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	<title>The Domains of Dread - User contributions [en]</title>
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	<updated>2026-05-02T13:54:57Z</updated>
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		<id>https://www.thedomainsofdread.com/w/index.php?title=Dread_Figures&amp;diff=2245</id>
		<title>Dread Figures</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Dread_Figures&amp;diff=2245"/>
		<updated>2026-02-19T19:03:52Z</updated>

		<summary type="html">&lt;p&gt;August: /* Inhabited */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Realms of Terror sit alone among planes for its ability to transform those once unremarkable, once good, and once keen into unrecognizable things twisted by what could have been. These creatures are Dread Figures—though not masters of domains, they have nevertheless given themselves over to the Mists of Death and been embraced in kind, thrust forth by hungry compulsions. Dread Figures may be tragic, some even unwilling, but once they have found the cool embrace of the Mists, they will never, ever be let go.&lt;br /&gt;
&lt;br /&gt;
== Dread Figures in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
Dread Figures, shorthand DF, are a separate class of playable characters angled toward monstrous, subversive, and antagonist play. While not every player antagonist must be a Dread Figure in &#039;&#039;The Domains of Dread&#039;&#039;, all DFs create roleplay through conflict generated by their applied template which grant them novel mechanics and adjustments so to remain threatening but exciting when encountered.&lt;br /&gt;
&lt;br /&gt;
== Playing a Dread Figure ==&lt;br /&gt;
A DF is applied for during that character’s creation or after an inciting incident during play, such as if that character would have been ordinarily [[Death, Dying and Maiming|closured]]. A prospective DF must have at least 60 days [[Date and Time|IRT]] of active play on &#039;&#039;The Domains of Dread&#039;&#039; so to be familiar with the server’s mechanics and [[Roleplay Expectations]]. They have their own application form available on the [[Discord]]. Special considerations and exemptions from regular characters are as follows:&lt;br /&gt;
&lt;br /&gt;
# When entering the game world for the first time or upon receipt of their applied template, a DF has 8 months or 243 days IRT before they are automatically closured. Extensions may be given by the [[Staff, Requirements and Applications#Game Masters|Game Masters]] to allow an in-progress plot to gracefully conclude or for real life issues with availability.&lt;br /&gt;
# Once the applied template is received, a DF will no longer gain hostile [[Experience and Progression|experience]]. Instead they will receive boosted storyline experience and weekly stipends IRT.&lt;br /&gt;
# DFs begin play at the &amp;lt;code&amp;gt;9th level&amp;lt;/code&amp;gt; across [[domains]]—should the character have existed prior to receiving an applied template, they will be raised to the &amp;lt;code&amp;gt;9th level&amp;lt;/code&amp;gt; if lower. About a month and a half of active play IRT is expected to reach the &amp;lt;code&amp;gt;14th level&amp;lt;/code&amp;gt;.&lt;br /&gt;
# DFs may be attacked with lethal damage at any time by other player characters without supervision—there is no opt out for being a DF is alone sufficient opt in.&lt;br /&gt;
# DFs may not attack other player characters lethally without cause, such as those characters hunting the DF after an initial skirmish. Should they attack others lethally, supervision is not required. Being downed by a DF equals being maimed for the victim the first time it happens—a DF is permitted to finish off player characters for whom they have already downed once in any future engagement.&lt;br /&gt;
# Likewise a DF is permitted to be downed once and be maimed rather than killed or destroyed. Assuming their applied template has no mechanisms in place for automatic resurrection, their next downed state is lethal and the DF shall be closured.&lt;br /&gt;
# A DF may always attack other player characters with nonlethal damage. Exceptions may be made for only real life inabilities to participate in the scene per the [[Game Rules]].&lt;br /&gt;
# A DF may closure themselves at will and receive Mist Tokens.&lt;br /&gt;
# Player characters kidnapped or detained by a DF are subject to the same rules as they would were the DF another player character, per the [[Character versus Character Rules]]. It is the DF’s responsibility to ensure sufficient roleplay is given to their prisoner and that clues are given to assist the search process for investigators.&lt;br /&gt;
# DFs will not appear in the active player list by default. This may be toggled on or off in their bespoke menu, invoked with the &#039;&#039;&amp;lt;code&amp;gt;!df&amp;lt;/code&amp;gt;&#039;&#039; [[Chat Commands|chat command]].&lt;br /&gt;
&lt;br /&gt;
== Template Families ==&lt;br /&gt;
&lt;br /&gt;
=== The Accursed ===&lt;br /&gt;
&lt;br /&gt;
==== [[Doomed One]] ====&lt;br /&gt;
Born from the desperate and foolish, Doomed Ones are any humanoid in the Realms of Terror who have given themselves to the Mists in pursuit of ambition or another vice. Their &#039;&#039;dreadful compulsion&#039;&#039; grants them power related to these aspirations, but it is also the curse which grows ever more debilitating as it is fed, hastening an inevitable descent into [[Corruption Checks|Corruption]] and madness.&lt;br /&gt;
&lt;br /&gt;
==== [[Feytouched]] ====&lt;br /&gt;
Marked by native Fey, Feytouched gain &#039;&#039;fey enchantment&#039;&#039; in exchange for their humanoid mind being slowly and irreversibly devoured by the chaotic, capricious whimsies of a true Fey in service to [[the Shadowed Sea]].&lt;br /&gt;
&lt;br /&gt;
==== [[Inhabited]] ====&lt;br /&gt;
Once formless spirits wandering the Dread Ethereal, some decide they wish to walk the Dread Material again to be alive as they once were—by possessing the body of the Inhabited. A deathly struggle ensues as these specters vie for control, tricking or manipulating the Inhabited to tragic, terrible ends. The Inhabited may take on their &#039;&#039;spectral likeness&#039;&#039;, temporarily rescinding corporeal forms for something insubstantial and twelvefold more wicked.&lt;br /&gt;
&lt;br /&gt;
=== The Beyond ===&lt;br /&gt;
&lt;br /&gt;
==== [[Awakened]] ====&lt;br /&gt;
Masters of solipsism, Awakened are the formerly mortal possessors of great Inherent power—stemming from their bodies as [[Ascetic|Ascetics]] or their minds as [[Psion|Psions]]—who believe themselves to have become perfect embodiments of the Dread Astral, manifesting &#039;&#039;reality pinholes&#039;&#039; wherever they walk as quasi-Outsiders.&lt;br /&gt;
&lt;br /&gt;
==== [[Aberrant Psion|Psion, Aberrant]] ====&lt;br /&gt;
Psions who have embraced their alien nature before the Dread Astral, these creatures devour sentient intelligences to fuel their dark desires, preferably through the brain. Indulging these feedings catalyzes a change within them known only as &#039;&#039;ceremorphosis—&#039;&#039;a slow and insidious transformation to become what they call the ideal form in mind flayers.&lt;br /&gt;
&lt;br /&gt;
=== The Created ===&lt;br /&gt;
&lt;br /&gt;
==== [[Dread Homunculus|Homunculus, Dread]] ====&lt;br /&gt;
Stolen souls given to sculpted, inured simulacra, Dread Homunculi imitate familiar visages with frightening accuracy. Nevertheless, they are doomed to become aware over the course of their existence that they are “other than”, and lack life’s divine spark. Likewise they will become miserous and develop &#039;&#039;zeitgebers&#039;&#039; relating to the ambitions they can no longer realize, vengeful to the last for what has been taken. &lt;br /&gt;
&lt;br /&gt;
==== [[Dread Golem|Golem, Dread]] ====&lt;br /&gt;
Creations of intense passion impressed upon by their creator’s twisted desires, Dread Golems are novel consciousnesses which arise from these bodies as “alive” but naive constructs. Their relationship with their creator is forgone and tragic, as neither may live without the other, yet are constantly frustrated by their opposite’s inability to fulfill their own passions. Their zeitgebers are ironic parodies of the creator’s fears, as Dread Golems inevitably turn into their—and their own—worst nightmares.&lt;br /&gt;
&lt;br /&gt;
=== The Living Dead ===&lt;br /&gt;
&lt;br /&gt;
==== [[Ancient Dead]] ====&lt;br /&gt;
Preserved in a manner profane, the Ancient Dead are the corporeal guardians of specific times and places, now displaced by the Mists of Death. Their anger over not being able to return to their rightful halls cause these creatures to bestow deadly &#039;&#039;ancient hexes&#039;&#039; upon the still living as they scourge and scour the land in pursuit of impossible answers.&lt;br /&gt;
&lt;br /&gt;
===== [[Death Knight]] =====&lt;br /&gt;
As loyal in death as they were in life, Death Knights are raised for eternal service to evil ideoligions. This bracken and blackguard connection to their beliefs or deities permit them great Occult powers based on the nature of their &#039;&#039;unholy knighthood&#039;&#039; as the gleeful vassals of only the most vile.&lt;br /&gt;
&lt;br /&gt;
==== [[Dread Ghoul|Ghoul, Dread]] ====&lt;br /&gt;
Insidious creatures ever starving and ever hungry, Dread Ghouls are unique among the living dead for they alone may suppress their &#039;&#039;ghoulish mien&#039;&#039; to appear as though alive—for a time. Their more complex appetites require the constant consumption of sentient flesh, and ever-shifting palates work to ensure that there will always come the time where they are forced to shed any deception to be among the ravenous carrion feeders so known to the Realms of Terror.&lt;br /&gt;
&lt;br /&gt;
==== [[Lich]] ====&lt;br /&gt;
Arcanists formerly alive who have taken on the shroud of undead immortality in pursuit of greater ambition, Liches are feared throughout the Prime Material and the Realms of Terror prove no exception. Their &#039;&#039;unholy archmagic&#039;&#039; allows Liches capabilities well beyond mortal arcanists—after trapping the souls of said mortal arcanists. They remain tethered to the Dread Material through their phylactery, whereupon they will be destroyed in an instant were it ever to come under harm.&lt;br /&gt;
&lt;br /&gt;
==== [[Dread Revenant|Revenant, Dread]] ====&lt;br /&gt;
What is dead may never die, and this is made no truer than beyond the Misty Border with Dread Revenants. Raised in moments of utter, vociferous hatred and need for vengeance, these engines of terror refuse their own destruction unless it is by the object of their &#039;&#039;unholy revenge&#039;&#039;. In this Dread Revenants cannot be stopped—only ever slowed down.&lt;br /&gt;
&lt;br /&gt;
==== [[Vampire]] ====&lt;br /&gt;
Inheritors of the “first gift” ever bestowed by the Mists of Death, vampires are the unliving children of their vampiric sires. Clannish feeders upon the blood of the living, these creatures are nocturnal predators cursed to be annihilated should they ever again walk in sunlight. The nature of their curse provides power in exchange for ironic weaknesses relating to the vampires’ lives, times which are now frustratingly closed and foreign to them.&lt;br /&gt;
&lt;br /&gt;
=== Shapechangers ===&lt;br /&gt;
&lt;br /&gt;
==== [[Dread Doppelganger|Doppelganger, Dread]] ====&lt;br /&gt;
The spawn of amorphous beings uncommon to the Realms of Terror, Dread Doppelgangers may emulate the appearance of any human they are able to touch. Yet they are relentlessly jealous of their &#039;&#039;double&#039;&#039;, normal humanoids of whom they cannot kill and must instead torment, harangue and gaslight into believing that they are the copy and the Dread Doppelganger the real article.&lt;br /&gt;
&lt;br /&gt;
==== [[Werecreature (template)|Werecreature]] ====&lt;br /&gt;
Divided between accursed and trueborn, Werecreatures are any who may change their shape from humanoid to any hybrid contingent with their &#039;&#039;wereborn strain&#039;&#039;. Thrust ever onward by whatever desires their new instincts dictate, these beings separate themselves from their “kin” by their strength and willingness—should the beast ever overcome the man—to precipitate untold disaster and misery.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Dread_Figures&amp;diff=2244</id>
		<title>Dread Figures</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Dread_Figures&amp;diff=2244"/>
		<updated>2026-02-19T18:36:49Z</updated>

		<summary type="html">&lt;p&gt;August: /* Doomed One */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Realms of Terror sit alone among planes for its ability to transform those once unremarkable, once good, and once keen into unrecognizable things twisted by what could have been. These creatures are Dread Figures—though not masters of domains, they have nevertheless given themselves over to the Mists of Death and been embraced in kind, thrust forth by hungry compulsions. Dread Figures may be tragic, some even unwilling, but once they have found the cool embrace of the Mists, they will never, ever be let go.&lt;br /&gt;
&lt;br /&gt;
== Dread Figures in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
Dread Figures, shorthand DF, are a separate class of playable characters angled toward monstrous, subversive, and antagonist play. While not every player antagonist must be a Dread Figure in &#039;&#039;The Domains of Dread&#039;&#039;, all DFs create roleplay through conflict generated by their applied template which grant them novel mechanics and adjustments so to remain threatening but exciting when encountered.&lt;br /&gt;
&lt;br /&gt;
== Playing a Dread Figure ==&lt;br /&gt;
A DF is applied for during that character’s creation or after an inciting incident during play, such as if that character would have been ordinarily [[Death, Dying and Maiming|closured]]. A prospective DF must have at least 60 days [[Date and Time|IRT]] of active play on &#039;&#039;The Domains of Dread&#039;&#039; so to be familiar with the server’s mechanics and [[Roleplay Expectations]]. They have their own application form available on the [[Discord]]. Special considerations and exemptions from regular characters are as follows:&lt;br /&gt;
&lt;br /&gt;
# When entering the game world for the first time or upon receipt of their applied template, a DF has 8 months or 243 days IRT before they are automatically closured. Extensions may be given by the [[Staff, Requirements and Applications#Game Masters|Game Masters]] to allow an in-progress plot to gracefully conclude or for real life issues with availability.&lt;br /&gt;
# Once the applied template is received, a DF will no longer gain hostile [[Experience and Progression|experience]]. Instead they will receive boosted storyline experience and weekly stipends IRT.&lt;br /&gt;
# DFs begin play at the &amp;lt;code&amp;gt;9th level&amp;lt;/code&amp;gt; across [[domains]]—should the character have existed prior to receiving an applied template, they will be raised to the &amp;lt;code&amp;gt;9th level&amp;lt;/code&amp;gt; if lower. About a month and a half of active play IRT is expected to reach the &amp;lt;code&amp;gt;14th level&amp;lt;/code&amp;gt;.&lt;br /&gt;
# DFs may be attacked with lethal damage at any time by other player characters without supervision—there is no opt out for being a DF is alone sufficient opt in.&lt;br /&gt;
# DFs may not attack other player characters lethally without cause, such as those characters hunting the DF after an initial skirmish. Should they attack others lethally, supervision is not required. Being downed by a DF equals being maimed for the victim the first time it happens—a DF is permitted to finish off player characters for whom they have already downed once in any future engagement.&lt;br /&gt;
# Likewise a DF is permitted to be downed once and be maimed rather than killed or destroyed. Assuming their applied template has no mechanisms in place for automatic resurrection, their next downed state is lethal and the DF shall be closured.&lt;br /&gt;
# A DF may always attack other player characters with nonlethal damage. Exceptions may be made for only real life inabilities to participate in the scene per the [[Game Rules]].&lt;br /&gt;
# A DF may closure themselves at will and receive Mist Tokens.&lt;br /&gt;
# Player characters kidnapped or detained by a DF are subject to the same rules as they would were the DF another player character, per the [[Character versus Character Rules]]. It is the DF’s responsibility to ensure sufficient roleplay is given to their prisoner and that clues are given to assist the search process for investigators.&lt;br /&gt;
# DFs will not appear in the active player list by default. This may be toggled on or off in their bespoke menu, invoked with the &#039;&#039;&amp;lt;code&amp;gt;!df&amp;lt;/code&amp;gt;&#039;&#039; [[Chat Commands|chat command]].&lt;br /&gt;
&lt;br /&gt;
== Template Families ==&lt;br /&gt;
&lt;br /&gt;
=== The Accursed ===&lt;br /&gt;
&lt;br /&gt;
==== [[Doomed One]] ====&lt;br /&gt;
Born from the desperate and foolish, Doomed Ones are any humanoid in the Realms of Terror who have given themselves to the Mists in pursuit of ambition or another vice. Their &#039;&#039;dreadful compulsion&#039;&#039; grants them power related to these aspirations, but it is also the curse which grows ever more debilitating as it is fed, hastening an inevitable descent into [[Corruption Checks|Corruption]] and madness.&lt;br /&gt;
&lt;br /&gt;
==== [[Feytouched]] ====&lt;br /&gt;
Marked by native Fey, Feytouched gain &#039;&#039;fey enchantment&#039;&#039; in exchange for their humanoid mind being slowly and irreversibly devoured by the chaotic, capricious whimsies of a true Fey in service to [[the Shadowed Sea]].&lt;br /&gt;
&lt;br /&gt;
==== [[Inhabited]] ====&lt;br /&gt;
Once formless spirits wandering the infinite plains of the Dread Ethereal, some ghosts decide they wish to walk the Dread Material and be alive as they once were—by possessing the body of the Inhabited. An exhaustive struggle characterizes these beings as the specters vie for control, tricking or manipulating the Inhabited to tragic, terrible ends. The Inhabited may take on their &#039;&#039;spectral likeness&#039;&#039;, temporarily rescinding corporeal forms for something insubstantial and twelvefold more wicked.&lt;br /&gt;
&lt;br /&gt;
=== The Beyond ===&lt;br /&gt;
&lt;br /&gt;
==== [[Awakened]] ====&lt;br /&gt;
Masters of solipsism, Awakened are the formerly mortal possessors of great Inherent power—stemming from their bodies as [[Ascetic|Ascetics]] or their minds as [[Psion|Psions]]—who believe themselves to have become perfect embodiments of the Dread Astral, manifesting &#039;&#039;reality pinholes&#039;&#039; wherever they walk as quasi-Outsiders.&lt;br /&gt;
&lt;br /&gt;
==== [[Aberrant Psion|Psion, Aberrant]] ====&lt;br /&gt;
Psions who have embraced their alien nature before the Dread Astral, these creatures devour sentient intelligences to fuel their dark desires, preferably through the brain. Indulging these feedings catalyzes a change within them known only as &#039;&#039;ceremorphosis—&#039;&#039;a slow and insidious transformation to become what they call the ideal form in mind flayers.&lt;br /&gt;
&lt;br /&gt;
=== The Created ===&lt;br /&gt;
&lt;br /&gt;
==== [[Dread Homunculus|Homunculus, Dread]] ====&lt;br /&gt;
Stolen souls given to sculpted, inured simulacra, Dread Homunculi imitate familiar visages with frightening accuracy. Nevertheless, they are doomed to become aware over the course of their existence that they are “other than”, and lack life’s divine spark. Likewise they will become miserous and develop &#039;&#039;zeitgebers&#039;&#039; relating to the ambitions they can no longer realize, vengeful to the last for what has been taken. &lt;br /&gt;
&lt;br /&gt;
==== [[Dread Golem|Golem, Dread]] ====&lt;br /&gt;
Creations of intense passion impressed upon by their creator’s twisted desires, Dread Golems are novel consciousnesses which arise from these bodies as “alive” but naive constructs. Their relationship with their creator is forgone and tragic, as neither may live without the other, yet are constantly frustrated by their opposite’s inability to fulfill their own passions. Their zeitgebers are ironic parodies of the creator’s fears, as Dread Golems inevitably turn into their—and their own—worst nightmares.&lt;br /&gt;
&lt;br /&gt;
=== The Living Dead ===&lt;br /&gt;
&lt;br /&gt;
==== [[Ancient Dead]] ====&lt;br /&gt;
Preserved in a manner profane, the Ancient Dead are the corporeal guardians of specific times and places, now displaced by the Mists of Death. Their anger over not being able to return to their rightful halls cause these creatures to bestow deadly &#039;&#039;ancient hexes&#039;&#039; upon the still living as they scourge and scour the land in pursuit of impossible answers.&lt;br /&gt;
&lt;br /&gt;
===== [[Death Knight]] =====&lt;br /&gt;
As loyal in death as they were in life, Death Knights are raised for eternal service to evil ideoligions. This bracken and blackguard connection to their beliefs or deities permit them great Occult powers based on the nature of their &#039;&#039;unholy knighthood&#039;&#039; as the gleeful vassals of only the most vile.&lt;br /&gt;
&lt;br /&gt;
==== [[Dread Ghoul|Ghoul, Dread]] ====&lt;br /&gt;
Insidious creatures ever starving and ever hungry, Dread Ghouls are unique among the living dead for they alone may suppress their &#039;&#039;ghoulish mien&#039;&#039; to appear as though alive—for a time. Their more complex appetites require the constant consumption of sentient flesh, and ever-shifting palates work to ensure that there will always come the time where they are forced to shed any deception to be among the ravenous carrion feeders so known to the Realms of Terror.&lt;br /&gt;
&lt;br /&gt;
==== [[Lich]] ====&lt;br /&gt;
Arcanists formerly alive who have taken on the shroud of undead immortality in pursuit of greater ambition, Liches are feared throughout the Prime Material and the Realms of Terror prove no exception. Their &#039;&#039;unholy archmagic&#039;&#039; allows Liches capabilities well beyond mortal arcanists—after trapping the souls of said mortal arcanists. They remain tethered to the Dread Material through their phylactery, whereupon they will be destroyed in an instant were it ever to come under harm.&lt;br /&gt;
&lt;br /&gt;
==== [[Dread Revenant|Revenant, Dread]] ====&lt;br /&gt;
What is dead may never die, and this is made no truer than beyond the Misty Border with Dread Revenants. Raised in moments of utter, vociferous hatred and need for vengeance, these engines of terror refuse their own destruction unless it is by the object of their &#039;&#039;unholy revenge&#039;&#039;. In this Dread Revenants cannot be stopped—only ever slowed down.&lt;br /&gt;
&lt;br /&gt;
==== [[Vampire]] ====&lt;br /&gt;
Inheritors of the “first gift” ever bestowed by the Mists of Death, vampires are the unliving children of their vampiric sires. Clannish feeders upon the blood of the living, these creatures are nocturnal predators cursed to be annihilated should they ever again walk in sunlight. The nature of their curse provides power in exchange for ironic weaknesses relating to the vampires’ lives, times which are now frustratingly closed and foreign to them.&lt;br /&gt;
&lt;br /&gt;
=== Shapechangers ===&lt;br /&gt;
&lt;br /&gt;
==== [[Dread Doppelganger|Doppelganger, Dread]] ====&lt;br /&gt;
The spawn of amorphous beings uncommon to the Realms of Terror, Dread Doppelgangers may emulate the appearance of any human they are able to touch. Yet they are relentlessly jealous of their &#039;&#039;double&#039;&#039;, normal humanoids of whom they cannot kill and must instead torment, harangue and gaslight into believing that they are the copy and the Dread Doppelganger the real article.&lt;br /&gt;
&lt;br /&gt;
==== [[Werecreature (template)|Werecreature]] ====&lt;br /&gt;
Divided between accursed and trueborn, Werecreatures are any who may change their shape from humanoid to any hybrid contingent with their &#039;&#039;wereborn strain&#039;&#039;. Thrust ever onward by whatever desires their new instincts dictate, these beings separate themselves from their “kin” by their strength and willingness—should the beast ever overcome the man—to precipitate untold disaster and misery.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Dread_Figures&amp;diff=2243</id>
		<title>Dread Figures</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Dread_Figures&amp;diff=2243"/>
		<updated>2026-02-19T18:34:47Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Realms of Terror sit alone among planes for its ability to transform those once unremarkable, once good, and once keen into unrecognizable things twisted by what could have been. These creatures are Dread Figures—though not masters of domains, they have nevertheless given themselves over to the Mists of Death and been embraced in kind, thrust forth by hungry compulsions. Dread Figures may be tragic, some even unwilling, but once they have found the cool embrace of the Mists, they will never, ever be let go.&lt;br /&gt;
&lt;br /&gt;
== Dread Figures in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
Dread Figures, shorthand DF, are a separate class of playable characters angled toward monstrous, subversive, and antagonist play. While not every player antagonist must be a Dread Figure in &#039;&#039;The Domains of Dread&#039;&#039;, all DFs create roleplay through conflict generated by their applied template which grant them novel mechanics and adjustments so to remain threatening but exciting when encountered.&lt;br /&gt;
&lt;br /&gt;
== Playing a Dread Figure ==&lt;br /&gt;
A DF is applied for during that character’s creation or after an inciting incident during play, such as if that character would have been ordinarily [[Death, Dying and Maiming|closured]]. A prospective DF must have at least 60 days [[Date and Time|IRT]] of active play on &#039;&#039;The Domains of Dread&#039;&#039; so to be familiar with the server’s mechanics and [[Roleplay Expectations]]. They have their own application form available on the [[Discord]]. Special considerations and exemptions from regular characters are as follows:&lt;br /&gt;
&lt;br /&gt;
# When entering the game world for the first time or upon receipt of their applied template, a DF has 8 months or 243 days IRT before they are automatically closured. Extensions may be given by the [[Staff, Requirements and Applications#Game Masters|Game Masters]] to allow an in-progress plot to gracefully conclude or for real life issues with availability.&lt;br /&gt;
# Once the applied template is received, a DF will no longer gain hostile [[Experience and Progression|experience]]. Instead they will receive boosted storyline experience and weekly stipends IRT.&lt;br /&gt;
# DFs begin play at the &amp;lt;code&amp;gt;9th level&amp;lt;/code&amp;gt; across [[domains]]—should the character have existed prior to receiving an applied template, they will be raised to the &amp;lt;code&amp;gt;9th level&amp;lt;/code&amp;gt; if lower. About a month and a half of active play IRT is expected to reach the &amp;lt;code&amp;gt;14th level&amp;lt;/code&amp;gt;.&lt;br /&gt;
# DFs may be attacked with lethal damage at any time by other player characters without supervision—there is no opt out for being a DF is alone sufficient opt in.&lt;br /&gt;
# DFs may not attack other player characters lethally without cause, such as those characters hunting the DF after an initial skirmish. Should they attack others lethally, supervision is not required. Being downed by a DF equals being maimed for the victim the first time it happens—a DF is permitted to finish off player characters for whom they have already downed once in any future engagement.&lt;br /&gt;
# Likewise a DF is permitted to be downed once and be maimed rather than killed or destroyed. Assuming their applied template has no mechanisms in place for automatic resurrection, their next downed state is lethal and the DF shall be closured.&lt;br /&gt;
# A DF may always attack other player characters with nonlethal damage. Exceptions may be made for only real life inabilities to participate in the scene per the [[Game Rules]].&lt;br /&gt;
# A DF may closure themselves at will and receive Mist Tokens.&lt;br /&gt;
# Player characters kidnapped or detained by a DF are subject to the same rules as they would were the DF another player character, per the [[Character versus Character Rules]]. It is the DF’s responsibility to ensure sufficient roleplay is given to their prisoner and that clues are given to assist the search process for investigators.&lt;br /&gt;
# DFs will not appear in the active player list by default. This may be toggled on or off in their bespoke menu, invoked with the &#039;&#039;&amp;lt;code&amp;gt;!df&amp;lt;/code&amp;gt;&#039;&#039; [[Chat Commands|chat command]].&lt;br /&gt;
&lt;br /&gt;
== Template Families ==&lt;br /&gt;
&lt;br /&gt;
=== The Accursed ===&lt;br /&gt;
&lt;br /&gt;
==== [[Doomed One]] ====&lt;br /&gt;
Born from the desperate and the foolish, Doomed Ones are any humanoid in the Realms of Terror who have given themselves to the Mists in pursuit of ambition or another vice. Their &#039;&#039;dreadful compulsion&#039;&#039; grants them power related to these aspirations, but it is the curse they bear that will grow ever more debilitating and frustrating, hastening an inevitable descent into pure [[Corruption Checks|Corruption]] and madness.&lt;br /&gt;
&lt;br /&gt;
==== [[Feytouched]] ====&lt;br /&gt;
Marked by native Fey, Feytouched gain &#039;&#039;fey enchantment&#039;&#039; in exchange for their humanoid mind and senses being slowly and irreversibly devoured by the chaotic, capricious whimsies of a true Fey in service to [[the Shadowed Sea]].&lt;br /&gt;
&lt;br /&gt;
==== [[Inhabited]] ====&lt;br /&gt;
Once formless spirits wandering the infinite plains of the Dread Ethereal, some ghosts decide they wish to walk the Dread Material and be alive as they once were—by possessing the body of the Inhabited. An exhaustive struggle characterizes these beings as the specters vie for control, tricking or manipulating the Inhabited to tragic, terrible ends. The Inhabited may take on their &#039;&#039;spectral likeness&#039;&#039;, temporarily rescinding corporeal forms for something insubstantial and twelvefold more wicked.&lt;br /&gt;
&lt;br /&gt;
=== The Beyond ===&lt;br /&gt;
&lt;br /&gt;
==== [[Awakened]] ====&lt;br /&gt;
