lt;br /&gt;
&lt;br /&gt;
A dervish may only perform a dervish dance while wielding a slashing melee weapon (she may use multiple weapons only if both weapons are of the slashing type). She cannot perform a dervish dance in any armor heavier than light or if she is using a shield.&lt;br /&gt;
&lt;br /&gt;
A dervish dance lasts 1 round for every 2 ranks of Perform that the character has. At the end of a dervish dance, the character becomes fatigued for 1 minute which imposes a -2 penalty to Strength and Dexterity as well as a 10% movement speed decrease (unless she is a 9th-level dervish, at which point this limitation no longer applies).&lt;br /&gt;
&lt;br /&gt;
The dervish dance duration caps at 2 Minutes. The maximum duration on bgtscc is 1 minute 36 seconds with 32 ranks of perform at level 29.&lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
==== Dance of Death ====&lt;br /&gt;
Specifics: At 4th level, a dervish gains the benefit of the Cleave feat while performing a dervish dance, even if she does not meet the prerequisites for the feat. At 10th level this improves to Great Cleave.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic&lt;br /&gt;
&lt;br /&gt;
==== Fast Movement ====&lt;br /&gt;
Specifics: When a dervish reaches 8th level, they gain a 10% gain in movement speed.  This ability does not stack with haste.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic&lt;br /&gt;
&lt;br /&gt;
==== Tireless Dance ====&lt;br /&gt;
Specifics: When a dervish reaches 9th level, the character no longer becomes fatigued at the end of a dervish dance.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic&lt;br /&gt;
&lt;br /&gt;
==== A Thousand Cuts ====&lt;br /&gt;
Specifics: When a dervish reaches 10th level, 3 times per day she gains a +2d6 slashing damage bonus on her attacks for 5 rounds.&lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
The dervish dance duration caps at 2 minutes.&lt;br /&gt;
&lt;br /&gt;
Dervish dance may be preformed while using a 2-handed weapon as long as that weapon deals slashing damage.&lt;br /&gt;
&lt;br /&gt;
Note that Throwing Axes will *NOT* work for Dervish Dance.  You will get the message &amp;quot;You must be wearing light or no armor and wielding a slashing weapon (both must be slashing if two weapons are used.&amp;quot;  Throwing Axe&#039;s *WILL* still get the bonuses from 1,000 cuts.&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>DM Faith</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Deep_Imaskari&amp;diff=16839</id>
		<title>Deep Imaskari</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Deep_Imaskari&amp;diff=16839"/>
		<updated>2025-04-07T23:24:32Z</updated>

		<summary type="html">&lt;p&gt;DM Faith: Added section (from Forgotten Realms: Underdark) about the location of Deep Imaskar removed from the brain of any deep imaskari willing to leave and redid the wording.&lt;/p&gt;
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&lt;div&gt;This is an Underdark Race.&lt;br /&gt;
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Secret and few, the deep Imaskari are heirs to the lost empire of Imaskar. One of the earliest human empires, Imaskar rose in what is now the Dust Desert and Plains of Purple Dust. Wizard-kings of heady power, the Imaskari were destroyed by the slaves they had abducted from other worlds (who eventually became the folk of Mulhorand and Unther) and the machinations of unusual creatures of their own creation (the phaerimms). The Imaskari faded away into history as their empire crumbled, leaving behind nothing but mysterious ruins. A secret few, however, charged with epic wizardry, managed to preserve themselves and their kin. Fleeing deep into the bowels of the earth, they sealed themselves away from both the knowledge and the recriminations of the surface world.&lt;br /&gt;
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The deepest fissures of the earth have long hidden an ancient secret: The descendants of the Imaskari still live. Thousands of years of isolation combined with purposeful magical modifications have transformed these deep Imaskari into a human subrace adapted to life underground. The deep Imaskari have long managed to conceal the existence of their hidden kingdom even from other Underdark races by enforcing complete separation. Now, however, deep Imaskari isolation is coming to an end. The magical seal that so long protected the kingdom of Deep Imaskar has been breached, and a few deep Imaskari have begun to wander the deep ways of the world that their ancestors fled long ago.&lt;br /&gt;
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But choosing to leave is a decision forever. The location of Deep Imaskar is magically excised from any deep Imaskari who chooses to leave. The race&#039;s final redoubt will remain safe, even if those who left are captured by mind-reading creatures. They are never able to return to their homes and families.&lt;br /&gt;
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==Racial Traits==&lt;br /&gt;
*[[Size]]: Medium&lt;br /&gt;
*[[Ability]] Ability Adjustments: -2 Dexterity, +2 Intelligence.&lt;br /&gt;
*[[Low-Light_Vision]]: An Imaskari can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.&lt;br /&gt;
*Spell Clutch: Because the deep Imaskari have studied magic for ages on end, a certain facility with magic has seeped into their blood. A deep Imaskari can add one extra 1st-level spell to her known spellbook (after the first time they rest).&lt;br /&gt;
*Imaskari gain Skill Focus (Hide) as a bonus feat.&lt;br /&gt;
[[Favored class]]: [[Wizard]]. A [[multiclass]] Deep Imaskari&#039;s wizard class does not count when determining whether she takes an [[Multiclass penalty|XP penalty for multiclassing]].&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>DM Faith</name></author>
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