Masters of solipsism, Awakened are the formerly mortal possessors of great Inherent power—stemming from their bodies as [[Ascetic|Ascetics]] or their minds as [[Psion|Psions]]—who believe themselves to have become perfect embodiments of the Dread Astral, manifesting &#039;&#039;reality pinholes&#039;&#039; wherever they walk as quasi-Outsiders.&lt;br /&gt;
&lt;br /&gt;
==== [[Aberrant Psion|Psion, Aberrant]] ====&lt;br /&gt;
Psions who have embraced their alien nature before the Dread Astral, these creatures devour sentient intelligences to fuel their dark desires, preferably through the brain. Indulging these feedings catalyzes a change within them known only as &#039;&#039;ceremorphosis—&#039;&#039;a slow and insidious transformation to become what they call the ideal form in mind flayers.&lt;br /&gt;
&lt;br /&gt;
=== The Created ===&lt;br /&gt;
&lt;br /&gt;
==== [[Dread Homunculus|Homunculus, Dread]] ====&lt;br /&gt;
Stolen souls given to sculpted, inured simulacra, Dread Homunculi imitate familiar visages with frightening accuracy. Nevertheless, they are doomed to become aware over the course of their existence that they are “other than”, and lack life’s divine spark. Likewise they will become miserous and develop &#039;&#039;zeitgebers&#039;&#039; relating to the ambitions they can no longer realize, vengeful to the last for what has been taken. &lt;br /&gt;
&lt;br /&gt;
==== [[Dread Golem|Golem, Dread]] ====&lt;br /&gt;
Creations of intense passion impressed upon by their creator’s twisted desires, Dread Golems are novel consciousnesses which arise from these bodies as “alive” but naive constructs. Their relationship with their creator is forgone and tragic, as neither may live without the other, yet are constantly frustrated by their opposite’s inability to fulfill their own passions. Their zeitgebers are ironic parodies of the creator’s fears, as Dread Golems inevitably turn into their—and their own—worst nightmares.&lt;br /&gt;
&lt;br /&gt;
=== The Living Dead ===&lt;br /&gt;
&lt;br /&gt;
==== [[Ancient Dead]] ====&lt;br /&gt;
Preserved in a manner profane, the Ancient Dead are the corporeal guardians of specific times and places, now displaced by the Mists of Death. Their anger over not being able to return to their rightful halls cause these creatures to bestow deadly &#039;&#039;ancient hexes&#039;&#039; upon the still living as they scourge and scour the land in pursuit of impossible answers.&lt;br /&gt;
&lt;br /&gt;
===== [[Death Knight]] =====&lt;br /&gt;
As loyal in death as they were in life, Death Knights are raised for eternal service to evil ideoligions. This bracken and blackguard connection to their beliefs or deities permit them great Occult powers based on the nature of their &#039;&#039;unholy knighthood&#039;&#039; as the gleeful vassals of only the most vile.&lt;br /&gt;
&lt;br /&gt;
==== [[Dread Ghoul|Ghoul, Dread]] ====&lt;br /&gt;
Insidious creatures ever starving and ever hungry, Dread Ghouls are unique among the living dead for they alone may suppress their &#039;&#039;ghoulish mien&#039;&#039; to appear as though alive—for a time. Their more complex appetites require the constant consumption of sentient flesh, and ever-shifting palates work to ensure that there will always come the time where they are forced to shed any deception to be among the ravenous carrion feeders so known to the Realms of Terror.&lt;br /&gt;
&lt;br /&gt;
==== [[Lich]] ====&lt;br /&gt;
Arcanists formerly alive who have taken on the shroud of undead immortality in pursuit of greater ambition, Liches are feared throughout the Prime Material and the Realms of Terror prove no exception. Their &#039;&#039;unholy archmagic&#039;&#039; allows Liches capabilities well beyond mortal arcanists—after trapping the souls of said mortal arcanists. They remain tethered to the Dread Material through their phylactery, whereupon they will be destroyed in an instant were it ever to come under harm.&lt;br /&gt;
&lt;br /&gt;
==== [[Dread Revenant|Revenant, Dread]] ====&lt;br /&gt;
What is dead may never die, and this is made no truer than beyond the Misty Border with Dread Revenants. Raised in moments of utter, vociferous hatred and need for vengeance, these engines of terror refuse their own destruction unless it is by the object of their &#039;&#039;unholy revenge&#039;&#039;. In this Dread Revenants cannot be stopped—only ever slowed down.&lt;br /&gt;
&lt;br /&gt;
==== [[Vampire]] ====&lt;br /&gt;
Inheritors of the “first gift” ever bestowed by the Mists of Death, vampires are the unliving children of their vampiric sires. Clannish feeders upon the blood of the living, these creatures are nocturnal predators cursed to be annihilated should they ever again walk in sunlight. The nature of their curse provides power in exchange for ironic weaknesses relating to the vampires’ lives, times which are now frustratingly closed and foreign to them.&lt;br /&gt;
&lt;br /&gt;
=== Shapechangers ===&lt;br /&gt;
&lt;br /&gt;
==== [[Dread Doppelganger|Doppelganger, Dread]] ====&lt;br /&gt;
The spawn of amorphous beings uncommon to the Realms of Terror, Dread Doppelgangers may emulate the appearance of any human they are able to touch. Yet they are relentlessly jealous of their &#039;&#039;double&#039;&#039;, normal humanoids of whom they cannot kill and must instead torment, harangue and gaslight into believing that they are the copy and the Dread Doppelganger the real article.&lt;br /&gt;
&lt;br /&gt;
==== [[Werecreature (template)|Werecreature]] ====&lt;br /&gt;
Divided between accursed and trueborn, Werecreatures are any who may change their shape from humanoid to any hybrid contingent with their &#039;&#039;wereborn strain&#039;&#039;. Thrust ever onward by whatever desires their new instincts dictate, these beings separate themselves from their “kin” by their strength and willingness—should the beast ever overcome the man—to precipitate untold disaster and misery.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Dread_Figures&amp;diff=2242</id>
		<title>Dread Figures</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Dread_Figures&amp;diff=2242"/>
		<updated>2026-02-19T18:32:13Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Realms of Terror sit alone among planes for its ability to transform those once unremarkable, once good, and once keen into unrecognizable things twisted by what could have been. These creatures are Dread Figures—though not masters of domains, they have nevertheless given themselves over to the Mists of Death and been embraced in kind, thrust forth by hungry compulsions. Dread Figures may be tragic, some even unwilling, but once they have found the cool embrace of the Mists, they will never, ever be let go.&lt;br /&gt;
&lt;br /&gt;
== Dread Figures in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
Dread Figures, shorthand DF, are a separate class of playable characters angled toward monstrous, subversive, and antagonist play. While not every player antagonist must be a Dread Figure in &#039;&#039;The Domains of Dread&#039;&#039;, all DFs create roleplay through conflict generated by their applied template which grant them novel mechanics and adjustments so to remain threatening but exciting when encountered.&lt;br /&gt;
&lt;br /&gt;
== Playing a Dread Figure ==&lt;br /&gt;
A DF is applied for during that character’s creation or after an inciting incident during play, such as if that character would have been ordinarily [[Death, Dying and Maiming|closured]]. A prospective DF must have at least 60 days [[Date and Time|IRT]] of active play on &#039;&#039;The Domains of Dread&#039;&#039; so to be familiar with the server’s mechanics and [[Roleplay Expectations]]. They have their own application form available on the [[Discord]]. Special considerations and exemptions from regular characters are as follows:&lt;br /&gt;
&lt;br /&gt;
# When entering the game world for the first time or upon receipt of their applied template, a DF has 8 months or 243 days IRT before they are automatically closured. Extensions may be given by the [[Staff, Requirements and Applications#Game Masters|Game Masters]] to allow an in-progress plot to gracefully conclude or for real life issues with availability.&lt;br /&gt;
# Once the applied template is received, a DF will no longer gain hostile [[Experience and Progression|experience]]. Instead they will receive boosted storyline experience and weekly stipends IRT.&lt;br /&gt;
# DFs begin play at the &amp;lt;code&amp;gt;9th level&amp;lt;/code&amp;gt; across [[domains]]—should the character have existed prior to receiving an applied template, they will be raised to the &amp;lt;code&amp;gt;9th level&amp;lt;/code&amp;gt; if lower. About a month and a half of active play IRT is expected to reach the &amp;lt;code&amp;gt;14th level&amp;lt;/code&amp;gt;.&lt;br /&gt;
# DFs may be attacked with lethal damage at any time by other player characters without supervision—there is no opt out for being a DF is alone sufficient opt in.&lt;br /&gt;
# DFs may not attack other player characters lethally without cause to do so, such as those characters hunting the DF after an initial skirmish. Should they attack others lethally, supervision is not required. Being downed by a DF equals being maimed for the victim the first time it happens—a DF is permitted to finish off player characters for whom they have already downed once even in future engagements.&lt;br /&gt;
# Likewise a DF is permitted to be downed once and be maimed rather than killed or destroyed. Assuming their applied template has no mechanisms in place for automatic resurrection, their next downed state is lethal and the DF shall be closured.&lt;br /&gt;
# A DF may always attack other player characters with nonlethal damage. Exceptions may be made for only real life inabilities to participate in the scene per the [[Game Rules]].&lt;br /&gt;
# A DF, as may other player characters, closure themselves at will and receive Mist Tokens.&lt;br /&gt;
# Player characters kidnapped or detained by a DF are subject to the same rules as they would were the DF another player character, per the [[Character versus Character Rules]]. It is the DF’s responsibility to ensure sufficient roleplay is given to their prisoner and that clues are given to assist the search process for investigators.&lt;br /&gt;
# DFs will not appear in the active player list by default. This may be toggled on or off in their bespoke menu, invoked with the &#039;&#039;&amp;lt;code&amp;gt;!df&amp;lt;/code&amp;gt;&#039;&#039; [[Chat Commands|chat command]].&lt;br /&gt;
&lt;br /&gt;
== Template Families ==&lt;br /&gt;
&lt;br /&gt;
=== The Accursed ===&lt;br /&gt;
&lt;br /&gt;
==== [[Doomed One]] ====&lt;br /&gt;
Born from the desperate and the foolish, Doomed Ones are any humanoid in the Realms of Terror who have given themselves to the Mists in pursuit of ambition or another vice. Their &#039;&#039;dreadful compulsion&#039;&#039; grants them power related to these aspirations, but it is the curse they bear that will grow ever more debilitating and frustrating, hastening an inevitable descent into pure [[Corruption Checks|Corruption]] and madness.&lt;br /&gt;
&lt;br /&gt;
==== [[Feytouched]] ====&lt;br /&gt;
Marked by native Fey, Feytouched gain &#039;&#039;fey enchantment&#039;&#039; in exchange for their humanoid mind and senses being slowly and irreversibly devoured by the chaotic, capricious whimsies of a true Fey in service to [[the Shadowed Sea]].&lt;br /&gt;
&lt;br /&gt;
==== [[Inhabited]] ====&lt;br /&gt;
Once formless spirits wandering the infinite plains of the Dread Ethereal, some ghosts decide they wish to walk the Dread Material and be alive as they once were—by possessing the body of the Inhabited. An exhaustive struggle characterizes these beings as the specters vie for control, tricking or manipulating the Inhabited to tragic, terrible ends. The Inhabited may take on their &#039;&#039;spectral likeness&#039;&#039;, temporarily rescinding corporeal forms for something insubstantial and twelvefold more wicked.&lt;br /&gt;
&lt;br /&gt;
=== The Beyond ===&lt;br /&gt;
&lt;br /&gt;
==== [[Awakened]] ====&lt;br /&gt;
Masters of solipsism, Awakened are the formerly mortal possessors of great Inherent power—stemming from their bodies as [[Ascetic|Ascetics]] or their minds as [[Psion|Psions]]—who believe themselves to have become perfect embodiments of the Dread Astral, manifesting &#039;&#039;reality pinholes&#039;&#039; wherever they walk as quasi-Outsiders.&lt;br /&gt;
&lt;br /&gt;
==== [[Aberrant Psion|Psion, Aberrant]] ====&lt;br /&gt;
Psions who have embraced their alien nature before the Dread Astral, these creatures devour sentient intelligences to fuel their dark desires, preferably through the brain. Indulging these feedings catalyzes a change within them known only as &#039;&#039;ceremorphosis—&#039;&#039;a slow and insidious transformation to become what they call the ideal form in mind flayers.&lt;br /&gt;
&lt;br /&gt;
=== The Created ===&lt;br /&gt;
&lt;br /&gt;
==== [[Dread Homunculus|Homunculus, Dread]] ====&lt;br /&gt;
Stolen souls given to sculpted, inured simulacra, Dread Homunculi imitate familiar visages with frightening accuracy. Nevertheless, they are doomed to become aware over the course of their existence that they are “other than”, and lack life’s divine spark. Likewise they will become miserous and develop &#039;&#039;zeitgebers&#039;&#039; relating to the ambitions they can no longer realize, vengeful to the last for what has been taken. &lt;br /&gt;
&lt;br /&gt;
==== [[Dread Golem|Golem, Dread]] ====&lt;br /&gt;
Creations of intense passion impressed upon by their creator’s twisted desires, Dread Golems are novel consciousnesses which arise from these bodies as “alive” but naive constructs. Their relationship with their creator is forgone and tragic, as neither may live without the other, yet are constantly frustrated by their opposite’s inability to fulfill their own passions. Their zeitgebers are ironic parodies of the creator’s fears, as Dread Golems inevitably turn into their—and their own—worst nightmares.&lt;br /&gt;
&lt;br /&gt;
=== The Living Dead ===&lt;br /&gt;
&lt;br /&gt;
==== [[Ancient Dead]] ====&lt;br /&gt;
Preserved in a manner profane, the Ancient Dead are the corporeal guardians of specific times and places, now displaced by the Mists of Death. Their anger over not being able to return to their rightful halls cause these creatures to bestow deadly &#039;&#039;ancient hexes&#039;&#039; upon the still living as they scourge and scour the land in pursuit of impossible answers.&lt;br /&gt;
&lt;br /&gt;
===== [[Death Knight]] =====&lt;br /&gt;
As loyal in death as they were in life, Death Knights are raised for eternal service to evil ideoligions. This bracken and blackguard connection to their beliefs or deities permit them great Occult powers based on the nature of their &#039;&#039;unholy knighthood&#039;&#039; as the gleeful vassals of only the most vile.&lt;br /&gt;
&lt;br /&gt;
==== [[Dread Ghoul|Ghoul, Dread]] ====&lt;br /&gt;
Insidious creatures ever starving and ever hungry, Dread Ghouls are unique among the living dead for they alone may suppress their &#039;&#039;ghoulish mien&#039;&#039; to appear as though alive—for a time. Their more complex appetites require the constant consumption of sentient flesh, and ever-shifting palates work to ensure that there will always come the time where they are forced to shed any deception to be among the ravenous carrion feeders so known to the Realms of Terror.&lt;br /&gt;
&lt;br /&gt;
==== [[Lich]] ====&lt;br /&gt;
Arcanists formerly alive who have taken on the shroud of undead immortality in pursuit of greater ambition, Liches are feared throughout the Prime Material and the Realms of Terror prove no exception. Their &#039;&#039;unholy archmagic&#039;&#039; allows Liches capabilities well beyond mortal arcanists—after trapping the souls of said mortal arcanists. They remain tethered to the Dread Material through their phylactery, whereupon they will be destroyed in an instant were it ever to come under harm.&lt;br /&gt;
&lt;br /&gt;
==== [[Dread Revenant|Revenant, Dread]] ====&lt;br /&gt;
What is dead may never die, and this is made no truer than beyond the Misty Border with Dread Revenants. Raised in moments of utter, vociferous hatred and need for vengeance, these engines of terror refuse their own destruction unless it is by the object of their &#039;&#039;unholy revenge&#039;&#039;. In this Dread Revenants cannot be stopped—only ever slowed down.&lt;br /&gt;
&lt;br /&gt;
==== [[Vampire]] ====&lt;br /&gt;
Inheritors of the “first gift” ever bestowed by the Mists of Death, vampires are the unliving children of their vampiric sires. Clannish feeders upon the blood of the living, these creatures are nocturnal predators cursed to be annihilated should they ever again walk in sunlight. The nature of their curse provides power in exchange for ironic weaknesses relating to the vampires’ lives, times which are now frustratingly closed and foreign to them.&lt;br /&gt;
&lt;br /&gt;
=== Shapechangers ===&lt;br /&gt;
&lt;br /&gt;
==== [[Dread Doppelganger|Doppelganger, Dread]] ====&lt;br /&gt;
The spawn of amorphous beings uncommon to the Realms of Terror, Dread Doppelgangers may emulate the appearance of any human they are able to touch. Yet they are relentlessly jealous of their &#039;&#039;double&#039;&#039;, normal humanoids of whom they cannot kill and must instead torment, harangue and gaslight into believing that they are the copy and the Dread Doppelganger the real article.&lt;br /&gt;
&lt;br /&gt;
==== [[Werecreature (template)|Werecreature]] ====&lt;br /&gt;
Divided between accursed and trueborn, Werecreatures are any who may change their shape from humanoid to any hybrid contingent with their &#039;&#039;wereborn strain&#039;&#039;. Thrust ever onward by whatever desires their new instincts dictate, these beings separate themselves from their “kin” by their strength and willingness—should the beast ever overcome the man—to precipitate untold disaster and misery.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Dread_Figures&amp;diff=2241</id>
		<title>Dread Figures</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Dread_Figures&amp;diff=2241"/>
		<updated>2026-02-19T18:30:18Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Realms of Terror sit alone among planes in its capacity to transform those once unremarkable, once good, and once keen into the unrecognizable twisted by what could have been. These creatures are Dread Figures—while not masters of their own domains, they have given themselves to the Mists of Death and been embraced in kind, thrust forward by mad and hungry compulsions. Dread Figures may be tragic and some even unwilling, but once they have found the cool embrace of the Mists, they will never, ever be let go.&lt;br /&gt;
&lt;br /&gt;
== Dread Figures in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
Dread Figures, shorthand DF, are a separate class of playable characters angled toward monstrous, subversive, and antagonist play. While not every player antagonist must be a Dread Figure in &#039;&#039;The Domains of Dread&#039;&#039;, all DFs create roleplay through conflict generated by their applied template which grant them novel mechanics and adjustments so to remain threatening but exciting when encountered.&lt;br /&gt;
&lt;br /&gt;
== Playing a Dread Figure ==&lt;br /&gt;
A DF is applied for during that character’s creation or after an inciting incident during play, such as if that character would have been ordinarily [[Death, Dying and Maiming|closured]]. A prospective DF must have at least 60 days [[Date and Time|IRT]] of active play on &#039;&#039;The Domains of Dread&#039;&#039; so to be familiar with the server’s mechanics and [[Roleplay Expectations]]. They have their own application form available on the [[Discord]]. Special considerations and exemptions from regular characters are as follows:&lt;br /&gt;
&lt;br /&gt;
# When entering the game world for the first time or upon receipt of their applied template, a DF has 8 months or 243 days IRT before they are automatically closured. Extensions may be given by the [[Staff, Requirements and Applications#Game Masters|Game Masters]] to allow an in-progress plot to gracefully conclude or for real life issues with availability.&lt;br /&gt;
# Once the applied template is received, a DF will no longer gain hostile [[Experience and Progression|experience]]. Instead they will receive boosted storyline experience and weekly stipends IRT.&lt;br /&gt;
# DFs begin play at the &amp;lt;code&amp;gt;9th level&amp;lt;/code&amp;gt; across [[domains]]—should the character have existed prior to receiving an applied template, they will be raised to the &amp;lt;code&amp;gt;9th level&amp;lt;/code&amp;gt; if lower. About a month and a half of active play IRT is expected to reach the &amp;lt;code&amp;gt;14th level&amp;lt;/code&amp;gt;.&lt;br /&gt;
# DFs may be attacked with lethal damage at any time by other player characters without supervision—there is no opt out for being a DF is alone sufficient opt in.&lt;br /&gt;
# DFs may not attack other player characters lethally without cause to do so, such as those characters hunting the DF after an initial skirmish. Should they attack others lethally, supervision is not required. Being downed by a DF equals being maimed for the victim the first time it happens—a DF is permitted to finish off player characters for whom they have already downed once even in future engagements.&lt;br /&gt;
# Likewise a DF is permitted to be downed once and be maimed rather than killed or destroyed. Assuming their applied template has no mechanisms in place for automatic resurrection, their next downed state is lethal and the DF shall be closured.&lt;br /&gt;
# A DF may always attack other player characters with nonlethal damage. Exceptions may be made for only real life inabilities to participate in the scene per the [[Game Rules]].&lt;br /&gt;
# A DF, as may other player characters, closure themselves at will and receive Mist Tokens.&lt;br /&gt;
# Player characters kidnapped or detained by a DF are subject to the same rules as they would were the DF another player character, per the [[Character versus Character Rules]]. It is the DF’s responsibility to ensure sufficient roleplay is given to their prisoner and that clues are given to assist the search process for investigators.&lt;br /&gt;
# DFs will not appear in the active player list by default. This may be toggled on or off in their bespoke menu, invoked with the &#039;&#039;&amp;lt;code&amp;gt;!df&amp;lt;/code&amp;gt;&#039;&#039; [[Chat Commands|chat command]].&lt;br /&gt;
&lt;br /&gt;
== Template Families ==&lt;br /&gt;
&lt;br /&gt;
=== The Accursed ===&lt;br /&gt;
&lt;br /&gt;
==== [[Doomed One]] ====&lt;br /&gt;
Born from the desperate and the foolish, Doomed Ones are any humanoid in the Realms of Terror who have given themselves to the Mists in pursuit of ambition or another vice. Their &#039;&#039;dreadful compulsion&#039;&#039; grants them power related to these aspirations, but it is the curse they bear that will grow ever more debilitating and frustrating, hastening an inevitable descent into pure [[Corruption Checks|Corruption]] and madness.&lt;br /&gt;
&lt;br /&gt;
==== [[Feytouched]] ====&lt;br /&gt;
Marked by native Fey, Feytouched gain &#039;&#039;fey enchantment&#039;&#039; in exchange for their humanoid mind and senses being slowly and irreversibly devoured by the chaotic, capricious whimsies of a true Fey in service to [[the Shadowed Sea]].&lt;br /&gt;
&lt;br /&gt;
==== [[Inhabited]] ====&lt;br /&gt;
Once formless spirits wandering the infinite plains of the Dread Ethereal, some ghosts decide they wish to walk the Dread Material and be alive as they once were—by possessing the body of the Inhabited. An exhaustive struggle characterizes these beings as the specters vie for control, tricking or manipulating the Inhabited to tragic, terrible ends. The Inhabited may take on their &#039;&#039;spectral likeness&#039;&#039;, temporarily rescinding corporeal forms for something insubstantial and twelvefold more wicked.&lt;br /&gt;
&lt;br /&gt;
=== The Beyond ===&lt;br /&gt;
&lt;br /&gt;
==== [[Awakened]] ====&lt;br /&gt;
Masters of solipsism, Awakened are the formerly mortal possessors of great Inherent power—stemming from their bodies as [[Ascetic|Ascetics]] or their minds as [[Psion|Psions]]—who believe themselves to have become perfect embodiments of the Dread Astral, manifesting &#039;&#039;reality pinholes&#039;&#039; wherever they walk as quasi-Outsiders.&lt;br /&gt;
&lt;br /&gt;
==== [[Aberrant Psion|Psion, Aberrant]] ====&lt;br /&gt;
Psions who have embraced their alien nature before the Dread Astral, these creatures devour sentient intelligences to fuel their dark desires, preferably through the brain. Indulging these feedings catalyzes a change within them known only as &#039;&#039;ceremorphosis—&#039;&#039;a slow and insidious transformation to become what they call the ideal form in mind flayers.&lt;br /&gt;
&lt;br /&gt;
=== The Created ===&lt;br /&gt;
&lt;br /&gt;
==== [[Dread Homunculus|Homunculus, Dread]] ====&lt;br /&gt;
Stolen souls given to sculpted, inured simulacra, Dread Homunculi imitate familiar visages with frightening accuracy. Nevertheless, they are doomed to become aware over the course of their existence that they are “other than”, and lack life’s divine spark. Likewise they will become miserous and develop &#039;&#039;zeitgebers&#039;&#039; relating to the ambitions they can no longer realize, vengeful to the last for what has been taken. &lt;br /&gt;
&lt;br /&gt;
==== [[Dread Golem|Golem, Dread]] ====&lt;br /&gt;
Creations of intense passion impressed upon by their creator’s twisted desires, Dread Golems are novel consciousnesses which arise from these bodies as “alive” but naive constructs. Their relationship with their creator is forgone and tragic, as neither may live without the other, yet are constantly frustrated by their opposite’s inability to fulfill their own passions. Their zeitgebers are ironic parodies of the creator’s fears, as Dread Golems inevitably turn into their—and their own—worst nightmares.&lt;br /&gt;
&lt;br /&gt;
=== The Living Dead ===&lt;br /&gt;
&lt;br /&gt;
==== [[Ancient Dead]] ====&lt;br /&gt;
Preserved in a manner profane, the Ancient Dead are the corporeal guardians of specific times and places, now displaced by the Mists of Death. Their anger over not being able to return to their rightful halls cause these creatures to bestow deadly &#039;&#039;ancient hexes&#039;&#039; upon the still living as they scourge and scour the land in pursuit of impossible answers.&lt;br /&gt;
&lt;br /&gt;
===== [[Death Knight]] =====&lt;br /&gt;
As loyal in death as they were in life, Death Knights are raised for eternal service to evil ideoligions. This bracken and blackguard connection to their beliefs or deities permit them great Occult powers based on the nature of their &#039;&#039;unholy knighthood&#039;&#039; as the gleeful vassals of only the most vile.&lt;br /&gt;
&lt;br /&gt;
==== [[Dread Ghoul|Ghoul, Dread]] ====&lt;br /&gt;
Insidious creatures ever starving and ever hungry, Dread Ghouls are unique among the living dead for they alone may suppress their &#039;&#039;ghoulish mien&#039;&#039; to appear as though alive—for a time. Their more complex appetites require the constant consumption of sentient flesh, and ever-shifting palates work to ensure that there will always come the time where they are forced to shed any deception to be among the ravenous carrion feeders so known to the Realms of Terror.&lt;br /&gt;
&lt;br /&gt;
==== [[Lich]] ====&lt;br /&gt;
Arcanists formerly alive who have taken on the shroud of undead immortality in pursuit of greater ambition, Liches are feared throughout the Prime Material and the Realms of Terror prove no exception. Their &#039;&#039;unholy archmagic&#039;&#039; allows Liches capabilities well beyond mortal arcanists—after trapping the souls of said mortal arcanists. They remain tethered to the Dread Material through their phylactery, whereupon they will be destroyed in an instant were it ever to come under harm.&lt;br /&gt;
&lt;br /&gt;
==== [[Dread Revenant|Revenant, Dread]] ====&lt;br /&gt;
What is dead may never die, and this is made no truer than beyond the Misty Border with Dread Revenants. Raised in moments of utter, vociferous hatred and need for vengeance, these engines of terror refuse their own destruction unless it is by the object of their &#039;&#039;unholy revenge&#039;&#039;. In this Dread Revenants cannot be stopped—only ever slowed down.&lt;br /&gt;
&lt;br /&gt;
==== [[Vampire]] ====&lt;br /&gt;
Inheritors of the “first gift” ever bestowed by the Mists of Death, vampires are the unliving children of their vampiric sires. Clannish feeders upon the blood of the living, these creatures are nocturnal predators cursed to be annihilated should they ever again walk in sunlight. The nature of their curse provides power in exchange for ironic weaknesses relating to the vampires’ lives, times which are now frustratingly closed and foreign to them.&lt;br /&gt;
&lt;br /&gt;
=== Shapechangers ===&lt;br /&gt;
&lt;br /&gt;
==== [[Dread Doppelganger|Doppelganger, Dread]] ====&lt;br /&gt;
The spawn of amorphous beings uncommon to the Realms of Terror, Dread Doppelgangers may emulate the appearance of any human they are able to touch. Yet they are relentlessly jealous of their &#039;&#039;double&#039;&#039;, normal humanoids of whom they cannot kill and must instead torment, harangue and gaslight into believing that they are the copy and the Dread Doppelganger the real article.&lt;br /&gt;
&lt;br /&gt;
==== [[Werecreature (template)|Werecreature]] ====&lt;br /&gt;
Divided between accursed and trueborn, Werecreatures are any who may change their shape from humanoid to any hybrid contingent with their &#039;&#039;wereborn strain&#039;&#039;. Thrust ever onward by whatever desires their new instincts dictate, these beings separate themselves from their “kin” by their strength and willingness—should the beast ever overcome the man—to precipitate untold disaster and misery.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Death,_Dying_and_Maiming&amp;diff=2240</id>
		<title>Death, Dying and Maiming</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Death,_Dying_and_Maiming&amp;diff=2240"/>
		<updated>2026-02-19T18:29:03Z</updated>

		<summary type="html">&lt;p&gt;August: /* Death in The Domains of Dread */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Death and the finality thereof is a prevailing theme in the Realms of Terror where compared to the Prime Material—here there are no resurrections, no regenerations, and the only forces capable of creating spontaneous, true life are the Mists of Death themselves. Yet in spite of these facts there has never been a shortage for the brazen many who seek, futilely, to harness those forces beyond the Misty Border—and never a shortage for outcomes unfortunate and unforeseen.&lt;br /&gt;
&lt;br /&gt;
== Death in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
&#039;&#039;The Domains of Dread&#039;&#039; is a &#039;&#039;&#039;&#039;&#039;permadeath&#039;&#039;&#039;&#039;&#039; server. This means any character who dies—player or non-player—will have lost their natural life even should death does not entail their immediate [[Glossary|closure]]. Time-limited return in this way means becoming a [[Dread Figures|Dread Figure]] or being part of a larger [[Staff, Requirements and Applications|Game Master]] chaperoned event but in either case such characters are limited to the play period being a Dread Figure imposes or until the event’s conclusion after which they will be closured and removed from play.&lt;br /&gt;
&lt;br /&gt;
Closure is final. No Game Master will redact a character’s lawful closure. Deaths which are determined to have happened due to malfeasance, bugs and/or unintended behavior may be redacted per the [[Game Rules]]. When a character is closured the player account may be awarded with an amount of [[Mist Tokens]].&lt;br /&gt;
&lt;br /&gt;
Information about a closured character will be made available to the player in the obituaries section on the [[Forums]], after which the character is retired from their server vault.&lt;br /&gt;
&lt;br /&gt;
== Dying ==&lt;br /&gt;
Characters in &#039;&#039;The Domains of Dread&#039;&#039; die as a result of lethal damage suffered from hostile engagements with human-controlled entities, per the [[Character versus Character Rules]]. Likewise it is required that a character be informed that pursuing conflict would necessitate lethal damage prior to taking lethal damage. AI-controlled entities do not use lethal damage and will not seek to finish characters off after they have been downed.&lt;br /&gt;
&lt;br /&gt;
A character who reaches &amp;lt;code&amp;gt;0 HP&amp;lt;/code&amp;gt; or lower is downed and cannot take any action as they are fictionally unconscious. Human-controlled hostile entities may select their body with the &#039;&#039;&amp;lt;code&amp;gt;!fd&amp;lt;/code&amp;gt;&#039;&#039; [[Chat Commands|chat command]] to initiate a coup de gras action taking 90 seconds [[Date and Time|IRT]] to complete after which the downed character will be killed. Any hostile [[Spells|spell]], spell-like ability or damage interrupts the coup de gras.&lt;br /&gt;
&lt;br /&gt;
A downed character who is not killed outright takes &amp;lt;code&amp;gt;1 untyped damage&amp;lt;/code&amp;gt; every turn IGT until they reach &amp;lt;code&amp;gt;-10 HP&amp;lt;/code&amp;gt;, after which they will expire if they were downed from lethal damage.&lt;br /&gt;
&lt;br /&gt;
Every 30 seconds IRT the downed character rolls &amp;lt;code&amp;gt;d100 + Fortitude save +/- CON&amp;lt;/code&amp;gt;, trying to beat &amp;lt;code&amp;gt;DC 95&amp;lt;/code&amp;gt;. Should they succeed once they stabilize, now healing &amp;lt;code&amp;gt;1 HP&amp;lt;/code&amp;gt; every turn IGT until reaching &amp;lt;code&amp;gt;0 HP&amp;lt;/code&amp;gt;, after which they will be still downed but may choose to get back on their feet at &amp;lt;code&amp;gt;1 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It is not possible to be set below &amp;lt;code&amp;gt;-5 HP&amp;lt;/code&amp;gt; from whatever damage downed a character. This includes being downed from falling a death save from &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039;, but they will be set to &amp;lt;code&amp;gt;-5 HP&amp;lt;/code&amp;gt; and suffer a &amp;lt;code&amp;gt;-5 penalty to stabilize&amp;lt;/code&amp;gt;. Intervention from recovery items such as bandages or sutures may immediately stabilize a downed character, subject to a successful [[Handle Medicine]] check from the administering character. Healing spells must heal the character to &amp;lt;code&amp;gt;0 HP&amp;lt;/code&amp;gt; in order to stabilize. They will not recover &amp;lt;code&amp;gt;HP&amp;lt;/code&amp;gt; past &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; from healing spells until back on their feet.&lt;br /&gt;
&lt;br /&gt;
When a character expires, they produce an itemized corpse. When a character is downed, they drop any held item or equipment to the ground. Any character who is downed suffers &amp;lt;code&amp;gt;-1 AC and AB&amp;lt;/code&amp;gt; until their next successful [[Recovery and Rest Cycles|rest]], scaling up to &amp;lt;code&amp;gt;-3 AC and AB&amp;lt;/code&amp;gt; per down.&lt;br /&gt;
&lt;br /&gt;
== Maiming and Critical Injuries ==&lt;br /&gt;
A character who reaches &amp;lt;code&amp;gt;-10 HP&amp;lt;/code&amp;gt; as a result of nonlethal damage are fictionally not dead but maimed, entering a comatose state as an itemized body. They may be revived with the sacrifice of some materials and a cast of &#039;&#039;[[restoration]]&#039;&#039; from another player character or capable non-player character after an interregnum period, anywhere from 5 to 25 minutes IRT based on level with some random fuzzing. The interregnum period or &#039;&#039;restoration&#039;&#039; requirement do not apply if they were unconscious from subdual damage or a knockout coup de gras, awakening if their body is dropped on the ground or after 15 minutes IRT. Logging out with an itemized body in the inventory drops them, awakening them on the spot.&lt;br /&gt;
&lt;br /&gt;
Characters who are restored are subject to revival sickness, dealing heavy [[Attributes|attribute]] damage that cannot be cursed, even with restoration. The sickness persists anywhere from 48 to 168 hours IRT, based on level with some random fuzzing. As the sickness nears expiry the attribute damage will soften until  fully restored to normal. Knocked out characters recover lost attributes faster.&lt;br /&gt;
&lt;br /&gt;
After a character is maimed for the first time, any future maiming induces critical injuries. Critical injuries may be temporary or permanent. When a character receives a critical injury, the player will be presented with a choice between three options to apply to the character, selected by the Game Masters from a random table. As the character accrues more of these critical injuries, a greater handicap is applied to the random table, opening the possibility for more severe consequences up to and including death.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Death,_Dying_and_Maiming&amp;diff=2239</id>
		<title>Death, Dying and Maiming</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Death,_Dying_and_Maiming&amp;diff=2239"/>
		<updated>2026-02-19T18:23:16Z</updated>

		<summary type="html">&lt;p&gt;August: /* Maiming and Critical Injuries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Death and the finality thereof is a prevailing theme in the Realms of Terror where compared to the Prime Material—here there are no resurrections, no regenerations, and the only forces capable of creating spontaneous, true life are the Mists of Death themselves. Yet in spite of these facts there has never been a shortage for the brazen many who seek, futilely, to harness those forces beyond the Misty Border—and never a shortage for outcomes unfortunate and unforeseen.&lt;br /&gt;
&lt;br /&gt;
== Death in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
&#039;&#039;The Domains of Dread&#039;&#039; is a &#039;&#039;&#039;&#039;&#039;permadeath&#039;&#039;&#039;&#039;&#039; server. This means any character who dies—player or non-player—will have lost their natural life even should death does not entail their immediate [[Glossary|closure]]. Time-limited return in this way means becoming a [[Dread Figures|Dread Figure]] or being part of a larger [[Staff, Requirements and Applications|Game Master]] chaperoned event but, regardless, such characters are limited to the play period being a Dread Figure imposes or until the event’s conclusion after which they will be closured and removed from play.&lt;br /&gt;
&lt;br /&gt;
Closure is final. No Game Master will redact a character’s lawful closure. Deaths which are determined to have happened due to malfeasance, bugs and/or unintended behavior may be redacted per the [[Game Rules]]. When a character is closured the player account may be awarded with an amount of [[Mist Tokens]].&lt;br /&gt;
&lt;br /&gt;
Information about a closured character will be made available to the player in the obituaries section on the [[Forums]], after which the character is retired from their server vault.&lt;br /&gt;
&lt;br /&gt;
== Dying ==&lt;br /&gt;
Characters in &#039;&#039;The Domains of Dread&#039;&#039; die as a result of lethal damage suffered from hostile engagements with human-controlled entities, per the [[Character versus Character Rules]]. Likewise it is required that a character be informed that pursuing conflict would necessitate lethal damage prior to taking lethal damage. AI-controlled entities do not use lethal damage and will not seek to finish characters off after they have been downed.&lt;br /&gt;
&lt;br /&gt;
A character who reaches &amp;lt;code&amp;gt;0 HP&amp;lt;/code&amp;gt; or lower is downed and cannot take any action as they are fictionally unconscious. Human-controlled hostile entities may select their body with the &#039;&#039;&amp;lt;code&amp;gt;!fd&amp;lt;/code&amp;gt;&#039;&#039; [[Chat Commands|chat command]] to initiate a coup de gras action taking 90 seconds [[Date and Time|IRT]] to complete after which the downed character will be killed. Any hostile [[Spells|spell]], spell-like ability or damage interrupts the coup de gras.&lt;br /&gt;
&lt;br /&gt;
A downed character who is not killed outright takes &amp;lt;code&amp;gt;1 untyped damage&amp;lt;/code&amp;gt; every turn IGT until they reach &amp;lt;code&amp;gt;-10 HP&amp;lt;/code&amp;gt;, after which they will expire if they were downed from lethal damage.&lt;br /&gt;
&lt;br /&gt;
Every 30 seconds IRT the downed character rolls &amp;lt;code&amp;gt;d100 + Fortitude save +/- CON&amp;lt;/code&amp;gt;, trying to beat &amp;lt;code&amp;gt;DC 95&amp;lt;/code&amp;gt;. Should they succeed once they stabilize, now healing &amp;lt;code&amp;gt;1 HP&amp;lt;/code&amp;gt; every turn IGT until reaching &amp;lt;code&amp;gt;0 HP&amp;lt;/code&amp;gt;, after which they will be still downed but may choose to get back on their feet at &amp;lt;code&amp;gt;1 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It is not possible to be set below &amp;lt;code&amp;gt;-5 HP&amp;lt;/code&amp;gt; from whatever damage downed a character. This includes being downed from falling a death save from &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039;, but they will be set to &amp;lt;code&amp;gt;-5 HP&amp;lt;/code&amp;gt; and suffer a &amp;lt;code&amp;gt;-5 penalty to stabilize&amp;lt;/code&amp;gt;. Intervention from recovery items such as bandages or sutures may immediately stabilize a downed character, subject to a successful [[Handle Medicine]] check from the administering character. Healing spells must heal the character to &amp;lt;code&amp;gt;0 HP&amp;lt;/code&amp;gt; in order to stabilize. They will not recover &amp;lt;code&amp;gt;HP&amp;lt;/code&amp;gt; past &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; from healing spells until back on their feet.&lt;br /&gt;
&lt;br /&gt;
When a character expires, they produce an itemized corpse. When a character is downed, they drop any held item or equipment to the ground. Any character who is downed suffers &amp;lt;code&amp;gt;-1 AC and AB&amp;lt;/code&amp;gt; until their next successful [[Recovery and Rest Cycles|rest]], scaling up to &amp;lt;code&amp;gt;-3 AC and AB&amp;lt;/code&amp;gt; per down.&lt;br /&gt;
&lt;br /&gt;
== Maiming and Critical Injuries ==&lt;br /&gt;
A character who reaches &amp;lt;code&amp;gt;-10 HP&amp;lt;/code&amp;gt; as a result of nonlethal damage are fictionally not dead but maimed, entering a comatose state as an itemized body. They may be revived with the sacrifice of some materials and a cast of &#039;&#039;[[restoration]]&#039;&#039; from another player character or capable non-player character after an interregnum period, anywhere from 5 to 25 minutes IRT based on level with some random fuzzing. The interregnum period or &#039;&#039;restoration&#039;&#039; requirement do not apply if they were unconscious from subdual damage or a knockout coup de gras, awakening if their body is dropped on the ground or after 15 minutes IRT. Logging out with an itemized body in the inventory drops them, awakening them on the spot.&lt;br /&gt;
&lt;br /&gt;
Characters who are restored are subject to revival sickness, dealing heavy [[Attributes|attribute]] damage that cannot be cursed, even with restoration. The sickness persists anywhere from 48 to 168 hours IRT, based on level with some random fuzzing. As the sickness nears expiry the attribute damage will soften until  fully restored to normal. Knocked out characters recover lost attributes faster.&lt;br /&gt;
&lt;br /&gt;
After a character is maimed for the first time, any future maiming induces critical injuries. Critical injuries may be temporary or permanent. When a character receives a critical injury, the player will be presented with a choice between three options to apply to the character, selected by the Game Masters from a random table. As the character accrues more of these critical injuries, a greater handicap is applied to the random table, opening the possibility for more severe consequences up to and including death.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Death,_Dying_and_Maiming&amp;diff=2238</id>
		<title>Death, Dying and Maiming</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Death,_Dying_and_Maiming&amp;diff=2238"/>
		<updated>2026-02-19T18:22:19Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Death and the finality thereof is a prevailing theme in the Realms of Terror where compared to the Prime Material—here there are no resurrections, no regenerations, and the only forces capable of creating spontaneous, true life are the Mists of Death themselves. Yet in spite of these facts there has never been a shortage for the brazen many who seek, futilely, to harness those forces beyond the Misty Border—and never a shortage for outcomes unfortunate and unforeseen.&lt;br /&gt;
&lt;br /&gt;
== Death in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
&#039;&#039;The Domains of Dread&#039;&#039; is a &#039;&#039;&#039;&#039;&#039;permadeath&#039;&#039;&#039;&#039;&#039; server. This means any character who dies—player or non-player—will have lost their natural life even should death does not entail their immediate [[Glossary|closure]]. Time-limited return in this way means becoming a [[Dread Figures|Dread Figure]] or being part of a larger [[Staff, Requirements and Applications|Game Master]] chaperoned event but, regardless, such characters are limited to the play period being a Dread Figure imposes or until the event’s conclusion after which they will be closured and removed from play.&lt;br /&gt;
&lt;br /&gt;
Closure is final. No Game Master will redact a character’s lawful closure. Deaths which are determined to have happened due to malfeasance, bugs and/or unintended behavior may be redacted per the [[Game Rules]]. When a character is closured the player account may be awarded with an amount of [[Mist Tokens]].&lt;br /&gt;
&lt;br /&gt;
Information about a closured character will be made available to the player in the obituaries section on the [[Forums]], after which the character is retired from their server vault.&lt;br /&gt;
&lt;br /&gt;
== Dying ==&lt;br /&gt;
Characters in &#039;&#039;The Domains of Dread&#039;&#039; die as a result of lethal damage suffered from hostile engagements with human-controlled entities, per the [[Character versus Character Rules]]. Likewise it is required that a character be informed that pursuing conflict would necessitate lethal damage prior to taking lethal damage. AI-controlled entities do not use lethal damage and will not seek to finish characters off after they have been downed.&lt;br /&gt;
&lt;br /&gt;
A character who reaches &amp;lt;code&amp;gt;0 HP&amp;lt;/code&amp;gt; or lower is downed and cannot take any action as they are fictionally unconscious. Human-controlled hostile entities may select their body with the &#039;&#039;&amp;lt;code&amp;gt;!fd&amp;lt;/code&amp;gt;&#039;&#039; [[Chat Commands|chat command]] to initiate a coup de gras action taking 90 seconds [[Date and Time|IRT]] to complete after which the downed character will be killed. Any hostile [[Spells|spell]], spell-like ability or damage interrupts the coup de gras.&lt;br /&gt;
&lt;br /&gt;
A downed character who is not killed outright takes &amp;lt;code&amp;gt;1 untyped damage&amp;lt;/code&amp;gt; every turn IGT until they reach &amp;lt;code&amp;gt;-10 HP&amp;lt;/code&amp;gt;, after which they will expire if they were downed from lethal damage.&lt;br /&gt;
&lt;br /&gt;
Every 30 seconds IRT the downed character rolls &amp;lt;code&amp;gt;d100 + Fortitude save +/- CON&amp;lt;/code&amp;gt;, trying to beat &amp;lt;code&amp;gt;DC 95&amp;lt;/code&amp;gt;. Should they succeed once they stabilize, now healing &amp;lt;code&amp;gt;1 HP&amp;lt;/code&amp;gt; every turn IGT until reaching &amp;lt;code&amp;gt;0 HP&amp;lt;/code&amp;gt;, after which they will be still downed but may choose to get back on their feet at &amp;lt;code&amp;gt;1 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It is not possible to be set below &amp;lt;code&amp;gt;-5 HP&amp;lt;/code&amp;gt; from whatever damage downed a character. This includes being downed from falling a death save from &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039;, but they will be set to &amp;lt;code&amp;gt;-5 HP&amp;lt;/code&amp;gt; and suffer a &amp;lt;code&amp;gt;-5 penalty to stabilize&amp;lt;/code&amp;gt;. Intervention from recovery items such as bandages or sutures may immediately stabilize a downed character, subject to a successful [[Handle Medicine]] check from the administering character. Healing spells must heal the character to &amp;lt;code&amp;gt;0 HP&amp;lt;/code&amp;gt; in order to stabilize. They will not recover &amp;lt;code&amp;gt;HP&amp;lt;/code&amp;gt; past &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; from healing spells until back on their feet.&lt;br /&gt;
&lt;br /&gt;
When a character expires, they produce an itemized corpse. When a character is downed, they drop any held item or equipment to the ground. Any character who is downed suffers &amp;lt;code&amp;gt;-1 AC and AB&amp;lt;/code&amp;gt; until their next successful [[Recovery and Rest Cycles|rest]], scaling up to &amp;lt;code&amp;gt;-3 AC and AB&amp;lt;/code&amp;gt; per down.&lt;br /&gt;
&lt;br /&gt;
== Maiming and Critical Injuries ==&lt;br /&gt;
A character who reaches &amp;lt;code&amp;gt;-10 HP&amp;lt;/code&amp;gt; as a result of nonlethal damage are fictionally not dead but maimed, entering a comatose state as an itemized body. They may be revived with the sacrifice of some materials and a cast of &#039;&#039;[[restoration]]&#039;&#039; from another player character or capable non-player character after an interregnum period, anywhere from 5 to 25 minutes IRT based on level with some random fuzzing. The interregnum period or &#039;&#039;restoration&#039;&#039; requirement do not apply if they were rendered unconscious from subdual damage or a knockout coup de gras, awakening if their body is dropped on the ground or after 15 minutes IRT. Logging out with an itemized body in the inventory drops them, awakening them on the spot.&lt;br /&gt;
&lt;br /&gt;
Characters who are restored are subject to revival sickness, dealing heavy [[Attributes|attribute]] damage that cannot be cursed, even with restoration. The sickness persists anywhere from 48 to 168 hours IRT, based on level with some random fuzzing. As the sickness nears expiry the attribute damage will soften until  fully restored to normal. Knocked out characters recover lost attributes faster.&lt;br /&gt;
&lt;br /&gt;
After a character is maimed for the first time, any future maiming induces critical injuries. Critical injuries may be temporary or permanent. When a character receives a critical injury, the player will be presented with a choice between three options to apply to the character, selected by the Game Masters from a random table. As the character accrues more of these critical injuries, a greater handicap is applied to the random table, opening the possibility for more severe consequences up to and including death.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Death,_Dying_and_Maiming&amp;diff=2237</id>
		<title>Death, Dying and Maiming</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Death,_Dying_and_Maiming&amp;diff=2237"/>
		<updated>2026-02-19T18:21:02Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Death and the finality thereof is a prevailing theme in the Realms of Terror where compared to the Prime Material—here there are no resurrections, no regenerations, and the only forces capable of creating spontaneous, true life are the Mists of Death themselves. Yet in spite of these facts there has never been a shortage for the brazen many who seek, futilely, to harness those forces beyond the Misty Border—and never a shortage for outcomes unfortunate and unforeseen.&lt;br /&gt;
&lt;br /&gt;
== Death in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
&#039;&#039;The Domains of Dread&#039;&#039; is a &#039;&#039;&#039;&#039;&#039;permadeath&#039;&#039;&#039;&#039;&#039; server. This means any character who dies—player or non-player—will have lost their natural life even should death does not entail their immediate [[Glossary|closure]]. Time-limited return in this way means becoming a [[Dread Figures|Dread Figure]] or being part of a larger [[Staff, Requirements and Applications|Game Master]] chaperoned event but, regardless, such characters are limited to the play period being a Dread Figure imposes or until the event’s conclusion after which they will be closured and removed from play.&lt;br /&gt;
&lt;br /&gt;
Closure is final. No Game Master will redact a character’s lawful closure. Deaths which are determined to have happened due to malfeasance, bugs and/or unintended behavior may be redacted per the [[Game Rules]]. When a character is closured the player account may be awarded with an amount of [[Mist Tokens]].&lt;br /&gt;
&lt;br /&gt;
Information about a closured character will be made available to the player in the obituaries section on the [[Forums]], after which the character is retired from their server vault.&lt;br /&gt;
&lt;br /&gt;
== Dying ==&lt;br /&gt;
Characters in &#039;&#039;The Domains of Dread&#039;&#039; die as a result of lethal damage suffered from hostile engagements with human-controlled entities, per the [[Character versus Character Rules]]. Likewise it is required that a character be informed that pursuing conflict would necessitate lethal damage prior to taking lethal damage. AI-controlled entities do not use lethal damage and will not seek to finish characters off after they have been downed.&lt;br /&gt;
&lt;br /&gt;
A character who reaches &amp;lt;code&amp;gt;0 HP&amp;lt;/code&amp;gt; or lower is downed and cannot take any action as they are fictionally unconscious. Human-controlled hostile entities may select their body with the &#039;&#039;&amp;lt;code&amp;gt;!fd&amp;lt;/code&amp;gt;&#039;&#039; [[Chat Commands|chat command]] to initiate a coup de gras action taking 90 seconds [[Date and Time|IRT]] to complete after which the downed character will be killed. Any hostile [[Spells|spell]], spell-like ability or damage interrupts the coup de gras.&lt;br /&gt;
&lt;br /&gt;
A downed character who is not killed outright takes &amp;lt;code&amp;gt;1 untyped damage&amp;lt;/code&amp;gt; every turn IGT until they reach &amp;lt;code&amp;gt;-10 HP&amp;lt;/code&amp;gt;, after which they will expire if they were downed from lethal damage.&lt;br /&gt;
&lt;br /&gt;
Every 30 seconds IRT the downed character rolls &amp;lt;code&amp;gt;d100 + Fortitude save +/- CON&amp;lt;/code&amp;gt;, trying to beat &amp;lt;code&amp;gt;DC 95&amp;lt;/code&amp;gt;. Should they succeed once they stabilize, now healing &amp;lt;code&amp;gt;1 HP&amp;lt;/code&amp;gt; every turn IGT until reaching &amp;lt;code&amp;gt;0 HP&amp;lt;/code&amp;gt;, after which they will be still downed but may choose to get back on their feet at &amp;lt;code&amp;gt;1 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It is not possible to be set below &amp;lt;code&amp;gt;-5 HP&amp;lt;/code&amp;gt; from whatever damage downed a character. This includes being downed from falling a death save from &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039;, but they will be set to &amp;lt;code&amp;gt;-5 HP&amp;lt;/code&amp;gt; and suffer a &amp;lt;code&amp;gt;-5 penalty to stabilize&amp;lt;/code&amp;gt;. Intervention from recovery items such as bandages or sutures may immediately stabilize a downed character, subject to a successful [[Handle Medicine]] check from the administering character. Healing spells must heal the character to &amp;lt;code&amp;gt;0 HP&amp;lt;/code&amp;gt; in order to stabilize. They will not recover &amp;lt;code&amp;gt;HP&amp;lt;/code&amp;gt; past &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; from healing spells until they are back on their feet.&lt;br /&gt;
&lt;br /&gt;
When a character expires, they produce an itemized corpse. When a character is downed, they drop any held item or equipment to the ground. Any character who is downed suffers &amp;lt;code&amp;gt;-1 AC and AB&amp;lt;/code&amp;gt; until their next successful [[Recovery and Rest Cycles|rest]], scaling up to &amp;lt;code&amp;gt;-3 AC and AB&amp;lt;/code&amp;gt; per down.&lt;br /&gt;
&lt;br /&gt;
== Maiming and Critical Injuries ==&lt;br /&gt;
A character who reaches &amp;lt;code&amp;gt;-10 HP&amp;lt;/code&amp;gt; as a result of nonlethal damage are fictionally not dead but maimed, entering a comatose state as an itemized body. They may be revived with the sacrifice of some materials and a cast of &#039;&#039;[[restoration]]&#039;&#039; from another player character or capable non-player character after an interregnum period, anywhere from 5 to 25 minutes IRT based on level with some random fuzzing. The interregnum period or &#039;&#039;restoration&#039;&#039; requirement do not apply if they were rendered unconscious from subdual damage or a knockout coup de gras, awakening if their body is dropped on the ground or after 15 minutes IRT. Logging out with an itemized body in the inventory drops them, awakening them on the spot.&lt;br /&gt;
&lt;br /&gt;
Characters who are restored are subject to revival sickness, dealing heavy [[Attributes|attribute]] damage that cannot be cursed, even with restoration. The sickness persists anywhere from 48 to 168 hours IRT, based on level with some random fuzzing. As the sickness nears expiry the attribute damage will soften until  fully restored to normal. Knocked out characters recover lost attributes faster.&lt;br /&gt;
&lt;br /&gt;
After a character is maimed for the first time, any future maiming induces critical injuries. Critical injuries may be temporary or permanent. When a character receives a critical injury, the player will be presented with a choice between three options to apply to the character, selected by the Game Masters from a random table. As the character accrues more of these critical injuries, a greater handicap is applied to the random table, opening the possibility for more severe consequences up to and including death.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Death,_Dying_and_Maiming&amp;diff=2236</id>
		<title>Death, Dying and Maiming</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Death,_Dying_and_Maiming&amp;diff=2236"/>
		<updated>2026-02-19T18:19:52Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Death and the finality thereof is a prevailing theme in the Realms of Terror where compared to the Prime Material—here there are no resurrections, no regenerations, and the only forces capable of creating spontaneous, true life are the Mists of Death themselves. Yet in spite of these facts there has never been a shortage for the brazen many who seek, futilely, to harness those forces beyond the Misty Border—and never a shortage for outcomes unfortunate and unforeseen.&lt;br /&gt;
&lt;br /&gt;
== Death in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
&#039;&#039;The Domains of Dread&#039;&#039; is a &#039;&#039;&#039;&#039;&#039;permadeath&#039;&#039;&#039;&#039;&#039; server. This means any character who dies—player or non-player—will have lost their natural life even should death does not entail their immediate [[Glossary|closure]]. Time-limited return in this way means becoming a [[Dread Figures|Dread Figure]] or being part of a larger [[Staff, Requirements and Applications|Game Master]] chaperoned event but, regardless, such characters are limited to the play period being a Dread Figure imposes or until the event’s conclusion after which they will be closured and removed from play.&lt;br /&gt;
&lt;br /&gt;
Closure is final. No Game Master will redact a character’s lawful closure. Deaths which are determined to have happened due to malfeasance, bugs and/or unintended behavior may be redacted per the [[Game Rules]]. When a character is closured the player account may be awarded with an amount of [[Mist Tokens]].&lt;br /&gt;
&lt;br /&gt;
Information about a closured character will be made available to the player in the obituaries section on the [[Forums]], after which the character is retired from their server vault.&lt;br /&gt;
&lt;br /&gt;
== Dying ==&lt;br /&gt;
Characters in &#039;&#039;The Domains of Dread&#039;&#039; die as a result of lethal damage suffered from hostile engagements with human-controlled entities, per the [[Character versus Character Rules]]. Likewise it is required that a character be informed that pursuing conflict would necessitate lethal damage prior to taking lethal damage. AI-controlled entities do not use lethal damage and will not seek to finish characters off after they have been downed.&lt;br /&gt;
&lt;br /&gt;
A character who reaches &amp;lt;code&amp;gt;0 HP&amp;lt;/code&amp;gt; or lower is downed and cannot take any action, being fictionally unconscious. Human-controlled hostile entities may select their body with the &#039;&#039;&amp;lt;code&amp;gt;!fd&amp;lt;/code&amp;gt;&#039;&#039; [[Chat Commands|chat command]] to initiate a coup de gras action taking 90 seconds [[Date and Time|IRT]] to complete after which the downed character will be killed. Any hostile [[Spells|spell]], spell-like ability or damage interrupts the coup de gras.&lt;br /&gt;
&lt;br /&gt;
A downed character who is not killed outright takes &amp;lt;code&amp;gt;1 untyped damage&amp;lt;/code&amp;gt; every turn IGT until they reach &amp;lt;code&amp;gt;-10 HP&amp;lt;/code&amp;gt;, after which they will expire if they were downed from lethal damage.&lt;br /&gt;
&lt;br /&gt;
Every 30 seconds IRT the downed character rolls &amp;lt;code&amp;gt;d100 + Fortitude save +/- CON&amp;lt;/code&amp;gt;, trying to beat &amp;lt;code&amp;gt;DC 95&amp;lt;/code&amp;gt;. Should they succeed once they stabilize, now healing &amp;lt;code&amp;gt;1 HP&amp;lt;/code&amp;gt; every turn IGT until reaching &amp;lt;code&amp;gt;0 HP&amp;lt;/code&amp;gt;, after which they will be still downed but may choose to get back on their feet at &amp;lt;code&amp;gt;1 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It is not possible to be set below &amp;lt;code&amp;gt;-5 HP&amp;lt;/code&amp;gt; from whatever damage downed a character. This includes being downed from falling a death save from &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039;, but they will be set to &amp;lt;code&amp;gt;-5 HP&amp;lt;/code&amp;gt; and suffer a &amp;lt;code&amp;gt;-5 penalty to stabilize&amp;lt;/code&amp;gt;. Intervention from recovery items such as bandages or sutures may immediately stabilize a downed character, subject to a successful [[Handle Medicine]] check from the administering character. Healing spells must heal the character to &amp;lt;code&amp;gt;0 HP&amp;lt;/code&amp;gt; in order to stabilize. They will not recover &amp;lt;code&amp;gt;HP&amp;lt;/code&amp;gt; past &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; from healing spells until they are back on their feet.&lt;br /&gt;
&lt;br /&gt;
When a character expires, they produce an itemized corpse. When a character is downed, they drop any held item or equipment to the ground. Any character who is downed suffers &amp;lt;code&amp;gt;-1 AC and AB&amp;lt;/code&amp;gt; until their next successful [[Recovery and Rest Cycles|rest]], scaling up to &amp;lt;code&amp;gt;-3 AC and AB&amp;lt;/code&amp;gt; per down.&lt;br /&gt;
&lt;br /&gt;
== Maiming and Critical Injuries ==&lt;br /&gt;
A character who reaches &amp;lt;code&amp;gt;-10 HP&amp;lt;/code&amp;gt; as a result of nonlethal damage are fictionally not dead but maimed, entering a comatose state as an itemized body. They may be revived with the sacrifice of some materials and a cast of &#039;&#039;[[restoration]]&#039;&#039; from another player character or capable non-player character after an interregnum period, anywhere from 5 to 25 minutes IRT based on level with some random fuzzing. The interregnum period or &#039;&#039;restoration&#039;&#039; requirement do not apply if they were rendered unconscious from subdual damage or a knockout coup de gras, awakening if their body is dropped on the ground or after 15 minutes IRT. Logging out with an itemized body in the inventory drops them, awakening them on the spot.&lt;br /&gt;
&lt;br /&gt;
Characters who are restored are subject to revival sickness, dealing heavy [[Attributes|attribute]] damage that cannot be cursed, even with restoration. The sickness persists anywhere from 48 to 168 hours IRT, based on level with some random fuzzing. As the sickness nears expiry the attribute damage will soften until  fully restored to normal. Knocked out characters recover lost attributes faster.&lt;br /&gt;
&lt;br /&gt;
After a character is maimed for the first time, any future maiming induces critical injuries. Critical injuries may be temporary or permanent. When a character receives a critical injury, the player will be presented with a choice between three options to apply to the character, selected by the Game Masters from a random table. As the character accrues more of these critical injuries, a greater handicap is applied to the random table, opening the possibility for more severe consequences up to and including death.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Character_versus_Character_Rules&amp;diff=2235</id>
		<title>Character versus Character Rules</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Character_versus_Character_Rules&amp;diff=2235"/>
		<updated>2026-02-19T11:12:09Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Character versus Character defines any engagement where two or more player characters are either mechanically set to the hostile [[Damage and Combat|combat mode]] against one another, or participating in roleplay where explicit in character conflict is taking place in &#039;&#039;[[The Domains of Dread]]&#039;&#039;. As the server prides itself on being a medium to practice story-first conflict, the following rules must be observed:&lt;br /&gt;
&lt;br /&gt;
# Conflict must have a reason. There is no such thing as “killing or ganking with zero roleplay” on &#039;&#039;The Domains of Dread&#039;&#039;. If there is no reason or the reason is so thin as to be near nonexistent, then deescalate.&lt;br /&gt;
# Conflict must have an opt in, otherwise described as an action both characters know will escalate the conflict and an opt out, otherwise described as an action both characters know will deescalate the conflict. Even if an opt out is as simple as “Leave, you cannot be here”, that is sufficient and in fact preferred for being clear and unambiguous.&lt;br /&gt;
# Conflict involving lethal damage must be supervised by the [[Staff, Requirements and Applications|Game Masters]] unless the target or perpetrator is a [[Dread Figures|Dread Figure]]. If no Game Masters are available when selecting the intended recipient of lethal damage with the &amp;lt;code&amp;gt;&#039;&#039;!fd&#039;&#039;&amp;lt;/code&amp;gt; [[Chat Commands|chat command]] within 5 minutes [[Date and Time|IRT]], then only nonlethal damage may be used for that hostile engagement. This includes ambushes or attempted assassinations.&lt;br /&gt;
# Lethal damage should be used only as a means of last resort when resolving conflict on &#039;&#039;The Domains of Dread&#039;&#039; outside Dread Figures. A character dying for their principles after a long history of conflict between them and another character or group only serves to strengthen the roleplay—were they to have been killed starting with the very first hostile engagement, then little was gained and no story experienced.&lt;br /&gt;
# Characters killed by lethal damage from player characters, Dread Figures or human-controlled non-player characters are dead forever, per [[Death, Dying and Maiming]]. They may not necessarily be closured immediately should a Game Master intervene with a time-limited plot or opportunity to become a Dread Figure, but they are dead and will be removed from play. This may be only rescinded by Game Masters should their death be determined as caused by malfeasance, unintended behavior and/or bugs.&lt;br /&gt;
# Opt ins and opt outs do not necessarily have to be given with every hostile engagement if the characters involved are aware of the stakes—for example, a heroic [[Paladin]] might proceed investigating the murders of non-player characters knowing that a cult of evil player characters are responsible and will seek reprisal if they find out that the Paladin is investigating them, and lethally judging by their victims. While members of the cult are free to engage the Paladin nonlethally in a hostile engagement should they so choose, as they have demonstrated the stakes without needing to say anything they could, Game Master supervision permitting, attack the Paladin lethally and directly in an ambush. Instances like these will be assessed by the Game Masters as they happen.&lt;br /&gt;
# Using [[Stealth and Detection|stealth]] or &#039;&#039;&amp;lt;code&amp;gt;invisibility&amp;lt;/code&amp;gt;&#039;&#039; to “sneak on” targets is considered a hostile action and sufficient cause for conflict if discovered, requiring no opt out be given. Area damage spells such as &#039;&#039;[[fireball]]&#039;&#039; or &#039;&#039;[[Acid Fog|acid fog]]&#039;&#039; should not be used to check for characters in stealth, but spells meant explicitly to reveal or indicate the presence of characters in stealth such as &#039;&#039;[[glitterdust]]&#039;&#039; or &#039;&#039;[[alarm]]&#039;&#039; may be used as normal.&lt;br /&gt;
# Incapacitated or otherwise knocked out player characters are itemized into the inventory while the player is sent to a different area where they cannot see anything until their character awakens. Should someone holding the player character log out, their body will be dropped and the character awakened on the spot. Should someone hold a player character for longer than a combined 15 minutes IRT or 1 hour IGT, their body will be dropped and the character awakened on the spot. Allow an opportunity for the character to escape rather than immediately knocking them back out.&lt;br /&gt;
# When a player character is kidnapped or detained be they by [[Domains|domain]] authorities or other player characters, including Dread Figures, there is an expectation that they will have roleplay made available to them by their captors for as long as they are detained, real life availability permitting. Clues should also be left to encourage investigative roleplay on the side of any other character trying to determine their whereabouts.&lt;br /&gt;
# At any time during a conflict involving a downed player character, the perpetrator may opt to maim rather than kill them. This will roll on the critical injury table as normal. Characters maimed should be “left for dead” and their body unmoved so to be handled by the Game Masters and any other participants.&lt;br /&gt;
# Should a player character escape their pursuers, they must remain logged in for 15 minutes IRT or 1 hour IGT to allow their pursuers to continue looking for them as part of the hostile engagement. Once this grace period expires  they are free to log out, concluding that hostile engagement.&lt;br /&gt;
# Player characters representing domain authorities are bound by their own rules for handling hostile engagements and cannot use lethal damage solely because a player character has broken a law or another statute outside of ongoing emergencies as supervised by Game Masters, such as their settlement being attacked.&lt;br /&gt;
Overall, these rules are provided as guidelines to inform the culture surrounding Character versus Character conflict on &#039;&#039;The Domains of Dread.&#039;&#039; Supervising Game Masters may interpret the spirit of these rules rather than their explicit text when making decisions regarding the legality of lethal damage for a hostile engagement or when handing down other stipulations where benefiting present and future storytelling, as all roleplay is contextual. Conflict should never be pursued with an intent to “win”, rather to enable more of the collaborative storytelling so central to &#039;&#039;The Domains of Dread&#039;&#039; per [[Roleplay Expectations]].&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Enchantment_and_Domination&amp;diff=2234</id>
		<title>Enchantment and Domination</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Enchantment_and_Domination&amp;diff=2234"/>
		<updated>2026-02-19T11:10:44Z</updated>

		<summary type="html">&lt;p&gt;August: /* Legal Uses of Domination */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &#039;&#039;[[The Domains of Dread]]&#039;&#039; there are three tiers of enchantment which confer some amount of control over the enchanted target: &#039;&#039;suggestion, &amp;lt;code&amp;gt;[[Status Effects|charmed]]&amp;lt;/code&amp;gt;,&#039;&#039; and &#039;&#039;&amp;lt;code&amp;gt;dominated&amp;lt;/code&amp;gt;.&#039;&#039; The following are guidelines which must be followed when using these abilities on a successfully enchanted target. In all cases enchanting a target is a hostile action for purposes of [[Character versus Character Rules|character versus character]] and should observe those considerations when performed.&lt;br /&gt;
&lt;br /&gt;
== Suggestion ==&lt;br /&gt;
A target who is under the effects of &#039;&#039;suggestion&#039;&#039; will perform a single mundane and plausible action which does not directly imperil them, require them to speak, answer questions, or fictionally take longer than 30 seconds to perform. Only human-controlled targets can receive bespoke instruction - AI-controlled targets are &#039;&#039;&amp;lt;code&amp;gt;dazed&amp;lt;/code&amp;gt;&#039;&#039; instead. Once the action completes, they will no longer be under the effects of any enchantment. For the target, they will feel only lost time for the duration and minor befuddlement. A character who saves against &#039;&#039;suggestion&#039;&#039; will be notified that a hostile action was performed on them and are allowed to react accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Legal Uses of Suggestion ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Turn around.&amp;quot;&lt;br /&gt;
* &amp;quot;Stop.&amp;quot;&lt;br /&gt;
* &amp;quot;Walk this way.&amp;quot;&lt;br /&gt;
* &amp;quot;Show me [object obvious and visible].&amp;quot;&lt;br /&gt;
* &amp;quot;Close your eyes.&amp;quot;&lt;br /&gt;
* &amp;quot;Sheathe your weapon.&amp;quot;&lt;br /&gt;
* &amp;quot;Laugh.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Illegal Uses of Suggestion ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Give me all of your silver.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Tell me...&amp;quot; Would require target to answer a question.&lt;br /&gt;
* &amp;quot;Say...&amp;quot; Would require target to speak.&lt;br /&gt;
* &amp;quot;Show me [object not obvious or visible].&amp;quot; Would take too long fictionally.&lt;br /&gt;
* &amp;quot;Walk off the cliff.&amp;quot; Imperiling.&lt;br /&gt;
* &amp;quot;Attack your allies.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Harm yourself.&amp;quot; Imperiling.&lt;br /&gt;
* &amp;quot;In five minutes...&amp;quot; Action must be performed immediately.&lt;br /&gt;
&lt;br /&gt;
== Charm ==&lt;br /&gt;
A target who is &#039;&#039;&amp;lt;code&amp;gt;charmed&amp;lt;/code&amp;gt;&#039;&#039; will believe the source and only the source to be a trusted ally over the duration. They will perceive the source&#039;s words in the most favorable way and may undertake orders rational to them at their leisure. Only human-controlled targets can receive bespoke instruction - AI-controlled targets are &#039;&#039;&amp;lt;code&amp;gt;stunned&amp;lt;/code&amp;gt;&#039;&#039; instead. Charmed targets will not slavishly obey the whims of the source, nor are they subject to self-destruction. If harmed by the source or the source&#039;s apparent allies, the enchantment breaks. When the effects of being &#039;&#039;&amp;lt;code&amp;gt;charmed&amp;lt;/code&amp;gt;&#039;&#039; ends or is saved against, the target will be notified that a hostile action was performed on them and are allowed to react accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Legal Uses of Charm ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Follow me.&amp;quot; The destination must be reasonable and not obviously dangerous.&lt;br /&gt;
* &amp;quot;Put away your weapons, I am a friend.&amp;quot;&lt;br /&gt;
* &amp;quot;Tell me...&amp;quot; The question should be plausible and rational for a friend to answer.&lt;br /&gt;
* &amp;quot;Show me...&amp;quot; The item should be plausible and rational for a friend to be shown or given.&lt;br /&gt;
* &amp;quot;Protect me.&amp;quot; The violence source should not be the target&#039;s own allies.&lt;br /&gt;
* &amp;quot;Take me to...&amp;quot; The destination must be reasonable and not obviously dangerous.&lt;br /&gt;
&lt;br /&gt;
=== Illegal Uses of Charm ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Tell me a secret you hold dear.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Attack your allies.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Harm yourself.&amp;quot; Imperiling.&lt;br /&gt;
* &amp;quot;Give me all of your silver.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Say...&amp;quot; Target would not receive direct demands.&lt;br /&gt;
* &amp;quot;Prostrate yourself before me.&amp;quot; Absurd request.&lt;br /&gt;
&lt;br /&gt;
== Domination ==&lt;br /&gt;
A target who is &#039;&#039;&amp;lt;code&amp;gt;dominated&amp;lt;/code&amp;gt;&#039;&#039; will perform actions as so ordered that do not include self-destruction. They are telepathically linked to the source and are under their direct control. As such higher order functions cease to be for dominated targets, and are unable to answer questions thereof. Only human-controlled targets can receive bespoke instruction - AI-controlled targets are assigned as henchmen of the character instead. A target and the source do not have to share a language for domination to function. When the effects of being &#039;&#039;&amp;lt;code&amp;gt;dominated&amp;lt;/code&amp;gt;&#039;&#039; ends, the character will perceive only lost time and minor befuddlement. A character who saves against domination will be notified that a hostile action was performed on them and are allowed to react accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Legal Uses of Domination ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Follow me.&amp;quot; The destination may be obviously dangerous.&lt;br /&gt;
* &amp;quot;Put away your weapons.&amp;quot;&lt;br /&gt;
* &amp;quot;Don&#039;t attack me or my allies.&amp;quot;&lt;br /&gt;
* &amp;quot;Attack your allies.&amp;quot;&lt;br /&gt;
* &amp;quot;Say...&amp;quot; Target will speak what source provides verbatim.&lt;br /&gt;
* &amp;quot;Give me...&amp;quot; Source must be able to visualize what exactly should be given.&lt;br /&gt;
* &amp;quot;Go here and do...&amp;quot;&lt;br /&gt;
* &amp;quot;In five minutes...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Illegal Uses of Domination ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Harm yourself.&amp;quot; Self-destructive.&lt;br /&gt;
* &amp;quot;Walk off this cliff.&amp;quot; Self-destructive.&lt;br /&gt;
* &amp;quot;Take me to...&amp;quot; Would require higher order function.&lt;br /&gt;
* &amp;quot;Tell me...&amp;quot; Would require higher order function.&lt;br /&gt;
&lt;br /&gt;
== Detecting Enchantment ==&lt;br /&gt;
A character may attempt to detect the presence of enchantment on another character by examining them. This rolls a &amp;lt;code&amp;gt;DC 25&amp;lt;/code&amp;gt; [[Perception]] check, notifying them if it succeeds and not if inconclusive. They will only notice that the character is behaving strangely, not the exact method of enchantment being used. This check may be repeated once every 3 minutes IRT.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Enchantment_and_Domination&amp;diff=2233</id>
		<title>Enchantment and Domination</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Enchantment_and_Domination&amp;diff=2233"/>
		<updated>2026-02-19T11:09:58Z</updated>

		<summary type="html">&lt;p&gt;August: /* Domination */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &#039;&#039;[[The Domains of Dread]]&#039;&#039; there are three tiers of enchantment which confer some amount of control over the enchanted target: &#039;&#039;suggestion, &amp;lt;code&amp;gt;[[Status Effects|charmed]]&amp;lt;/code&amp;gt;,&#039;&#039; and &#039;&#039;&amp;lt;code&amp;gt;dominated&amp;lt;/code&amp;gt;.&#039;&#039; The following are guidelines which must be followed when using these abilities on a successfully enchanted target. In all cases enchanting a target is a hostile action for purposes of [[Character versus Character Rules|character versus character]] and should observe those considerations when performed.&lt;br /&gt;
&lt;br /&gt;
== Suggestion ==&lt;br /&gt;
A target who is under the effects of &#039;&#039;suggestion&#039;&#039; will perform a single mundane and plausible action which does not directly imperil them, require them to speak, answer questions, or fictionally take longer than 30 seconds to perform. Only human-controlled targets can receive bespoke instruction - AI-controlled targets are &#039;&#039;&amp;lt;code&amp;gt;dazed&amp;lt;/code&amp;gt;&#039;&#039; instead. Once the action completes, they will no longer be under the effects of any enchantment. For the target, they will feel only lost time for the duration and minor befuddlement. A character who saves against &#039;&#039;suggestion&#039;&#039; will be notified that a hostile action was performed on them and are allowed to react accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Legal Uses of Suggestion ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Turn around.&amp;quot;&lt;br /&gt;
* &amp;quot;Stop.&amp;quot;&lt;br /&gt;
* &amp;quot;Walk this way.&amp;quot;&lt;br /&gt;
* &amp;quot;Show me [object obvious and visible].&amp;quot;&lt;br /&gt;
* &amp;quot;Close your eyes.&amp;quot;&lt;br /&gt;
* &amp;quot;Sheathe your weapon.&amp;quot;&lt;br /&gt;
* &amp;quot;Laugh.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Illegal Uses of Suggestion ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Give me all of your silver.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Tell me...&amp;quot; Would require target to answer a question.&lt;br /&gt;
* &amp;quot;Say...&amp;quot; Would require target to speak.&lt;br /&gt;
* &amp;quot;Show me [object not obvious or visible].&amp;quot; Would take too long fictionally.&lt;br /&gt;
* &amp;quot;Walk off the cliff.&amp;quot; Imperiling.&lt;br /&gt;
* &amp;quot;Attack your allies.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Harm yourself.&amp;quot; Imperiling.&lt;br /&gt;
* &amp;quot;In five minutes...&amp;quot; Action must be performed immediately.&lt;br /&gt;
&lt;br /&gt;
== Charm ==&lt;br /&gt;
A target who is &#039;&#039;&amp;lt;code&amp;gt;charmed&amp;lt;/code&amp;gt;&#039;&#039; will believe the source and only the source to be a trusted ally over the duration. They will perceive the source&#039;s words in the most favorable way and may undertake orders rational to them at their leisure. Only human-controlled targets can receive bespoke instruction - AI-controlled targets are &#039;&#039;&amp;lt;code&amp;gt;stunned&amp;lt;/code&amp;gt;&#039;&#039; instead. Charmed targets will not slavishly obey the whims of the source, nor are they subject to self-destruction. If harmed by the source or the source&#039;s apparent allies, the enchantment breaks. When the effects of being &#039;&#039;&amp;lt;code&amp;gt;charmed&amp;lt;/code&amp;gt;&#039;&#039; ends or is saved against, the target will be notified that a hostile action was performed on them and are allowed to react accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Legal Uses of Charm ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Follow me.&amp;quot; The destination must be reasonable and not obviously dangerous.&lt;br /&gt;
* &amp;quot;Put away your weapons, I am a friend.&amp;quot;&lt;br /&gt;
* &amp;quot;Tell me...&amp;quot; The question should be plausible and rational for a friend to answer.&lt;br /&gt;
* &amp;quot;Show me...&amp;quot; The item should be plausible and rational for a friend to be shown or given.&lt;br /&gt;
* &amp;quot;Protect me.&amp;quot; The violence source should not be the target&#039;s own allies.&lt;br /&gt;
* &amp;quot;Take me to...&amp;quot; The destination must be reasonable and not obviously dangerous.&lt;br /&gt;
&lt;br /&gt;
=== Illegal Uses of Charm ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Tell me a secret you hold dear.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Attack your allies.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Harm yourself.&amp;quot; Imperiling.&lt;br /&gt;
* &amp;quot;Give me all of your silver.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Say...&amp;quot; Target would not receive direct demands.&lt;br /&gt;
* &amp;quot;Prostrate yourself before me.&amp;quot; Absurd request.&lt;br /&gt;
&lt;br /&gt;
== Domination ==&lt;br /&gt;
A target who is &#039;&#039;&amp;lt;code&amp;gt;dominated&amp;lt;/code&amp;gt;&#039;&#039; will perform actions as so ordered that do not include self-destruction. They are telepathically linked to the source and are under their direct control. As such higher order functions cease to be for dominated targets, and are unable to answer questions thereof. Only human-controlled targets can receive bespoke instruction - AI-controlled targets are assigned as henchmen of the character instead. A target and the source do not have to share a language for domination to function. When the effects of being &#039;&#039;&amp;lt;code&amp;gt;dominated&amp;lt;/code&amp;gt;&#039;&#039; ends, the character will perceive only lost time and minor befuddlement. A character who saves against domination will be notified that a hostile action was performed on them and are allowed to react accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Legal Uses of Domination ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Follow me.&amp;quot; The destination may be obviously dangerous.&lt;br /&gt;
* &amp;quot;Put away your weapons.&amp;quot;&lt;br /&gt;
* &amp;quot;Don&#039;t attack me or my allies.&amp;quot;&lt;br /&gt;
* &amp;quot;Attack your allies.&amp;quot;&lt;br /&gt;
* &amp;quot;Say...&amp;quot; Target will speak what character provides verbatim.&lt;br /&gt;
* &amp;quot;Give me...&amp;quot; Source must be able to visualize what exactly should be given.&lt;br /&gt;
* &amp;quot;Go here and do...&amp;quot;&lt;br /&gt;
* &amp;quot;In five minutes...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Illegal Uses of Domination ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Harm yourself.&amp;quot; Self-destructive.&lt;br /&gt;
* &amp;quot;Walk off this cliff.&amp;quot; Self-destructive.&lt;br /&gt;
* &amp;quot;Take me to...&amp;quot; Would require higher order function.&lt;br /&gt;
* &amp;quot;Tell me...&amp;quot; Would require higher order function.&lt;br /&gt;
&lt;br /&gt;
== Detecting Enchantment ==&lt;br /&gt;
A character may attempt to detect the presence of enchantment on another character by examining them. This rolls a &amp;lt;code&amp;gt;DC 25&amp;lt;/code&amp;gt; [[Perception]] check, notifying them if it succeeds and not if inconclusive. They will only notice that the character is behaving strangely, not the exact method of enchantment being used. This check may be repeated once every 3 minutes IRT.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Enchantment_and_Domination&amp;diff=2232</id>
		<title>Enchantment and Domination</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Enchantment_and_Domination&amp;diff=2232"/>
		<updated>2026-02-19T11:09:21Z</updated>

		<summary type="html">&lt;p&gt;August: /* Domination */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &#039;&#039;[[The Domains of Dread]]&#039;&#039; there are three tiers of enchantment which confer some amount of control over the enchanted target: &#039;&#039;suggestion, &amp;lt;code&amp;gt;[[Status Effects|charmed]]&amp;lt;/code&amp;gt;,&#039;&#039; and &#039;&#039;&amp;lt;code&amp;gt;dominated&amp;lt;/code&amp;gt;.&#039;&#039; The following are guidelines which must be followed when using these abilities on a successfully enchanted target. In all cases enchanting a target is a hostile action for purposes of [[Character versus Character Rules|character versus character]] and should observe those considerations when performed.&lt;br /&gt;
&lt;br /&gt;
== Suggestion ==&lt;br /&gt;
A target who is under the effects of &#039;&#039;suggestion&#039;&#039; will perform a single mundane and plausible action which does not directly imperil them, require them to speak, answer questions, or fictionally take longer than 30 seconds to perform. Only human-controlled targets can receive bespoke instruction - AI-controlled targets are &#039;&#039;&amp;lt;code&amp;gt;dazed&amp;lt;/code&amp;gt;&#039;&#039; instead. Once the action completes, they will no longer be under the effects of any enchantment. For the target, they will feel only lost time for the duration and minor befuddlement. A character who saves against &#039;&#039;suggestion&#039;&#039; will be notified that a hostile action was performed on them and are allowed to react accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Legal Uses of Suggestion ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Turn around.&amp;quot;&lt;br /&gt;
* &amp;quot;Stop.&amp;quot;&lt;br /&gt;
* &amp;quot;Walk this way.&amp;quot;&lt;br /&gt;
* &amp;quot;Show me [object obvious and visible].&amp;quot;&lt;br /&gt;
* &amp;quot;Close your eyes.&amp;quot;&lt;br /&gt;
* &amp;quot;Sheathe your weapon.&amp;quot;&lt;br /&gt;
* &amp;quot;Laugh.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Illegal Uses of Suggestion ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Give me all of your silver.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Tell me...&amp;quot; Would require target to answer a question.&lt;br /&gt;
* &amp;quot;Say...&amp;quot; Would require target to speak.&lt;br /&gt;
* &amp;quot;Show me [object not obvious or visible].&amp;quot; Would take too long fictionally.&lt;br /&gt;
* &amp;quot;Walk off the cliff.&amp;quot; Imperiling.&lt;br /&gt;
* &amp;quot;Attack your allies.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Harm yourself.&amp;quot; Imperiling.&lt;br /&gt;
* &amp;quot;In five minutes...&amp;quot; Action must be performed immediately.&lt;br /&gt;
&lt;br /&gt;
== Charm ==&lt;br /&gt;
A target who is &#039;&#039;&amp;lt;code&amp;gt;charmed&amp;lt;/code&amp;gt;&#039;&#039; will believe the source and only the source to be a trusted ally over the duration. They will perceive the source&#039;s words in the most favorable way and may undertake orders rational to them at their leisure. Only human-controlled targets can receive bespoke instruction - AI-controlled targets are &#039;&#039;&amp;lt;code&amp;gt;stunned&amp;lt;/code&amp;gt;&#039;&#039; instead. Charmed targets will not slavishly obey the whims of the source, nor are they subject to self-destruction. If harmed by the source or the source&#039;s apparent allies, the enchantment breaks. When the effects of being &#039;&#039;&amp;lt;code&amp;gt;charmed&amp;lt;/code&amp;gt;&#039;&#039; ends or is saved against, the target will be notified that a hostile action was performed on them and are allowed to react accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Legal Uses of Charm ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Follow me.&amp;quot; The destination must be reasonable and not obviously dangerous.&lt;br /&gt;
* &amp;quot;Put away your weapons, I am a friend.&amp;quot;&lt;br /&gt;
* &amp;quot;Tell me...&amp;quot; The question should be plausible and rational for a friend to answer.&lt;br /&gt;
* &amp;quot;Show me...&amp;quot; The item should be plausible and rational for a friend to be shown or given.&lt;br /&gt;
* &amp;quot;Protect me.&amp;quot; The violence source should not be the target&#039;s own allies.&lt;br /&gt;
* &amp;quot;Take me to...&amp;quot; The destination must be reasonable and not obviously dangerous.&lt;br /&gt;
&lt;br /&gt;
=== Illegal Uses of Charm ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Tell me a secret you hold dear.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Attack your allies.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Harm yourself.&amp;quot; Imperiling.&lt;br /&gt;
* &amp;quot;Give me all of your silver.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Say...&amp;quot; Target would not receive direct demands.&lt;br /&gt;
* &amp;quot;Prostrate yourself before me.&amp;quot; Absurd request.&lt;br /&gt;
&lt;br /&gt;
== Domination ==&lt;br /&gt;
A target who is &#039;&#039;&amp;lt;code&amp;gt;dominated&amp;lt;/code&amp;gt;&#039;&#039; will perform actions as so ordered that do not include self-destruction. They are telepathically linked to the source and are under their direct control. As such higher order functions cease to be for dominated targets, and are unable to answer questions thereof. Only human-controlled targets can receive bespoke instruction - AI-controlled targets are assigned as henchmen of the character instead. A target and the source do not have to share a language for domination to function. When the effects of being dominated ends, the character will perceive only lost time and minor befuddlement. A character who saves against domination will be notified that a hostile action was performed on them and are allowed to react accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Legal Uses of Domination ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Follow me.&amp;quot; The destination may be obviously dangerous.&lt;br /&gt;
* &amp;quot;Put away your weapons.&amp;quot;&lt;br /&gt;
* &amp;quot;Don&#039;t attack me or my allies.&amp;quot;&lt;br /&gt;
* &amp;quot;Attack your allies.&amp;quot;&lt;br /&gt;
* &amp;quot;Say...&amp;quot; Target will speak what character provides verbatim.&lt;br /&gt;
* &amp;quot;Give me...&amp;quot; Source must be able to visualize what exactly should be given.&lt;br /&gt;
* &amp;quot;Go here and do...&amp;quot;&lt;br /&gt;
* &amp;quot;In five minutes...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Illegal Uses of Domination ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Harm yourself.&amp;quot; Self-destructive.&lt;br /&gt;
* &amp;quot;Walk off this cliff.&amp;quot; Self-destructive.&lt;br /&gt;
* &amp;quot;Take me to...&amp;quot; Would require higher order function.&lt;br /&gt;
* &amp;quot;Tell me...&amp;quot; Would require higher order function.&lt;br /&gt;
&lt;br /&gt;
== Detecting Enchantment ==&lt;br /&gt;
A character may attempt to detect the presence of enchantment on another character by examining them. This rolls a &amp;lt;code&amp;gt;DC 25&amp;lt;/code&amp;gt; [[Perception]] check, notifying them if it succeeds and not if inconclusive. They will only notice that the character is behaving strangely, not the exact method of enchantment being used. This check may be repeated once every 3 minutes IRT.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Enchantment_and_Domination&amp;diff=2231</id>
		<title>Enchantment and Domination</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Enchantment_and_Domination&amp;diff=2231"/>
		<updated>2026-02-19T11:08:03Z</updated>

		<summary type="html">&lt;p&gt;August: /* Charm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &#039;&#039;[[The Domains of Dread]]&#039;&#039; there are three tiers of enchantment which confer some amount of control over the enchanted target: &#039;&#039;suggestion, &amp;lt;code&amp;gt;[[Status Effects|charmed]]&amp;lt;/code&amp;gt;,&#039;&#039; and &#039;&#039;&amp;lt;code&amp;gt;dominated&amp;lt;/code&amp;gt;.&#039;&#039; The following are guidelines which must be followed when using these abilities on a successfully enchanted target. In all cases enchanting a target is a hostile action for purposes of [[Character versus Character Rules|character versus character]] and should observe those considerations when performed.&lt;br /&gt;
&lt;br /&gt;
== Suggestion ==&lt;br /&gt;
A target who is under the effects of &#039;&#039;suggestion&#039;&#039; will perform a single mundane and plausible action which does not directly imperil them, require them to speak, answer questions, or fictionally take longer than 30 seconds to perform. Only human-controlled targets can receive bespoke instruction - AI-controlled targets are &#039;&#039;&amp;lt;code&amp;gt;dazed&amp;lt;/code&amp;gt;&#039;&#039; instead. Once the action completes, they will no longer be under the effects of any enchantment. For the target, they will feel only lost time for the duration and minor befuddlement. A character who saves against &#039;&#039;suggestion&#039;&#039; will be notified that a hostile action was performed on them and are allowed to react accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Legal Uses of Suggestion ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Turn around.&amp;quot;&lt;br /&gt;
* &amp;quot;Stop.&amp;quot;&lt;br /&gt;
* &amp;quot;Walk this way.&amp;quot;&lt;br /&gt;
* &amp;quot;Show me [object obvious and visible].&amp;quot;&lt;br /&gt;
* &amp;quot;Close your eyes.&amp;quot;&lt;br /&gt;
* &amp;quot;Sheathe your weapon.&amp;quot;&lt;br /&gt;
* &amp;quot;Laugh.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Illegal Uses of Suggestion ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Give me all of your silver.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Tell me...&amp;quot; Would require target to answer a question.&lt;br /&gt;
* &amp;quot;Say...&amp;quot; Would require target to speak.&lt;br /&gt;
* &amp;quot;Show me [object not obvious or visible].&amp;quot; Would take too long fictionally.&lt;br /&gt;
* &amp;quot;Walk off the cliff.&amp;quot; Imperiling.&lt;br /&gt;
* &amp;quot;Attack your allies.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Harm yourself.&amp;quot; Imperiling.&lt;br /&gt;
* &amp;quot;In five minutes...&amp;quot; Action must be performed immediately.&lt;br /&gt;
&lt;br /&gt;
== Charm ==&lt;br /&gt;
A target who is &#039;&#039;&amp;lt;code&amp;gt;charmed&amp;lt;/code&amp;gt;&#039;&#039; will believe the source and only the source to be a trusted ally over the duration. They will perceive the source&#039;s words in the most favorable way and may undertake orders rational to them at their leisure. Only human-controlled targets can receive bespoke instruction - AI-controlled targets are &#039;&#039;&amp;lt;code&amp;gt;stunned&amp;lt;/code&amp;gt;&#039;&#039; instead. Charmed targets will not slavishly obey the whims of the source, nor are they subject to self-destruction. If harmed by the source or the source&#039;s apparent allies, the enchantment breaks. When the effects of being &#039;&#039;&amp;lt;code&amp;gt;charmed&amp;lt;/code&amp;gt;&#039;&#039; ends or is saved against, the target will be notified that a hostile action was performed on them and are allowed to react accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Legal Uses of Charm ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Follow me.&amp;quot; The destination must be reasonable and not obviously dangerous.&lt;br /&gt;
* &amp;quot;Put away your weapons, I am a friend.&amp;quot;&lt;br /&gt;
* &amp;quot;Tell me...&amp;quot; The question should be plausible and rational for a friend to answer.&lt;br /&gt;
* &amp;quot;Show me...&amp;quot; The item should be plausible and rational for a friend to be shown or given.&lt;br /&gt;
* &amp;quot;Protect me.&amp;quot; The violence source should not be the target&#039;s own allies.&lt;br /&gt;
* &amp;quot;Take me to...&amp;quot; The destination must be reasonable and not obviously dangerous.&lt;br /&gt;
&lt;br /&gt;
=== Illegal Uses of Charm ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Tell me a secret you hold dear.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Attack your allies.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Harm yourself.&amp;quot; Imperiling.&lt;br /&gt;
* &amp;quot;Give me all of your silver.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Say...&amp;quot; Target would not receive direct demands.&lt;br /&gt;
* &amp;quot;Prostrate yourself before me.&amp;quot; Absurd request.&lt;br /&gt;
&lt;br /&gt;
== Domination ==&lt;br /&gt;
A target who is &#039;&#039;&amp;lt;code&amp;gt;dominated&amp;lt;/code&amp;gt;&#039;&#039; will perform actions as ordered so long as they do not perform self-destruction. They are telepathically linked to the source and are under their direct control. As such higher order functions cease to be for dominated targets, and are unable to answer questions thereof. Only human-controlled targets can receive bespoke instruction - AI-controlled targets will be assigned as henchmen of the character instead. A target and the source do not have to share a language for domination to function. When the effects of being dominated ends, the character will perceive only lost time and minor befuddlement. A character who saves against domination will be notified that a hostile action was performed on them and are allowed to react accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Legal Uses of Domination ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Follow me.&amp;quot; The destination may be obviously dangerous.&lt;br /&gt;
* &amp;quot;Put away your weapons.&amp;quot;&lt;br /&gt;
* &amp;quot;Don&#039;t attack me or my allies.&amp;quot;&lt;br /&gt;
* &amp;quot;Attack your allies.&amp;quot;&lt;br /&gt;
* &amp;quot;Say...&amp;quot; Target will speak what character provides verbatim.&lt;br /&gt;
* &amp;quot;Give me...&amp;quot; Source must be able to visualize what exactly should be given.&lt;br /&gt;
* &amp;quot;Go here and do...&amp;quot;&lt;br /&gt;
* &amp;quot;In five minutes...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Illegal Uses of Domination ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Harm yourself.&amp;quot; Self-destructive.&lt;br /&gt;
* &amp;quot;Walk off this cliff.&amp;quot; Self-destructive.&lt;br /&gt;
* &amp;quot;Take me to...&amp;quot; Would require higher order function.&lt;br /&gt;
* &amp;quot;Tell me...&amp;quot; Would require higher order function.&lt;br /&gt;
&lt;br /&gt;
== Detecting Enchantment ==&lt;br /&gt;
A character may attempt to detect the presence of enchantment on another character by examining them. This rolls a &amp;lt;code&amp;gt;DC 25&amp;lt;/code&amp;gt; [[Perception]] check, notifying them if it succeeds and not if inconclusive. They will only notice that the character is behaving strangely, not the exact method of enchantment being used. This check may be repeated once every 3 minutes IRT.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Enchantment_and_Domination&amp;diff=2230</id>
		<title>Enchantment and Domination</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Enchantment_and_Domination&amp;diff=2230"/>
		<updated>2026-02-19T11:07:47Z</updated>

		<summary type="html">&lt;p&gt;August: /* Charm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &#039;&#039;[[The Domains of Dread]]&#039;&#039; there are three tiers of enchantment which confer some amount of control over the enchanted target: &#039;&#039;suggestion, &amp;lt;code&amp;gt;[[Status Effects|charmed]]&amp;lt;/code&amp;gt;,&#039;&#039; and &#039;&#039;&amp;lt;code&amp;gt;dominated&amp;lt;/code&amp;gt;.&#039;&#039; The following are guidelines which must be followed when using these abilities on a successfully enchanted target. In all cases enchanting a target is a hostile action for purposes of [[Character versus Character Rules|character versus character]] and should observe those considerations when performed.&lt;br /&gt;
&lt;br /&gt;
== Suggestion ==&lt;br /&gt;
A target who is under the effects of &#039;&#039;suggestion&#039;&#039; will perform a single mundane and plausible action which does not directly imperil them, require them to speak, answer questions, or fictionally take longer than 30 seconds to perform. Only human-controlled targets can receive bespoke instruction - AI-controlled targets are &#039;&#039;&amp;lt;code&amp;gt;dazed&amp;lt;/code&amp;gt;&#039;&#039; instead. Once the action completes, they will no longer be under the effects of any enchantment. For the target, they will feel only lost time for the duration and minor befuddlement. A character who saves against &#039;&#039;suggestion&#039;&#039; will be notified that a hostile action was performed on them and are allowed to react accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Legal Uses of Suggestion ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Turn around.&amp;quot;&lt;br /&gt;
* &amp;quot;Stop.&amp;quot;&lt;br /&gt;
* &amp;quot;Walk this way.&amp;quot;&lt;br /&gt;
* &amp;quot;Show me [object obvious and visible].&amp;quot;&lt;br /&gt;
* &amp;quot;Close your eyes.&amp;quot;&lt;br /&gt;
* &amp;quot;Sheathe your weapon.&amp;quot;&lt;br /&gt;
* &amp;quot;Laugh.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Illegal Uses of Suggestion ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Give me all of your silver.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Tell me...&amp;quot; Would require target to answer a question.&lt;br /&gt;
* &amp;quot;Say...&amp;quot; Would require target to speak.&lt;br /&gt;
* &amp;quot;Show me [object not obvious or visible].&amp;quot; Would take too long fictionally.&lt;br /&gt;
* &amp;quot;Walk off the cliff.&amp;quot; Imperiling.&lt;br /&gt;
* &amp;quot;Attack your allies.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Harm yourself.&amp;quot; Imperiling.&lt;br /&gt;
* &amp;quot;In five minutes...&amp;quot; Action must be performed immediately.&lt;br /&gt;
&lt;br /&gt;
== Charm ==&lt;br /&gt;
A target who is &#039;&#039;&amp;lt;code&amp;gt;charmed&amp;lt;/code&amp;gt;&#039;&#039; will believe the source and only the source to be a trusted ally over the duration. They will perceive the source&#039;s words in the most favorable way and may undertake orders rational to them at their leisure. Only human-controlled targets can receive bespoke instruction - AI-controlled targets are &#039;&#039;&amp;lt;code&amp;gt;stunned&amp;lt;/code&amp;gt;&#039;&#039; instead. Charmed targets will not slavishly obey the whims of the source, nor are they subject to self-destruction. If harmed by the source or the source&#039;s apparent allies, the enchantment breaks. When the effects of being charmed ends or is saved against, the target will be notified that a hostile action was performed on them and are allowed to react accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Legal Uses of Charm ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Follow me.&amp;quot; The destination must be reasonable and not obviously dangerous.&lt;br /&gt;
* &amp;quot;Put away your weapons, I am a friend.&amp;quot;&lt;br /&gt;
* &amp;quot;Tell me...&amp;quot; The question should be plausible and rational for a friend to answer.&lt;br /&gt;
* &amp;quot;Show me...&amp;quot; The item should be plausible and rational for a friend to be shown or given.&lt;br /&gt;
* &amp;quot;Protect me.&amp;quot; The violence source should not be the target&#039;s own allies.&lt;br /&gt;
* &amp;quot;Take me to...&amp;quot; The destination must be reasonable and not obviously dangerous.&lt;br /&gt;
&lt;br /&gt;
=== Illegal Uses of Charm ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Tell me a secret you hold dear.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Attack your allies.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Harm yourself.&amp;quot; Imperiling.&lt;br /&gt;
* &amp;quot;Give me all of your silver.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Say...&amp;quot; Target would not receive direct demands.&lt;br /&gt;
* &amp;quot;Prostrate yourself before me.&amp;quot; Absurd request.&lt;br /&gt;
&lt;br /&gt;
== Domination ==&lt;br /&gt;
A target who is &#039;&#039;&amp;lt;code&amp;gt;dominated&amp;lt;/code&amp;gt;&#039;&#039; will perform actions as ordered so long as they do not perform self-destruction. They are telepathically linked to the source and are under their direct control. As such higher order functions cease to be for dominated targets, and are unable to answer questions thereof. Only human-controlled targets can receive bespoke instruction - AI-controlled targets will be assigned as henchmen of the character instead. A target and the source do not have to share a language for domination to function. When the effects of being dominated ends, the character will perceive only lost time and minor befuddlement. A character who saves against domination will be notified that a hostile action was performed on them and are allowed to react accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Legal Uses of Domination ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Follow me.&amp;quot; The destination may be obviously dangerous.&lt;br /&gt;
* &amp;quot;Put away your weapons.&amp;quot;&lt;br /&gt;
* &amp;quot;Don&#039;t attack me or my allies.&amp;quot;&lt;br /&gt;
* &amp;quot;Attack your allies.&amp;quot;&lt;br /&gt;
* &amp;quot;Say...&amp;quot; Target will speak what character provides verbatim.&lt;br /&gt;
* &amp;quot;Give me...&amp;quot; Source must be able to visualize what exactly should be given.&lt;br /&gt;
* &amp;quot;Go here and do...&amp;quot;&lt;br /&gt;
* &amp;quot;In five minutes...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Illegal Uses of Domination ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Harm yourself.&amp;quot; Self-destructive.&lt;br /&gt;
* &amp;quot;Walk off this cliff.&amp;quot; Self-destructive.&lt;br /&gt;
* &amp;quot;Take me to...&amp;quot; Would require higher order function.&lt;br /&gt;
* &amp;quot;Tell me...&amp;quot; Would require higher order function.&lt;br /&gt;
&lt;br /&gt;
== Detecting Enchantment ==&lt;br /&gt;
A character may attempt to detect the presence of enchantment on another character by examining them. This rolls a &amp;lt;code&amp;gt;DC 25&amp;lt;/code&amp;gt; [[Perception]] check, notifying them if it succeeds and not if inconclusive. They will only notice that the character is behaving strangely, not the exact method of enchantment being used. This check may be repeated once every 3 minutes IRT.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Enchantment_and_Domination&amp;diff=2229</id>
		<title>Enchantment and Domination</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Enchantment_and_Domination&amp;diff=2229"/>
		<updated>2026-02-19T11:06:52Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &#039;&#039;[[The Domains of Dread]]&#039;&#039; there are three tiers of enchantment which confer some amount of control over the enchanted target: &#039;&#039;suggestion, &amp;lt;code&amp;gt;[[Status Effects|charmed]]&amp;lt;/code&amp;gt;,&#039;&#039; and &#039;&#039;&amp;lt;code&amp;gt;dominated&amp;lt;/code&amp;gt;.&#039;&#039; The following are guidelines which must be followed when using these abilities on a successfully enchanted target. In all cases enchanting a target is a hostile action for purposes of [[Character versus Character Rules|character versus character]] and should observe those considerations when performed.&lt;br /&gt;
&lt;br /&gt;
== Suggestion ==&lt;br /&gt;
A target who is under the effects of &#039;&#039;suggestion&#039;&#039; will perform a single mundane and plausible action which does not directly imperil them, require them to speak, answer questions, or fictionally take longer than 30 seconds to perform. Only human-controlled targets can receive bespoke instruction - AI-controlled targets are &#039;&#039;&amp;lt;code&amp;gt;dazed&amp;lt;/code&amp;gt;&#039;&#039; instead. Once the action completes, they will no longer be under the effects of any enchantment. For the target, they will feel only lost time for the duration and minor befuddlement. A character who saves against &#039;&#039;suggestion&#039;&#039; will be notified that a hostile action was performed on them and are allowed to react accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Legal Uses of Suggestion ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Turn around.&amp;quot;&lt;br /&gt;
* &amp;quot;Stop.&amp;quot;&lt;br /&gt;
* &amp;quot;Walk this way.&amp;quot;&lt;br /&gt;
* &amp;quot;Show me [object obvious and visible].&amp;quot;&lt;br /&gt;
* &amp;quot;Close your eyes.&amp;quot;&lt;br /&gt;
* &amp;quot;Sheathe your weapon.&amp;quot;&lt;br /&gt;
* &amp;quot;Laugh.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Illegal Uses of Suggestion ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Give me all of your silver.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Tell me...&amp;quot; Would require target to answer a question.&lt;br /&gt;
* &amp;quot;Say...&amp;quot; Would require target to speak.&lt;br /&gt;
* &amp;quot;Show me [object not obvious or visible].&amp;quot; Would take too long fictionally.&lt;br /&gt;
* &amp;quot;Walk off the cliff.&amp;quot; Imperiling.&lt;br /&gt;
* &amp;quot;Attack your allies.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Harm yourself.&amp;quot; Imperiling.&lt;br /&gt;
* &amp;quot;In five minutes...&amp;quot; Action must be performed immediately.&lt;br /&gt;
&lt;br /&gt;
== Charm ==&lt;br /&gt;
A target who is &#039;&#039;&amp;lt;code&amp;gt;charmed&amp;lt;/code&amp;gt;&#039;&#039; will believe the source and only the source to be a trusted ally over the duration. They will perceive the source&#039;s words in the most favorable way and may undertake orders which are rational to them at their leisure. Only human-controlled targets can receive bespoke instruction - AI-controlled targets are &#039;&#039;&amp;lt;code&amp;gt;stunned&amp;lt;/code&amp;gt;&#039;&#039; instead. Charmed targets will not slavishly obey the whims of the source, nor are they subject to self-destruction. If harmed by the source or the source&#039;s apparent allies, the enchantment breaks. When the effects of being charmed ends or is saved against, the target will be notified that a hostile action was performed on them and are allowed to react accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Legal Uses of Charm ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Follow me.&amp;quot; The destination must be reasonable and not obviously dangerous.&lt;br /&gt;
* &amp;quot;Put away your weapons, I am a friend.&amp;quot;&lt;br /&gt;
* &amp;quot;Tell me...&amp;quot; The question should be plausible and rational for a friend to answer.&lt;br /&gt;
* &amp;quot;Show me...&amp;quot; The item should be plausible and rational for a friend to be shown or given.&lt;br /&gt;
* &amp;quot;Protect me.&amp;quot; The violence source should not be the target&#039;s own allies.&lt;br /&gt;
* &amp;quot;Take me to...&amp;quot; The destination must be reasonable and not obviously dangerous.&lt;br /&gt;
&lt;br /&gt;
=== Illegal Uses of Charm ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Tell me a secret you hold dear.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Attack your allies.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Harm yourself.&amp;quot; Imperiling.&lt;br /&gt;
* &amp;quot;Give me all of your silver.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Say...&amp;quot; Target would not receive direct demands.&lt;br /&gt;
* &amp;quot;Prostrate yourself before me.&amp;quot; Absurd request.&lt;br /&gt;
&lt;br /&gt;
== Domination ==&lt;br /&gt;
A target who is &#039;&#039;&amp;lt;code&amp;gt;dominated&amp;lt;/code&amp;gt;&#039;&#039; will perform actions as ordered so long as they do not perform self-destruction. They are telepathically linked to the source and are under their direct control. As such higher order functions cease to be for dominated targets, and are unable to answer questions thereof. Only human-controlled targets can receive bespoke instruction - AI-controlled targets will be assigned as henchmen of the character instead. A target and the source do not have to share a language for domination to function. When the effects of being dominated ends, the character will perceive only lost time and minor befuddlement. A character who saves against domination will be notified that a hostile action was performed on them and are allowed to react accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Legal Uses of Domination ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Follow me.&amp;quot; The destination may be obviously dangerous.&lt;br /&gt;
* &amp;quot;Put away your weapons.&amp;quot;&lt;br /&gt;
* &amp;quot;Don&#039;t attack me or my allies.&amp;quot;&lt;br /&gt;
* &amp;quot;Attack your allies.&amp;quot;&lt;br /&gt;
* &amp;quot;Say...&amp;quot; Target will speak what character provides verbatim.&lt;br /&gt;
* &amp;quot;Give me...&amp;quot; Source must be able to visualize what exactly should be given.&lt;br /&gt;
* &amp;quot;Go here and do...&amp;quot;&lt;br /&gt;
* &amp;quot;In five minutes...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Illegal Uses of Domination ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Harm yourself.&amp;quot; Self-destructive.&lt;br /&gt;
* &amp;quot;Walk off this cliff.&amp;quot; Self-destructive.&lt;br /&gt;
* &amp;quot;Take me to...&amp;quot; Would require higher order function.&lt;br /&gt;
* &amp;quot;Tell me...&amp;quot; Would require higher order function.&lt;br /&gt;
&lt;br /&gt;
== Detecting Enchantment ==&lt;br /&gt;
A character may attempt to detect the presence of enchantment on another character by examining them. This rolls a &amp;lt;code&amp;gt;DC 25&amp;lt;/code&amp;gt; [[Perception]] check, notifying them if it succeeds and not if inconclusive. They will only notice that the character is behaving strangely, not the exact method of enchantment being used. This check may be repeated once every 3 minutes IRT.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Enchantment_and_Domination&amp;diff=2228</id>
		<title>Enchantment and Domination</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Enchantment_and_Domination&amp;diff=2228"/>
		<updated>2026-02-19T11:05:59Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &#039;&#039;[[The Domains of Dread]]&#039;&#039; there are three tiers of enchantment which confer some amount of control over the enchanted target: &#039;&#039;suggestion, &amp;lt;code&amp;gt;[[Status Effects|charmed]]&amp;lt;/code&amp;gt;,&#039;&#039; and &#039;&#039;&amp;lt;code&amp;gt;dominated&amp;lt;/code&amp;gt;.&#039;&#039; The following are guidelines which must be followed when using these abilities on a successfully enchanted target. In all cases enchanting a target is a hostile action for purposes of [[Character versus Character Rules|character versus character]] and should observe those considerations when performed.&lt;br /&gt;
&lt;br /&gt;
== Suggestion ==&lt;br /&gt;
A target who is under the effects of &#039;&#039;suggestion&#039;&#039; will perform a single mundane and plausible action which does not directly imperil them, require them to speak, answer questions, or fictionally take longer than 30 seconds to perform. Only human-controlled targets can receive bespoke instruction - AI-controlled targets will simply be &#039;&#039;&amp;lt;code&amp;gt;dazed&amp;lt;/code&amp;gt;&#039;&#039; instead. Once the action completes, they will no longer be under the effects of any enchantment. For the target, they will feel only lost time for the duration and minor befuddlement. A character who saves against &#039;&#039;suggestion&#039;&#039; will be notified that a hostile action was performed on them and are allowed to react accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Legal Uses of Suggestion ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Turn around.&amp;quot;&lt;br /&gt;
* &amp;quot;Stop.&amp;quot;&lt;br /&gt;
* &amp;quot;Walk this way.&amp;quot;&lt;br /&gt;
* &amp;quot;Show me [object obvious and visible].&amp;quot;&lt;br /&gt;
* &amp;quot;Close your eyes.&amp;quot;&lt;br /&gt;
* &amp;quot;Sheathe your weapon.&amp;quot;&lt;br /&gt;
* &amp;quot;Laugh.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Illegal Uses of Suggestion ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Give me all of your silver.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Tell me...&amp;quot; Would require target to answer a question.&lt;br /&gt;
* &amp;quot;Say...&amp;quot; Would require target to speak.&lt;br /&gt;
* &amp;quot;Show me [object not obvious or visible].&amp;quot; Would take too long fictionally.&lt;br /&gt;
* &amp;quot;Walk off the cliff.&amp;quot; Imperiling.&lt;br /&gt;
* &amp;quot;Attack your allies.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Harm yourself.&amp;quot; Imperiling.&lt;br /&gt;
* &amp;quot;In five minutes...&amp;quot; Action must be performed immediately.&lt;br /&gt;
&lt;br /&gt;
== Charm ==&lt;br /&gt;
A target who is &#039;&#039;&amp;lt;code&amp;gt;charmed&amp;lt;/code&amp;gt;&#039;&#039; will believe the source and only the source to be a trusted ally over the duration. They will perceive the source&#039;s words in the most favorable way and may undertake orders which are rational to them at their leisure. Only human-controlled targets can receive bespoke instruction - AI-controlled targets will simply be &#039;&#039;&amp;lt;code&amp;gt;stunned&amp;lt;/code&amp;gt;&#039;&#039; instead. Charmed targets will not slavishly obey the whims of the source, nor are they subject to self-destruction. If harmed by the source or the source&#039;s apparent allies, the enchantment breaks. When the effects of being charmed ends or is saved against, the target will be notified that a hostile action was performed on them and are allowed to react accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Legal Uses of Charm ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Follow me.&amp;quot; The destination must be reasonable and not obviously dangerous.&lt;br /&gt;
* &amp;quot;Put away your weapons, I am a friend.&amp;quot;&lt;br /&gt;
* &amp;quot;Tell me...&amp;quot; The question should be plausible and rational for a friend to answer.&lt;br /&gt;
* &amp;quot;Show me...&amp;quot; The item should be plausible and rational for a friend to be shown or given.&lt;br /&gt;
* &amp;quot;Protect me.&amp;quot; The violence source should not be the target&#039;s own allies.&lt;br /&gt;
* &amp;quot;Take me to...&amp;quot; The destination must be reasonable and not obviously dangerous.&lt;br /&gt;
&lt;br /&gt;
=== Illegal Uses of Charm ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Tell me a secret you hold dear.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Attack your allies.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Harm yourself.&amp;quot; Imperiling.&lt;br /&gt;
* &amp;quot;Give me all of your silver.&amp;quot; Absurd request.&lt;br /&gt;
* &amp;quot;Say...&amp;quot; Target would not receive direct demands.&lt;br /&gt;
* &amp;quot;Prostrate yourself before me.&amp;quot; Absurd request.&lt;br /&gt;
&lt;br /&gt;
== Domination ==&lt;br /&gt;
A target who is &#039;&#039;&amp;lt;code&amp;gt;dominated&amp;lt;/code&amp;gt;&#039;&#039; will perform actions as ordered so long as they do not perform self-destruction. They are telepathically linked to the source and are under their direct control. As such higher order functions cease to be for dominated targets, and are unable to answer questions thereof. Only human-controlled targets can receive bespoke instruction - AI-controlled targets will be assigned as henchmen of the character instead. A target and the source do not have to share a language for domination to function. When the effects of being dominated ends, the character will perceive only lost time and minor befuddlement. A character who saves against domination will be notified that a hostile action was performed on them and are allowed to react accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Legal Uses of Domination ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Follow me.&amp;quot; The destination may be obviously dangerous.&lt;br /&gt;
* &amp;quot;Put away your weapons.&amp;quot;&lt;br /&gt;
* &amp;quot;Don&#039;t attack me or my allies.&amp;quot;&lt;br /&gt;
* &amp;quot;Attack your allies.&amp;quot;&lt;br /&gt;
* &amp;quot;Say...&amp;quot; Target will speak what character provides verbatim.&lt;br /&gt;
* &amp;quot;Give me...&amp;quot; Source must be able to visualize what exactly should be given.&lt;br /&gt;
* &amp;quot;Go here and do...&amp;quot;&lt;br /&gt;
* &amp;quot;In five minutes...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Illegal Uses of Domination ===&lt;br /&gt;
This list is non-exhaustive and provided as reference only.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Harm yourself.&amp;quot; Self-destructive.&lt;br /&gt;
* &amp;quot;Walk off this cliff.&amp;quot; Self-destructive.&lt;br /&gt;
* &amp;quot;Take me to...&amp;quot; Would require higher order function.&lt;br /&gt;
* &amp;quot;Tell me...&amp;quot; Would require higher order function.&lt;br /&gt;
&lt;br /&gt;
== Detecting Enchantment ==&lt;br /&gt;
A character may attempt to detect the presence of enchantment on another character by examining them. This rolls a &amp;lt;code&amp;gt;DC 25&amp;lt;/code&amp;gt; [[Perception]] check, notifying them if it succeeds and not if inconclusive. They will only notice that the character is behaving strangely, not the exact method of enchantment being used. This check may be repeated once every 3 minutes IRT.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Disrupt_Undead&amp;diff=2227</id>
		<title>Disrupt Undead</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Disrupt_Undead&amp;diff=2227"/>
		<updated>2026-02-19T07:48:47Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &amp;lt;code&amp;gt;&#039;&#039;&#039;School&#039;&#039;&#039;&amp;lt;/code&amp;gt;: necromancy&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Circle&#039;&#039;&#039;&amp;lt;/code&amp;gt;: [[Arcane Spells|arcane]] 0th, [[Occult Spells|occult]] 0th&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Spell Components&#039;&#039;&#039;&amp;lt;/code&amp;gt;: V, S&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Action Time&#039;&#039;&#039;&amp;lt;/code&amp;gt;: 1 action&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Range&#039;&#039;&#039;&amp;lt;/code&amp;gt;: medium&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Shape&#039;&#039;&#039;&amp;lt;/code&amp;gt;: ray&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Targe&#039;&#039;&#039;ting&amp;lt;/code&amp;gt;: hostile undead only&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Base Duration&#039;&#039;&#039;&amp;lt;/code&amp;gt;: instant&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Saving Throw&#039;&#039;&#039;&amp;lt;/code&amp;gt;: none&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Spell Resistance&#039;&#039;&#039;&amp;lt;/code&amp;gt;: no&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Ritual Components&#039;&#039;&#039;&amp;lt;/code&amp;gt;: n/a&lt;br /&gt;
A ray of positive energy flies at the target, making a ranged touch attack that deals &amp;lt;code&amp;gt;1d6+1 positive energy damage&amp;lt;/code&amp;gt; to an unliving target. If caster has &#039;&#039;[[Spell Focus|spell focus: necromancy]],&#039;&#039; then ray instead deals &amp;lt;code&amp;gt;2d6+1 positive energy damage&amp;lt;/code&amp;gt;.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Spells_(list)&amp;diff=2226</id>
		<title>Spells (list)</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Spells_(list)&amp;diff=2226"/>
		<updated>2026-02-19T07:46:57Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All spells currently available in &#039;&#039;[[The Domains of Dread]]&#039;&#039; except [[Artificer Formulae|Artifice]] are listed sorted by earliest spell circle of appearance and spell school.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 0 - Cantrips/Orisons&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resistance]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1/+1 DR&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to universal saves&amp;lt;/code&amp;gt;, collapsing after &amp;lt;code&amp;gt;10 HP&amp;lt;/code&amp;gt; or the &amp;lt;code&amp;gt;3rd save&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Splash]]&amp;lt;/code&amp;gt;: Orb deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Frost]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 cold damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Guidance]]&amp;lt;/code&amp;gt;: Ward on target bestows &amp;lt;code&amp;gt;+1 to next 3 attacks, universal saves, abilities or skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Daze]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;[[Status Effects|dazes]]&amp;lt;/code&amp;gt;&#039;&#039; &amp;lt;code&amp;gt;4 HD&amp;lt;/code&amp;gt; or less creature.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lullaby]]&amp;lt;/code&amp;gt;: Broadcast makes creature &#039;&#039;&amp;lt;code&amp;gt;drowsy&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Electric Jolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d4+1 electrical damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Flare]]&amp;lt;/code&amp;gt;: Broadcast &amp;lt;code&amp;gt;&#039;&#039;dazzles&#039;&#039;&amp;lt;/code&amp;gt; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sonic Jolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d4+1 sonic damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Minor Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;4 HP&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Disrupt Undead]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 positive energy damage&amp;lt;/code&amp;gt; to target undead.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Minor Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;4 negative energy damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mage Hand]]&amp;lt;/code&amp;gt;: Broadcast target object of &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; [[Encumbrance and Inventory Management|ER]] or less is moved into caster inventory.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Open/Close]]&amp;lt;/code&amp;gt;: Broadcast target item of &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt; ER or less is opened or closed.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Virtue]]&amp;lt;/code&amp;gt;: Touch target gains &amp;lt;code&amp;gt;1d4 temporary HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Universal ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arcane Mark]]&amp;lt;/code&amp;gt;: Visible or &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; rune containing no more than 6 characters is scribed on an item or into the ground.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prestidigitation]]&amp;lt;/code&amp;gt;: Caster performs harmless, magical trick.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alarm]]&amp;lt;/code&amp;gt;: Placed radius warns or sounds when tripped.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Endure Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;10/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;20 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Portal]]&amp;lt;/code&amp;gt;: Broadcast target door is held shut.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ironguts]]&amp;lt;/code&amp;gt;: Broadcast target takes &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; on next save to resist mundane poison.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 deflection AC&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to universal saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sanctuary]]&amp;lt;/code&amp;gt;: Ward on target causes nearby creatures to ignore them.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shield]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 shield AC&amp;lt;/code&amp;gt; and immunity to &#039;&#039;magic missile.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shield of Faith]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+1 deflection AC/6 levels (minimum +1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aural Armor]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grease]]&amp;lt;/code&amp;gt;: Thrown radius &amp;lt;code&amp;gt;&#039;&#039;slows&#039;&#039;&amp;lt;/code&amp;gt;, knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grim Armor]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mage Armor]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Obscuring Mist]]&amp;lt;/code&amp;gt;: Radius fog grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt; against outside attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Orb of...|Orb of..., Lesser]]&amp;lt;/code&amp;gt;: Orb deals &amp;lt;code&amp;gt;1d6 selected elemental damage/2 levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Creature I]]&amp;lt;/code&amp;gt;: Summons minor beast from local ecology.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Monster I]]&amp;lt;/code&amp;gt;: Summons minor beast from local ecology.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grave Strike]]&amp;lt;/code&amp;gt;: Broadcast target gains &amp;lt;code&amp;gt;1d6 necrotic damage&amp;lt;/code&amp;gt; on next &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; attacks.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Identify]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2, +1/2 levels (max +5) to [[Lore]] checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[True Strike]]&amp;lt;/code&amp;gt;: Broadcast target takes &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; on next attack roll.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bane]]&amp;lt;/code&amp;gt;: Radius on caster bestows targets &amp;lt;code&amp;gt;-1 to attack rolls and saves against fear&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bless]]&amp;lt;/code&amp;gt;: Radius on caster bestows targets &amp;lt;code&amp;gt;+1 to attack rolls and saves against fear&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotize]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Hope]]&amp;lt;/code&amp;gt;: Ray grants &amp;lt;code&amp;gt;+2 to universal saves, attribute and skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sleep]]&amp;lt;/code&amp;gt;: Radius sets &amp;lt;code&amp;gt;4 HD creatures to &#039;&#039;sleep&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Whelm]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d6 subdual damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Burning Hands]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;1d4 fire damage/level (max 5d4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Divine Favor]]&amp;lt;/code&amp;gt; : Ward on caster bestows &amp;lt;code&amp;gt;+1 to attack and damage rolls/3 levels (max +3)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Esoteric Missile]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 force damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 ray/2 levels (max +4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Faerie Fire]]&amp;lt;/code&amp;gt;: Broadcast target is &#039;&#039;&amp;lt;code&amp;gt;revealed&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Fire Bolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d6 fire damage/level (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Holy Light]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6 divine damage/2 levels (max 4d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Produce Flame]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6 fire damage/level (max 3d6)&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +5)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Magic Missile]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 force damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 ray/2 levels (max +4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Orphic Light]]&amp;lt;/code&amp;gt;: Ray deal &amp;lt;code&amp;gt;1d6 necrotic damage/2 levels (max 4d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shocking Grasp]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 electrical damage/level (max 5d6)&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+2d6 electrical damage&amp;lt;/code&amp;gt; against target wearing metal.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Color Spray]]&amp;lt;/code&amp;gt;: Cone &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039; proportionally to target &amp;lt;code&amp;gt;HD&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Disguise Self]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2 to [[Deception]] checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Friendly Face]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2 to [[Persuasion]] checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Chill Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 necrotic damage/level (max 5d6)&amp;lt;/code&amp;gt; ,&amp;lt;code&amp;gt;1 CON damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Light Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;1d8 HP, +1/level (max +5)&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Doom]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to attack and damage rolls, universal saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Light Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +5)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mollify Undead]]&amp;lt;/code&amp;gt;: Ward on caster causes unintelligent undead of &amp;lt;code&amp;gt;5 HD or less&amp;lt;/code&amp;gt; to ignore them.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Necrotic Awareness]]&amp;lt;/code&amp;gt;: Ward on caster identifies hidden undead.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Ray]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6 negative energy damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Enfeeblement]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 STR damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead I]]&amp;lt;/code&amp;gt;: Summons human warrior skeleton.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Armor Lock]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; target wearing metal, deals &amp;lt;code&amp;gt;1d4 crushing damage&amp;lt;/code&amp;gt; whenever target attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aural Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Camouflage]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+3 to [[Stealth]] checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Catsfeet]]&amp;lt;/code&amp;gt;: Caster takes &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; on next [[Acrobatics]] roll.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Consecrate Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d6 divine damage against undead&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkvision]]&amp;lt;/code&amp;gt;: Ward on target grants darkvision.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Entangle]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;entangles&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Esoteric Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Expeditious Retreat]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;50% increased movement speed&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Goodberry]]&amp;lt;/code&amp;gt;: Produces 4 berries which heal &amp;lt;code&amp;gt;4 HP&amp;lt;/code&amp;gt; each.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hawkeye]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+3 to [[Perception]] checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Longstrider]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;10% increased base movement speed&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Low-Light Vision]]&amp;lt;/code&amp;gt;: Ward on target grants low-light vision.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Magic Fang]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt; on natural weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Magic Stone]]&amp;lt;/code&amp;gt;: Produces 3 stones which deal &amp;lt;code&amp;gt;1d6+1 force damage&amp;lt;/code&amp;gt;, doubled against undead when thrown, slung.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Magic Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Path of Frost]]&amp;lt;/code&amp;gt;: Line deals &amp;lt;code&amp;gt;1d4 cold damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[See Beyond Sight]]&amp;lt;/code&amp;gt;: Ward on target grants darkvision, including piercing the effects of magical darkness.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shillelagh]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt; on quarterstaff or club, &amp;lt;code&amp;gt;+2d6 bludgeoning damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arcane Lock]]&amp;lt;/code&amp;gt;: Magical lock appears on broadcast target door, chest or held device.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Benediction]]&amp;lt;/code&amp;gt;: Touch target takes &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; on next roll.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Deflect]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;+10 untyped AC&amp;lt;/code&amp;gt; against next incoming attack.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Opportune Dodge]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 to rolls to avoid maneuvers and attacks of opportunity&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Orphic Shroud]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+1 deflection AC/6 levels (minimum +1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Arrows]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% miss chance&amp;lt;/code&amp;gt; to incoming ranged attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resist Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;30 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Arrow]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;3d6 acid damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 acid damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cloud of Bewilderment]]&amp;lt;/code&amp;gt;: Radius gas &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glitterdust]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Creature II]]&amp;lt;/code&amp;gt;: Summons beast from local ecology.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Monster II]]&amp;lt;/code&amp;gt;: Summons beast from local ecology.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Swarm]]&amp;lt;/code&amp;gt;: Summons swarm of bats, rats or spiders.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Web]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;entangles&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aberrant Awareness]]&amp;lt;/code&amp;gt;: Ward on caster identifies hidden aberrations.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lore of the Gods]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2 to [[Lore]] checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[See Invisibility]]&amp;lt;/code&amp;gt;: Ward on target &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; things, creatures.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aid]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 to attack rolls, saves against fear&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d8 temporary HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bothersome Babble]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;silences&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Crushing Despair]]&amp;lt;/code&amp;gt;: Cone bestows targets &amp;lt;code&amp;gt;-2 to attack and damage rolls, universal saves, attribute and skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Daze Monster]]&amp;lt;/code&amp;gt;: Broadcast &amp;lt;code&amp;gt;&#039;&#039;dazes&#039;&#039; 6 HD&amp;lt;/code&amp;gt; or less creature.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Heroism]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 to attack rolls, universal saves and skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Beast]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039; beast.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Person]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039; humanoid creature.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Induce Bloodlust]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 to STR and CON&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 to Will saves&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inevitable Defeat]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;3d6 subdual damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Touch of Idiocy]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d4 INT, WIS, PRS damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of Impending Blades]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Whelming Blast]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;1d6 subdual damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blaze of Light]]&amp;lt;/code&amp;gt;: Cone &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Combust]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2d6+level fire damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Continual Flame]]&amp;lt;/code&amp;gt;: Grants permanent colored light to target or equipment.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkbolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d8 negative energy damage/2 levels (max 4d8)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkness]]&amp;lt;/code&amp;gt;: Placed radius manifests magical darkness.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Desecrate]]&amp;lt;/code&amp;gt;: Radius grants undead &amp;lt;code&amp;gt;+1 to attack and damage rolls, universal saves&amp;lt;/code&amp;gt;. Turn undead checks have &amp;lt;code&amp;gt;+1 DC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shatter]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d4 sonic damage/level (max 6d4)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sound Burst]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 sonic damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Veil of Shadow]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt; which cannot be pierced except with &#039;&#039;see beyond sight&#039;&#039; or &#039;&#039;true seeing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bladeweave]]&amp;lt;/code&amp;gt;: Ward on target bestows &#039;&#039;&amp;lt;code&amp;gt;fascinate&amp;lt;/code&amp;gt;&#039;&#039; on weapon attack.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blur]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotic Pattern]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4+level HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility]]&amp;lt;/code&amp;gt;: Ward on target grants &#039;&#039;&amp;lt;code&amp;gt;invisibility&amp;lt;/code&amp;gt;&#039;&#039; until target attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Minor Image]]&amp;lt;/code&amp;gt;: Manifests imaginary sound or sight.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Silence]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;silences&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blindness/Deafness]]&amp;lt;/code&amp;gt;: Broadcast target is &#039;&#039;&amp;lt;code&amp;gt;blinded&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;deafened&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blood Snow]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d4 CON damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bone Chill]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;pins&amp;lt;/code&amp;gt;&#039;&#039; undead.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Death Knell]]&amp;lt;/code&amp;gt;: Touch slays creature of &amp;lt;code&amp;gt;0 HP or less&amp;lt;/code&amp;gt;. Caster gains &amp;lt;code&amp;gt;1d8 temporary HP and +2 STR&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Moderate Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;2d8 HP, +1/level (max +10)&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Execration]]&amp;lt;/code&amp;gt;: Touch bestows target &amp;lt;code&amp;gt;-2 to universal saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[False Life]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;1d10 temporary HP+level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Frostburn|Frostburn, Lesser]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d12 cold damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +5)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ghoul Touch]]&amp;lt;/code&amp;gt;: Touch &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039; living target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Moderate Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Scare]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;shakes&#039;&#039; 6 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead II]]&amp;lt;/code&amp;gt;: Summons human myrmidon skeleton.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Thin Air]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;1 STR, CON, INT damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aspect of...]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+3 to STR, CON, DEX, INT, PRS or WIS&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Barkskin]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 natural AC&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/6 levels (minimum +0)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Chill Metal]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d4 cold damage&amp;lt;/code&amp;gt; to target wearing metal, &amp;lt;code&amp;gt;+1d4 cold damage&amp;lt;/code&amp;gt; whenever target attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Flamelash]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;2d6 fire damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1d6/3 levels (max +3d6)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Heat Metal]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d4 fire damage&amp;lt;/code&amp;gt; to target wearing metal, &amp;lt;code&amp;gt;+1d4 fire damage&amp;lt;/code&amp;gt; whenever target attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[One with the Land]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2 to [[Handle Animal]], Stealth, and [[Handle Device]] checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Pyrotechnics]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Spider Climb]]&amp;lt;/code&amp;gt;: Touch target takes &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; on next &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; Acrobatics rolls.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stone Bones]]&amp;lt;/code&amp;gt;: Ward on target undead grants &amp;lt;code&amp;gt;+3 natural AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sonic Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1d4+1 sonic damage&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[... Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1d4+1 selected elemental damage&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Backlash]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2 untyped damage/spell level&amp;lt;/code&amp;gt; affecting target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Circle of Protection]]&amp;lt;/code&amp;gt;: &#039;&#039;Protection,&#039;&#039; as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Clarity]]&amp;lt;/code&amp;gt;: Broadcast cures &#039;&#039;&amp;lt;code&amp;gt;daze&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;confusion&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;shaken&amp;lt;/code&amp;gt;&#039;&#039; on target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Dispel Magic]]&amp;lt;/code&amp;gt;: Radius or broadcast cancels magical effects, spells.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Warding]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;1d8 selected elemental damage/2 levels (max 4d8)&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;30/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;40 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Negative Energy]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;5/- DR&amp;lt;/code&amp;gt; against negative energy damage.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sheltered Vitality]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+3 to saves made against fatigue, attribute damage or negative levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wounding Whispers]]&amp;lt;/code&amp;gt;: Ward on caster deals &amp;lt;code&amp;gt;1d6 sonic damage, +1/level (max +6)&amp;lt;/code&amp;gt; to melee attackers.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Caustic Gas]]&amp;lt;/code&amp;gt;: Radius gas deals &amp;lt;code&amp;gt;1d6 acid damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prayer]]&amp;lt;/code&amp;gt;: Radius on caster bestows &amp;lt;code&amp;gt;+1 to attack and damage rolls, attribute and skill checks, universal saves&amp;lt;/code&amp;gt;. Inverts on enemies.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Neutralize Poison]]&amp;lt;/code&amp;gt;: Touch temporarily suppresses effects of mundane poison on target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stinking Cloud]]&amp;lt;/code&amp;gt;: Radius gas &#039;&#039;&amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Creature III]]&amp;lt;/code&amp;gt;: Summons dire beast from local ecology.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Monster III]]&amp;lt;/code&amp;gt;: Summons dire beast from local ecology.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alter Fortune]]&amp;lt;/code&amp;gt;: Broadcast target takes &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; on next roll.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of the Omniscient Eye]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+3 to saves against &#039;&#039;dazzlement, fascination&#039;&#039; and &#039;&#039;blindness&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Confusion]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;confuses&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Deep Slumber]]&amp;lt;/code&amp;gt;: Radius sets &amp;lt;code&amp;gt;10 HD creatures to &#039;&#039;sleep&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Good Hope]]&amp;lt;/code&amp;gt;: Cone bestows targets &amp;lt;code&amp;gt;+2 to attack and damage rolls, universal saves, attribute and skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Trance of the Verdant Domain]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;fascinates&amp;lt;/code&amp;gt;&#039;&#039; target and bestows &amp;lt;code&amp;gt;-3 to saves against mind affecting spells, spell-like effects&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Call Lightning]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 electrical damage/level (max 8d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Fireball]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 fire damage/level (max 10d6)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility Purge]]&amp;lt;/code&amp;gt;: Aura reveals &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; things, creatures.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Gust of Wind]]&amp;lt;/code&amp;gt;: Radius neutralizes fog or gases and throws targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lightning Bolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d6 electrical damage/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Nature&#039;s Favor]]&amp;lt;/code&amp;gt;: Touch target beast gains &amp;lt;code&amp;gt;+1 to attack and damage rolls/2 levels (max +4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Nature&#039;s Purity]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;2d6 force damage&amp;lt;/code&amp;gt; to undead, doubled against aberrations.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Searing Light]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6 divine damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;1d10 divine damage/2 levels (max 5d10)&amp;lt;/code&amp;gt; to undead.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slashing Darkness]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d8 negative energy damage/2 levels (max 5d8)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sonic Shield]]&amp;lt;/code&amp;gt;: Ward on target bestows &amp;lt;code&amp;gt;+2 shield AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility Sphere]]&amp;lt;/code&amp;gt;: &#039;&#039;Invisibility,&#039;&#039; as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Major Image]]&amp;lt;/code&amp;gt;: Manifests larger, louder imaginary sound or sight.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Contagion]]&amp;lt;/code&amp;gt;: Broadcast bestows target disease.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Serious Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;3d8 HP, +1/level (max +10)&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Death Ward]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+3 to saves against &#039;&#039;deathwatch&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Fear]]&amp;lt;/code&amp;gt;: Cone &#039;&#039;&amp;lt;code&amp;gt;frightens&amp;lt;/code&amp;gt;&#039;&#039; &amp;lt;code&amp;gt;24 HD&amp;lt;/code&amp;gt; creatures.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ghoul Gesture]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Halt Undead]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039; undead.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Healing Sting]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d6 poison damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +6)&amp;lt;/code&amp;gt;, heals caster for equal amount.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Serious Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Infestation of Maggots]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d4 CON damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Poison]]&amp;lt;/code&amp;gt;: Touch bestows target mundane poison.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prickling Torment]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039; target, deals &amp;lt;code&amp;gt;1d6 necrotic damage&amp;lt;/code&amp;gt; whenever target attacks or casts.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Burst]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 negative energy damage+level,&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;1 STR damage/4 levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Exhaustion]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;exhausts&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Rigor Mortis]]&amp;lt;/code&amp;gt;: Touch on willing target appears as &#039;&#039;&amp;lt;code&amp;gt;dead&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shivering Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6+1 DEX damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead III]]&amp;lt;/code&amp;gt;: Summons human priest skeleton.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vampiric Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 negative energy damage/2 levels&amp;lt;/code&amp;gt;. Caster gains damage as temporary &amp;lt;code&amp;gt;HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vigor]]&amp;lt;/code&amp;gt;: Touch bestows &amp;lt;code&amp;gt;fast healing 2&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wrack]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to attack rolls, universal saves, skill and attribute checks and knocks &#039;&#039;off-balance&#039;&#039;, &#039;&#039;prone&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Aural Weapon|Aural Weapon, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 enhancement bonus&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Consecrate Weapon|Consecrate Weapon, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 enhancement bonus&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d8 divine damage against undead&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Esoteric Weapon|Esoteric Weapon, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 enhancement bonus&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glibness]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+3 to [[Deception]] checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Haste]]&amp;lt;/code&amp;gt;: Ward on target grants &#039;&#039;&amp;lt;code&amp;gt;haste&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Keen Weapon]]&amp;lt;/code&amp;gt;: Ward on target &amp;lt;code&amp;gt;doubles threat range&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Magic Fang|Magic Fang, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 enhancement bonus&amp;lt;/code&amp;gt; on natural weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Magic Weapon|Magic Weapon, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 enhancement bonus&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Magic Vestment]]&amp;lt;/code&amp;gt;: Ward on target bestows &amp;lt;code&amp;gt;+1 untyped AC/3 levels (max +3)&amp;lt;/code&amp;gt; to worn armor.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Quillfire]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d8 poison damage, +1/2 levels (max +4)&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d6 STR damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[... Quiver]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1d4+1 selected elemental damage&amp;lt;/code&amp;gt; on quiver or bolt case.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slow]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sonic Quiver]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1d4+1 sonic damage&amp;lt;/code&amp;gt; on quiver or bolt case.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Spike Growth]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d4 piercing damage/3 levels&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;pins&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Thornskin]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;1d6+5 piercing damage&amp;lt;/code&amp;gt; to unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Break Enchantment]]&amp;lt;/code&amp;gt;: Radius free targets from impermanent enchantment, alteration and &#039;&#039;&amp;lt;code&amp;gt;petrification&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Freedom of Movement]]&amp;lt;/code&amp;gt;: Ward on target clears impermanent immobility and grants &amp;lt;code&amp;gt;+3 to saves against future &#039;&#039;paralysis, slow, entanglement&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Globe of Invulnerability|Globe of Invulnerability, Lesser]]&amp;lt;/code&amp;gt;: Ward on target prevents spells from 3rd Circle and below from affecting.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mystic Aegis]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;7 SR, +1/4 levels&amp;lt;/code&amp;gt; against next hostile spell.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Neutralize Hex]]&amp;lt;/code&amp;gt;: Touch temporarily suppresses effects of a lesser hex on target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Resist Elements|Resist Elements, Mass]]&amp;lt;/code&amp;gt;: &#039;&#039;Resist elements,&#039;&#039; as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Spell Breach|Spell Breach, Lesser]]&amp;lt;/code&amp;gt;: Broadcast strips magical defenses on target, bestows &amp;lt;code&amp;gt;-3 SR&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stoneskin]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;10/+2 DR&amp;lt;/code&amp;gt;, collapsing after &amp;lt;code&amp;gt;70 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arc of Lightning]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d6 electrical damage&amp;lt;/code&amp;gt;, repeating every bounce &amp;lt;code&amp;gt;between two or more targets (max 10d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Black Tentacles]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;pins&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blight]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 poison damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Grim Armor|Grim Armor, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hurtling Stone]]&amp;lt;/code&amp;gt;: Line deals &amp;lt;code&amp;gt;6d6 bludgeoning damage&amp;lt;/code&amp;gt;, knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Mage Armor|Mage Armor, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Orb of...]]&amp;lt;/code&amp;gt;: Orb deals &amp;lt;code&amp;gt;1d6 selected elemental damage/level (max 10d6)&amp;lt;/code&amp;gt;, bestows relevant status effect.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Monster IV]]&amp;lt;/code&amp;gt;: Summons magical beast from local ecology.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wall of Water]]&amp;lt;/code&amp;gt;: Line deals &amp;lt;code&amp;gt;2d6 crushing damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Conscience]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d6 WIS, PRS damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Confound]]&amp;lt;/code&amp;gt;: Broadcast bestows &amp;lt;code&amp;gt;-1 to attack rolls made against caster&amp;lt;/code&amp;gt;, and caster &amp;lt;code&amp;gt;+1 to attack rolls against target&amp;lt;/code&amp;gt;. Stacks up to &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;. 2nd stack extends effects to all nearby allies.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Dolorous Motes]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;1d3 WIS damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Dominate Person]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;dominates&amp;lt;/code&amp;gt;&#039;&#039; humanoid.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Halting Gaze]]&amp;lt;/code&amp;gt;: Gaze &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Healing Motes]]&amp;lt;/code&amp;gt;: Radius fog heals &amp;lt;code&amp;gt;1d6 HP/round&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Monster]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039; creature.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Whelm|Whelm, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 subdual damage/level (max 10d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bleakness]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 negative energy damage/round&amp;lt;/code&amp;gt;, grants undead &amp;lt;code&amp;gt;+2 turn resistance&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Brilliance]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 divine damage/round&amp;lt;/code&amp;gt; to undead, creates light.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Castigate]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Divine Power]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;1 temporary HP/level (max 10)&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sets STR to 18&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 AB/4 levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Divine Sacrifice]]&amp;lt;/code&amp;gt;: Caster loses &amp;lt;code&amp;gt;10 HP&amp;lt;/code&amp;gt; to grant &amp;lt;code&amp;gt;1d6 divine damage&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hammer of the Gods]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 divine damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ice Storm]]&amp;lt;/code&amp;gt;: Cylinder deals &amp;lt;code&amp;gt;5d6 cold damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Pillar of the Primordial]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 primeval damage/level (max 10d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resonating Bolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d4 sonic damage/level (max 10d4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Scalding Steam]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;2d6 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shadow Shroud]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;immunity to &#039;&#039;blindness&#039;&#039;, effects of magical darkness&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;+3 to Stealth checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shout]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;5d6 sonic damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Thunder Field]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 sonic damage/round&amp;lt;/code&amp;gt;, knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wall of Fire]]&amp;lt;/code&amp;gt;: Line deals &amp;lt;code&amp;gt;4d6 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[... Vortex]]&amp;lt;/code&amp;gt;: Radius on caster deals &amp;lt;code&amp;gt;2d8 selected elemental damage, +1/level&amp;lt;/code&amp;gt; including to the caster.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Doomtide]]&amp;lt;/code&amp;gt;: Radius fog grants &amp;lt;code&amp;gt;50% concealment against outside attacks&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&#039;&#039;dazes&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Interminable Echo]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2d6 sonic damage/round&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;-3 to [[Perception]], [[Concentration]] checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Invisibility|Invisibility, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &#039;&#039;&amp;lt;code&amp;gt;invisibility&amp;lt;/code&amp;gt;&#039;&#039;, even if target attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mask of the Ideal]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2 PRS&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Rainbow Pattern]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 24 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Phantasmal Killer]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;3d6 negative energy damage&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039;. Targets with &#039;&#039;deathwatch&#039;&#039; must save or die.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shadow Conjuration]]&amp;lt;/code&amp;gt;: Manifests &#039;&#039;darkness, invisibility, mage armor&#039;&#039; or &#039;&#039;magic missile&#039;&#039; as illusory variant.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Animate Dead|Animate Dead, Lesser]]&amp;lt;/code&amp;gt;: Radius creates up to &amp;lt;code&amp;gt;6 HD undead&amp;lt;/code&amp;gt; from corpses.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bubbling Poison]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d4 CON damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Burning Blood]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d6 acid damage&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;1d6 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Consumptive Field]]&amp;lt;/code&amp;gt;: Aura deals &amp;lt;code&amp;gt;1d8 necrotic damage&amp;lt;/code&amp;gt;. Slain creatures grant caster &amp;lt;code&amp;gt;1d6 temporary HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Crown of the Grave]]&amp;lt;/code&amp;gt;: Ward on caster causes unintelligent undead to ignore them. Discharge to bring up to &amp;lt;code&amp;gt;10 HD undead&amp;lt;/code&amp;gt; under command.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Critical Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;4d8 HP, +1/level&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Enervation]]&amp;lt;/code&amp;gt;: Ray bestows &amp;lt;code&amp;gt;1d4 negative levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Finger of Agony]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d6 necrotic damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Foment Hex|Foment Hex, Lesser]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;permanent -2 to all attribute scores&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;-1 to attack rolls and universal saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Frostburn]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d12 cold damage, +1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Critical Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;4d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mindfrost]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;5d6 cold damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 INT damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Restoration|Restoration, Lesser]]&amp;lt;/code&amp;gt;: Touch cures impermanent, extraordinary penalties on target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead IV]]&amp;lt;/code&amp;gt;: Summons ghast.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Camouflage|Camouflage, Mass]]&amp;lt;/code&amp;gt;: &#039;&#039;Camouflage,&#039;&#039; as radius.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Darkvision|Darkvision, Mass]]&amp;lt;/code&amp;gt;: &#039;&#039;Darkvision,&#039;&#039; as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Languor]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 STR damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Rusting Grasp]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d6 acid damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;-1 AC&amp;lt;/code&amp;gt; to target wearing metal.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass See Beyond Sight|See Beyond Sight, Mass]]&amp;lt;/code&amp;gt;: &#039;&#039;See beyond sight&#039;&#039;, as radius.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Dispel Magic|Dispel Magic, Greater]]&amp;lt;/code&amp;gt;: Radius or broadcast cancels more magical effects, spells.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Divine Resistance]]&amp;lt;/code&amp;gt;: Ward on target bestows &amp;lt;code&amp;gt;5 SR, +1/level (max +5)&amp;lt;/code&amp;gt;. Does not stack with other &amp;lt;code&amp;gt;SR&amp;lt;/code&amp;gt; sources.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Divine Retribution]]&amp;lt;/code&amp;gt;: Ward on caster deals &amp;lt;code&amp;gt;1d6 divine damage, +1/level (max +8)&amp;lt;/code&amp;gt; to melee attackers.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Elemental Buffer]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;40/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;60 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mind Blank]]&amp;lt;/code&amp;gt;: Broadcast restores target&#039;s senses and grants &amp;lt;code&amp;gt;+3 to saves against mind-affecting spells, spell-like effects&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Nature&#039;s Resistance]]&amp;lt;/code&amp;gt;: Ward on target bestows &amp;lt;code&amp;gt;5 SR&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/2 levels (max +5)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cloudkill]]&amp;lt;/code&amp;gt;: Radius gas deals &amp;lt;code&amp;gt;1d4 CON damage/round&amp;lt;/code&amp;gt; and bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;.&#039;&#039; Targets with &#039;&#039;deathwatch&#039;&#039; must save or die.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cocoon]]&amp;lt;/code&amp;gt;: Broadcast target is &#039;&#039;&amp;lt;code&amp;gt;paralyzed&amp;lt;/code&amp;gt;&#039;&#039; but gains &amp;lt;code&amp;gt;fast healing 10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;15/- DR&amp;lt;/code&amp;gt;. Mundane diseases and poisons are cured.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Freezing Fog]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;1d6 cold damage/round&amp;lt;/code&amp;gt; and knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Frostbite]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;4d6 cold damage, 1d6 DEX damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Insect Plague]]&amp;lt;/code&amp;gt;: Summons stationary swarm of locusts.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Quill Blast]]&amp;lt;/code&amp;gt;: &#039;&#039;Quillfire,&#039;&#039; as cone.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[... Sphere]]&amp;lt;/code&amp;gt;: Orb deals &amp;lt;code&amp;gt;1d4 selected elemental damage/level&amp;lt;/code&amp;gt;, then radius deals &amp;lt;code&amp;gt;1d4 selected elemental damage/round&amp;lt;/code&amp;gt;, bestowing relevant status effect.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Monster V]]&amp;lt;/code&amp;gt;: Summons lesser aberration.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vine Mine]]&amp;lt;/code&amp;gt;: Placed radius &#039;&#039;&amp;lt;code&amp;gt;entangles&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets when tripped.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[True Seeing]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+3 to [[Perception]] checks&amp;lt;/code&amp;gt;, reveals &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; objects, creatures.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Feeblemind]]&amp;lt;/code&amp;gt;: Broadcast sets target&#039;s &amp;lt;code&amp;gt;INT and PRS to 6&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Heroism|Heroism, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+3 to attack rolls, universal saves and skill checks, temporary HP equal to caster level&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Sleep]]&amp;lt;/code&amp;gt;: Placed radius sets &amp;lt;code&amp;gt;10 HD&amp;lt;/code&amp;gt; creatures to &amp;lt;code&amp;gt;&#039;&#039;sleep&#039;&#039;&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mind Fog]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;5 WIS damage&amp;lt;/code&amp;gt; and bestows targets &amp;lt;code&amp;gt;-5 to Will saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Radiance]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 divine damage/round&amp;lt;/code&amp;gt; to undead, &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Rex&#039;s Interposing Hand]]&amp;lt;/code&amp;gt;: Spectral hand grants caster &amp;lt;code&amp;gt;+4 untyped AC&amp;lt;/code&amp;gt; against target.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ball Lightning]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 electrical damage&amp;lt;/code&amp;gt; 15 times.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Call Lightning Storm]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;2d6 electrical damage/2 levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cone of Cold]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;1d6 cold damage/level&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Nature&#039;s Hallow]]&amp;lt;/code&amp;gt;: Placed radius grants humanoids and beasts &amp;lt;code&amp;gt;+2 to attack and damage rolls&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+3 untyped AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Unhallow]]&amp;lt;/code&amp;gt;: Placed radius grants undead &amp;lt;code&amp;gt;+3 turn resistance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+2 to attack and damage rolls&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;+3 untyped AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Friend to Foe]]&amp;lt;/code&amp;gt;: Broadcast inverts target&#039;s enemies and allies.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Nightmare]]&amp;lt;/code&amp;gt;: &amp;lt;span data-darkreader-inline-bgcolor=&amp;quot;&amp;quot;&amp;gt;Broadcast deals &amp;lt;code&amp;gt;1d10 astral damage/3 levels&amp;lt;/code&amp;gt;,&amp;lt;/span&amp;gt; &#039;&#039;&amp;lt;code&amp;gt;fatigues&amp;lt;/code&amp;gt;&#039;&#039;&amp;lt;span data-darkreader-inline-bgcolor=&amp;quot;&amp;quot;&amp;gt;.&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Shadow Conjuration|Shadow Conjuration, Greater]]&amp;lt;/code&amp;gt;: Manifests &#039;&#039;acid arrow, blur, web,&#039;&#039; or &#039;&#039;minor globe of invulnerability&#039;&#039; as illusory variant.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Cure Light Wounds|Cure Light Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius heals &amp;lt;code&amp;gt;1d8 HP, +1/level&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Inflict Light Wounds|Inflict Light Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Pain]]&amp;lt;/code&amp;gt;: Placed radius bestows targets &amp;lt;code&amp;gt;-4 to attack rolls, skill and ability checks&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Night&#039;s Caress]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 necrotic damage/level&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d6+2 CON damage&amp;lt;/code&amp;gt; to living target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Seal Beast Wounds]]&amp;lt;/code&amp;gt;: Touch target beast gains &amp;lt;code&amp;gt;fast healing 3&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slay Living]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d6 negative energy damage, +1/level&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039;. Targets with &#039;&#039;deathwatch&#039;&#039; must save or die.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead V]]&amp;lt;/code&amp;gt;: Summons wight.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Undeath to Death]]&amp;lt;/code&amp;gt;: Radius destroys &amp;lt;code&amp;gt;10 HD or less&amp;lt;/code&amp;gt; undead.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Vigor|Vigor, Mass]]&amp;lt;/code&amp;gt;: &#039;&#039;Vigor&#039;&#039;, as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wave of Fatigue]]&amp;lt;/code&amp;gt;: Cone &#039;&#039;&amp;lt;code&amp;gt;fatigues&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Battletide]]&amp;lt;/code&amp;gt;: Aura grants &amp;lt;code&amp;gt;+1 to universal saves, attack and damage rolls&amp;lt;/code&amp;gt; to caster, reverse to enemies.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Fire in the Blood]]&amp;lt;/code&amp;gt;: Ward on caster deals &amp;lt;code&amp;gt;1d4+1 fire damage, 1d4+1 acid damage&amp;lt;/code&amp;gt; to melee attackers.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inferno]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2d6 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Longstrider|Longstrider, Mass]]&amp;lt;/code&amp;gt;: &#039;&#039;Longstrider&#039;&#039;, as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Poison Thorns]]&amp;lt;/code&amp;gt;: Ward on caster bestows mundane poison to melee attackers.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vulnerability]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-3 to base values from all DR sources (minimum 0)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wail of Doom]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d4 sonic damage/level&amp;lt;/code&amp;gt; and &#039;&#039;&amp;lt;code&amp;gt;panics&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Antilife Shell]]&amp;lt;/code&amp;gt;: Radius on caster prevents living targets from entering.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Consecrate Blood]]&amp;lt;/code&amp;gt;: Ward on target bestows &amp;lt;code&amp;gt;5/+3 DR&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+3 to saves against poison&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ghost Trap]]&amp;lt;/code&amp;gt;: Radius turns &#039;&#039;&amp;lt;code&amp;gt;incorporeal&amp;lt;/code&amp;gt;&#039;&#039; creatures corporeal&#039;&#039;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Globe of Invulnerability]]&amp;lt;/code&amp;gt;: Ward on target prevents spells from 5th Circle and below from affecting.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Glyph of Warding|Glyph of Warding, Greater]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;2d8 selected elemental damage/2 levels (max 8d8)&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Spell Breach]]&amp;lt;/code&amp;gt;: Broadcast strips more magical defenses on target, bestows &amp;lt;code&amp;gt;-5 SR&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Stoneskin|Stoneskin, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;15/+3 DR&amp;lt;/code&amp;gt;, collapsing after &amp;lt;code&amp;gt;110 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Fog]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;2d6 acid damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cometfall]]&amp;lt;/code&amp;gt;: Radius dispels magical darkness, deals &amp;lt;code&amp;gt;2d8 primeval damage&amp;lt;/code&amp;gt;, knocks targets &#039;&#039;&amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Energy Siphon]]&amp;lt;/code&amp;gt;: Ward on caster heals &amp;lt;code&amp;gt;1 HP/spell circle&amp;lt;/code&amp;gt; per nearby spell cast, collapsing after &amp;lt;code&amp;gt;50 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stonehold]]&amp;lt;/code&amp;gt;: Radius fog &amp;lt;code&amp;gt;&#039;&#039;paralyzes&#039;&#039;&amp;lt;/code&amp;gt; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Monster VI]]&amp;lt;/code&amp;gt;: Summons aberration.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Eyes of the Oracle]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 dodge AC, Reflex saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Gaze of Transfixion]]&amp;lt;/code&amp;gt;: Gaze &#039;&#039;&amp;lt;code&amp;gt;petrifies&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Irresistible Dance]]&amp;lt;/code&amp;gt;: Broadcast forces target to dance, acting as &#039;&#039;&amp;lt;code&amp;gt;stun&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Anger of the Noonday Sun]]&amp;lt;/code&amp;gt;: Radius on caster deals &amp;lt;code&amp;gt;1d6 primeval damage/level&amp;lt;/code&amp;gt; to undead, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blade Barrier]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 slashing damage/4 levels&amp;lt;/code&amp;gt; every round.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cacophonic Shield]]&amp;lt;/code&amp;gt; : Aura deals &amp;lt;code&amp;gt;1d6 sonic damage/round&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;20% miss chance to ranged attacks&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Miasma]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d4 CON damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;silences&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Rex&#039;s Forceful Hand]]&amp;lt;/code&amp;gt;: Spectral hand &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;,&#039;&#039; knocks target &#039;&#039;&amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Shout|Shout, Greater]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;10d6 sonic damage&amp;lt;/code&amp;gt; and &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Tidal Surge]]&amp;lt;/code&amp;gt;: Cylinder deals &amp;lt;code&amp;gt;1d8 crushing damage/2 levels&amp;lt;/code&amp;gt;, knocks targets &#039;&#039;&amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wrack Earth]]&amp;lt;/code&amp;gt;: Line deals &amp;lt;code&amp;gt;10d6 bludgeoning damage&amp;lt;/code&amp;gt;, casts targets aside.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Incite Discord]]&amp;lt;/code&amp;gt;: Radius inverts targets&#039; foes and allies.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shades]]&amp;lt;/code&amp;gt;: Manifests &#039;&#039;cone of cold, fireball, stoneskin,&#039;&#039; or &#039;&#039;wall of fire&#039;&#039; as illusory variant.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Create Undead]]&amp;lt;/code&amp;gt;: Expends a soul from &#039;&#039;soul bind&#039;&#039; to manifest an undead proportional to original &amp;lt;code&amp;gt;HD&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Cure Moderate Wounds|Cure Moderate Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius heals &amp;lt;code&amp;gt;2d8 HP, +1/level&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Eyebite]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;panics&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;exhausts&amp;lt;/code&amp;gt;&#039;&#039; target over duration.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Frostburn|Frostburn, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;3d12 cold damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Death]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;1d6 negative energy damage/level&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039; when tripped. Targets with &#039;&#039;deathwatch&#039;&#039; must save or die.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Fear]]&amp;lt;/code&amp;gt;: Placed radius &#039;&#039;&amp;lt;code&amp;gt;panics&amp;lt;/code&amp;gt;&#039;&#039; targets when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Harm]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;7 negative energy damage/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Heal]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;7 HP/level&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Inflict Moderate Wounds|Inflict Moderate Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;2d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Pox]]&amp;lt;/code&amp;gt;: Radius on caster deals &amp;lt;code&amp;gt;1d4 CON damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Seal Wounds]]&amp;lt;/code&amp;gt;: Touch target gains &amp;lt;code&amp;gt;fast healing 5&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Soul Bind]]&amp;lt;/code&amp;gt;: Traps the soul of a recently dead humanoid into gem.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wave of Exhaustion]]&amp;lt;/code&amp;gt;: Cone bestows targets &#039;&#039;&amp;lt;code&amp;gt;exhaustion&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Aspect of...|Aspect of..., Mass]]&amp;lt;/code&amp;gt;: &#039;&#039;Aspect of...&#039;&#039;, as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Becoming]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;+1 BAB/2 levels&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+2 natural AC&amp;lt;/code&amp;gt; and sets &amp;lt;code&amp;gt;STR, DEX and CON to 18&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Crumble]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d6 sonic damage/level&amp;lt;/code&amp;gt; to target wearing metal or construct.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Drown]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;3/4ths current HP crushing damage&amp;lt;/code&amp;gt; to living target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Etherealness]]&amp;lt;/code&amp;gt;: Broadcast target becomes &#039;&#039;&amp;lt;code&amp;gt;incorporeal&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Haste|Haste, Mass]]&amp;lt;/code&amp;gt;: &#039;&#039;Haste,&#039;&#039; as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ironwood]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+3 enhancement bonus&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1d6 primeval damage&amp;lt;/code&amp;gt; on wooden weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stone to Flesh]]&amp;lt;/code&amp;gt;: Broadcast frees target from permanent &#039;&#039;&amp;lt;code&amp;gt;petrification&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Field of Scrutiny]]&amp;lt;/code&amp;gt;: Placed radius &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; targets, creatures. &#039;&#039;&amp;lt;code&amp;gt;Incorporeal&amp;lt;/code&amp;gt;&#039;&#039; targets or creatures are rendered corporeal. Allies within the field have &amp;lt;code&amp;gt;+1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/2 levels to Perception checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Spells]]&amp;lt;/code&amp;gt;: Aura bestows &amp;lt;code&amp;gt;+3 to saves against spells, spell-like abilities&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Creeping Doom]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d20 piercing damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d6 piercing damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;fatigues&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Poison Vines]]&amp;lt;/code&amp;gt;: Placed radius bestows mundane poison, &#039;&#039;&amp;lt;code&amp;gt;entangles&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets when tripped.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Monster VII]]&amp;lt;/code&amp;gt;: Summons greater aberration.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision]]&amp;lt;/code&amp;gt;: Broadcast target takes &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; on next &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; rolls.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Stunning]]&amp;lt;/code&amp;gt;: Placed radius &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039; targets when tripped.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Induce Bewilderment]]&amp;lt;/code&amp;gt;: Broadcast continually &#039;&#039;&amp;lt;code&amp;gt;confuses&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Righteous Gaze]]&amp;lt;/code&amp;gt;: Gaze &#039;&#039;&amp;lt;code&amp;gt;panics&amp;lt;/code&amp;gt;&#039;&#039; target, bestows &amp;lt;code&amp;gt;&#039;&#039;deathwatch&#039;&#039;&amp;lt;/code&amp;gt;. Targets with &#039;&#039;deathwatch&#039;&#039; must save or die.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Astonishing Horn]]&amp;lt;/code&amp;gt;: Coalesces floating magic horn.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blasphemy]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;,&#039;&#039; deals &amp;lt;code&amp;gt;2d6 STR damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Great Thunderclap]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039; and knocks targets &#039;&#039;&amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mage&#039;s Sword]]&amp;lt;/code&amp;gt;: Coalesces floating, magic blade.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Primordial Storm]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 primeval damage/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prismatic Spray]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;20 fire damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;40 acid damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;80 electrical damage&amp;lt;/code&amp;gt;, poisons, &#039;&#039;&amp;lt;code&amp;gt;petrifies&amp;lt;/code&amp;gt;,&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;confuses&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Rex&#039;s Grasping Hand]]&amp;lt;/code&amp;gt;: Spectral hand &#039;&#039;&amp;lt;code&amp;gt;pins&amp;lt;/code&amp;gt;&#039;&#039; target, &#039;&#039;&amp;lt;code&amp;gt;silences&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Righteous Burst]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;1d8 divine damage, +1/level&amp;lt;/code&amp;gt; to enemies, heals allies.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Project Image]]&amp;lt;/code&amp;gt;: Manifests illusory double of caster or target.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Control Undead (spell)|Control Undead]]&amp;lt;/code&amp;gt;: Radius brings &amp;lt;code&amp;gt;14 HD or less&amp;lt;/code&amp;gt; undead under command.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Create Undead|Create Undead, Greater]]&amp;lt;/code&amp;gt;: Expends multiple souls from &#039;&#039;soul bind&#039;&#039; to manifest undead construct proportional to total original &amp;lt;code&amp;gt;HD&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Cure Serious Wounds|Cure Serious Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius heals &amp;lt;code&amp;gt;3d8 HP +1/level&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Destruction]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;10d6 necrotic damage&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039;. Targets with &#039;&#039;deathwatch&#039;&#039; must save or die.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Energy Ebb]]&amp;lt;/code&amp;gt;: Touch bestows &amp;lt;code&amp;gt;2d4 negative levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Finger of Death]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;10d10 negative energy damage&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;.&#039;&#039; Targets with &#039;&#039;deathwatch&#039;&#039; must save or die.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Foment Hex]]&amp;lt;/code&amp;gt;: Broadcast bestows target permanent &amp;lt;code&amp;gt;-4 to all attribute scores&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;-2 to attack and damage rolls, universal saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Necrosis]]&amp;lt;/code&amp;gt;: Placed radius prevents living targets from healing, grants undead &amp;lt;code&amp;gt;fast healing 3&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Weakness]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;2d6 STR damage&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Harm|Harm, Greater]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;10 negative energy damage/level (max 120)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Inflict Serious Wounds|Inflict Serious Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;3d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Pulse of Hate]]&amp;lt;/code&amp;gt;: Aura deals &amp;lt;code&amp;gt;2d6 negative energy damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Restoration]]&amp;lt;/code&amp;gt;: Touch cures impermanent extraordinary, supernatural, and magical penalties from target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Withering Palm]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2 STR, CON damage/2 levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aura of Vitality]]&amp;lt;/code&amp;gt;: Aura grants &amp;lt;code&amp;gt;+3 to CON, DEX and STR&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Nature&#039;s Balance]]&amp;lt;/code&amp;gt;: Radius bestows &amp;lt;code&amp;gt;-5 SR&amp;lt;/code&amp;gt; to enemies, heals allies &amp;lt;code&amp;gt;2d8 HP&amp;lt;/code&amp;gt; as positive energy.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2225</id>
		<title>Dread Ghoul</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2225"/>
		<updated>2025-11-15T10:18:42Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&#039;&#039;For I had known ever since it had first been upon mine lips:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O&#039; hunger, o&#039; hunger.&#039;&#039;&amp;lt;/blockquote&amp;gt;There are few members of the so-described Living Dead more canny and cruel than the dread ghoul, a creature unique to the demiplane above that of ghasts and even ghoul lords. They alone may suppress their &#039;&#039;ghoulish mien&#039;&#039; to transform into a form “alive”—for a time. Though this may grant the dread ghoul unprecedented ability in infiltrating humanoid societies, no dark gift is without consequence beyond the Misty Border and these beasts bear no exception. While transformed their hunger simmers just under the surface; latent, watching and never satisfied. Should the dread ghoul ever fail to fulfill their appetites, the monster formerly lurking shall burst from them though as easy as ripping away a second skin, no less ravenous than the starving carrion feeders they would have decried as “lesser” kin.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
When transformed, the dread ghoul is a vision of who they were in life—they espouse no obvious signs of undeath other than a lack of aging. They undulate, produce breath steam and their blood is likewise “warm”, though becomes cool and black mere seconds after leaving their bodies. Any scar or impairment they had prior to death are also present, though the supernatural strength and dexterity which follows into transformation compensates unless the dread ghoul chooses to feign continued disability. &lt;br /&gt;
&lt;br /&gt;
As the ghoul, their complexion becomes pale, gaunt and severe, with enormous, keratinous claws launching from every fingertip. These beasts are built lean, even emaciated; most identifiable are the white, hateful state of their eyes, burning like bright coals in the dark. Their teeth are inhumanly sharp, designed to rip through flesh though each its own butcher’s blade. Their tongues are likewise long, lashed things, latching on to suck away ichor and marrow.&lt;br /&gt;
&lt;br /&gt;
There is a distinct, malodorous odor about these monsters, and never does this come clean. Even transformed, though the dread ghoul ceases to emit any peculiar smell to others, worrying after it anyway, they are likely to wear heavy perfumes or colognes in an effort to mask this for themselves and only ever to middling effect by their own perception..&lt;br /&gt;
&lt;br /&gt;
=== Creation ===&lt;br /&gt;
The mechanism by way a dread ghoul occurs is consistent—they are the result whenever a soul sufficiently strong or interesting to the Mists succumbs to &#039;&#039;ghoul fever&#039;&#039;, the same terrible disease responsible for common ghouls and ghasts. How an individual contracts &#039;&#039;ghoul fever&#039;&#039; may change—most often, it is in victims who survives ghoul attacks but leave bitten, yet may also manifest in individuals who feast on the dead dishonorably, typical with cannibals or, tragically, out of desperate survival.&lt;br /&gt;
&lt;br /&gt;
Once contracted &#039;&#039;ghoul fever&#039;&#039; is terminal until the sufferer dies or is cured. The primary symptom of this disease other than bloodshot eyes and the fever itself is the wasting hunger that it precipitates—a sufferer is doomed to feel forever starving for red meat until they perish from this “starvation”, no matter their actual intake of food and full belly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ghoul fever&#039;&#039; is a supernatural disease and cannot be cured other than with &#039;&#039;[[restoration]]&#039;&#039;; even upon receipt of &#039;&#039;restoration&#039;&#039;, the sufferer must succeed at a &amp;lt;code&amp;gt;DC 17&amp;lt;/code&amp;gt; Will save as they smother their hungry urges or else their symptoms will only be staved away rather than the disease cured. Further &#039;&#039;restoration&#039;&#039; attempts will not roll to cure for 48 hours [[Date and Time|IRT]].&lt;br /&gt;
&lt;br /&gt;
Strong willed suffers may survive &#039;&#039;ghoul fever&#039;&#039; for weeks, even a few months, but none ever defeat this pox without intervention. Assuming their body is not destroyed, they will rise as a dread ghoul 3 days later IRT. The dual natures of such creatures work to ensure they rise transformed—stories of spontaneous, miraculous “resurrections” are not uncommon in the Realms of Terror and are often framed that way by the nascent dread ghoul themselves, but the Craving is never long behind.&lt;br /&gt;
&lt;br /&gt;
=== Feeding ===&lt;br /&gt;
A dread ghoul, unlike the common ghoul and ghast, cannot sustain themselves solely on carrion. Their simplest hunger persists in needing 20lbs of red meat be it dead, alive or rotting per day. Diligent dread ghouls are able to fulfill this requirement while transformed, though there is always an element of palpable excitement around food which makes maintaining appearances difficult, as they must produce patience to wait until such food is prepared in a manner polite as opposed to raw and still bleeding.&lt;br /&gt;
&lt;br /&gt;
More troublesome is their need for complex, sentient flesh—a dread ghoul must again eat 20lbs of this meat once a week or the ghoul will be forced out and sent into a &#039;&#039;hungry frenzy&#039;&#039; until satiated. Conversely to vampires, their quarries need not be alive to honor the Craving, but many dread ghouls find their palates ever-shifting such that rationing victims to last is not effective—evidence, perhaps, that the dread ghoul requires thrill in the kill for it to pass muster. Particularly insidious dread ghouls may prefer living quarries, though their attacks&#039; brutal nature makes their work far less subtle than a vampire bite.&lt;br /&gt;
&lt;br /&gt;
Should the dread ghoul be denied in excess of their &#039;&#039;hungry frenzy&#039;&#039;, they will enter stasis until food of any kind presents itself, whereupon they will immediately “awaken” and attack until it has been eaten or the dread ghoul destroyed. Ironically, once dead these creatures may never actually starve, though the Craving in them always urges otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Habitat/Society ===&lt;br /&gt;
Due to their transformations, a dread ghoul is attracted to any environment familiar to them when alive, and this is contrary to the common ghoul or ghast who range outside graveyards and other sites of mass death only when there are no more corpses to feast. In this way dread ghouls are found wherever society is found, as their more sophisticated appetites require their proximity to intelligent quarry.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls, though many times responsible for how others become one, are not social and do not espouse clannish behavior. Many find the primitive and savage “lifestyle” of their lesser kin as affronting to their transformed sensibilities, despite that they themselves are far more destructive when allowed to be as they really are.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul may preternaturally identify another of their “kin” even if both are transformed. Should their palates diverge enough to be complementary, they may even tolerate each other’s existence. However, as creatures thrust along by selfish compulsion, hunger and other hedonisms, these partnerships are scarce to last. After all, it is possible for a dread ghoul to cannibalize another—and they may even discover they like the taste.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul, like all undead in the Realms of Terror, are sterile even when transformed.&lt;br /&gt;
&lt;br /&gt;
Likewise, the dread ghoul is unlikely to aspire to create more since they have no way of knowing whether a bitten victim will rise as a subjugated common ghoul or ghast and not competition in another dread ghoul. Therefore societies infiltrated by these creatures may breath some sigh of relief, as a single dread ghoul should not herald an infestation unless cornered and starving…&lt;br /&gt;
&lt;br /&gt;
… but they are always starving, aren’t they?&lt;br /&gt;
&lt;br /&gt;
=== Pathos/Combat ===&lt;br /&gt;
Though dread ghouls cajole and manipulate the living into believing their transformed selves are still like them—some with personalities so separate from the monster within as to be like two people—the truth is far less aggrandizing:&lt;br /&gt;
&lt;br /&gt;
They are slaves to the Craving.&lt;br /&gt;
&lt;br /&gt;
The Craving is their god before all gods; the Craving is the altar upon which only consumption may worship; the Craving is what gives definition to their facsimile of life, and will be there at their side when they reveal—not become—the beast that had always been. But what is the Craving, really?&lt;br /&gt;
&lt;br /&gt;
It is bottomless.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls are ambush predators, advantaging the alone and unwary. They are dexterous, not strong for an undead, and are masters of sudden, overwhelming force. They may employ lesser ghouls and ghasts as minions where required, dominated by the dread ghoul utterly; it is not uncommon for the dread ghoul to dispose of these minions the same as they would their victims rather than share any part from their kills.&lt;br /&gt;
&lt;br /&gt;
These creatures tend to vacillate between pride for their immortality and turgid, ugly jealousy for the truly alive, usually when excited by the Craving and helpless but to answer it. When a dread ghoul is “in control”, they are coy and glib—when confronted, they are but instinct and vitriol.&lt;br /&gt;
&lt;br /&gt;
Though difficult, dread ghouls normally preserve enough presence of mind to flee when faced with insurmountable odds. This has made for elusive beasts who are difficult to rout until their salient weaknesses are understood so to force the ghoul out and not on their terms.&lt;br /&gt;
&lt;br /&gt;
=== Weaknesses ===&lt;br /&gt;
The dread ghoul has few common weaknesses or allergens, even less when transformed. They retain discomfort around fire and aversion to platinum in both forms; great, mortal distress may also provoke the ghoul to reveal itself so to prevent destruction.&lt;br /&gt;
&lt;br /&gt;
They are affected more from salient weaknesses—a dread ghoul [[Bard]] may take such offense at another’s performance that they will devour them believing that only this shall maintain their “perfect” voice, for example. In presence of their salient weaknesses, it is only a matter of time before any feigned pleasantries dissolve away into the Mists.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls denied feedings become frantic, propelled towards the quickest resolution to their Craving sacrificing any former sense. They cannot transform until satiated.&lt;br /&gt;
&lt;br /&gt;
They are destroyed through annihilation, aided best by fire. A dread ghoul who lacks a head or otherwise cannot feed will enter stasis until the first ability and opportunity presents itself. Regeneration from a torso takes weeks; if they are only missing a head, then days.&lt;br /&gt;
&lt;br /&gt;
=== Suggested Reading ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;[https://en.wikisource.org/wiki/Strange_Case_of_Dr_Jekyll_and_Mr_Hyde Strange Case of Dr Jekyll and Mr Hyde]&#039;&#039; (1886)&#039;&#039;,&#039;&#039; Robert Louis Stevenson&lt;br /&gt;
* &#039;&#039;[https://en.wikisource.org/wiki/The_Picture_of_Dorian_Gray_(1891) The Picture of Dorian Gray]&#039;&#039; (1891), Oscar Wilde&lt;br /&gt;
&lt;br /&gt;
== Dread Ghouls in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
Dread ghoul is an applied template with no associated [[Mist Tokens|MT]] cost, nor special considerations in the application process. It may be applied to existing player characters who were bitten and are dying or have died of &#039;&#039;ghoul fever&#039;&#039;, or from spontaneous manifest in dishonorable cannibals.&lt;br /&gt;
&lt;br /&gt;
=== Template Adjustments ===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Attributes&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;STR&amp;lt;/code&amp;gt;&#039;&#039;&#039; +2&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;DEX&amp;lt;/code&amp;gt;&#039;&#039;&#039; +6&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;CON&amp;lt;/code&amp;gt;&#039;&#039;&#039; ∅ (10)&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;INT&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;WIS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;PRS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +4&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Skills&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 +6 to [[Stealth and Detection|Stealth]], +4 to [[Skills|Persuasion]], Deception and Intimidation, +2 to Tumble and Intuition (both forms)&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Typing and Immunities&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
 Gains undead racial typing unless transformed, whereon they instead have the same racial typing as they had in life. Shares all common immunities with the undead racial type unless transformed.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Combat&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 d12 HD (retroactive)&lt;br /&gt;
 +3 untyped AC&lt;br /&gt;
 +3 resistance against &#039;&#039;turn, rebuke and control undead&#039;&#039;&lt;br /&gt;
 15% fire damage vulnerability (ghoul)&lt;br /&gt;
 5/+2 DR (ghoul)&lt;br /&gt;
 3 fast healing (ghoul)&lt;br /&gt;
 Hostile [[Notoriety|NR]] if uncovered in all major domains unless transformed&lt;br /&gt;
 Dominates lesser ghouls and ghasts, will not be attacked by other AI-controlled undead unless transformed&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul claws (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Replaces natural weapon with 2d4+2 slashing damage, 1d6 necrotic damage claws; the dread ghoul cannot wield weapons or shields unless transformed, but may use off-hand equipment. Provokes DC level+PRS Will save against &#039;&#039;[[Status Effects|daze]]&#039;&#039; per attack. These claws behave as though under &#039;&#039;[[Keen Weapon|keen weapon]]&#039;&#039; with 18-20/x2 threat range&#039;&#039;,&#039;&#039; and have an additional 1d8 slashing damage explosion die on critical.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul bite (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Activate to replace next attack with a 2d6+2 crushing damage, 2d6 necrotic damage bite. This attack replaces all others which would have occurred in a flurry, but uses the highest available AB. Provokes DC 12+PRS Fortitude save versus disease to not contract &#039;&#039;ghoul fever.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Non-Salient Abilities&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoulish mien (Su)&amp;lt;/code&amp;gt;&#039;&#039;: At will, so long as their simple and complex hungers are satiated, the dread ghoul transforms into a form equivalent, if superficially, to being alive. They lose any immunities as consequence of suppressing their undead racial type, and are no longer healed by negative energy nor are harmed by positive energy. As this is a transformation, it is not a disguise that may be pierced per [[Disguises and Personae]], however will load a different description set in the specialty disguise area of that menu.&lt;br /&gt;
 &lt;br /&gt;
 Any salient weaknesses still affect the dread ghoul while transformed and may force the ghoul out if they are not removed from their triggers, subject to a DC 15 Will save that may be called for by a [[Staff, Requirements and Applications#Game Masters|Game Master]] or privately rolled by the dread ghoul themselves.&lt;br /&gt;
 &lt;br /&gt;
 Supernatural detection such as &#039;&#039;undead awareness&#039;&#039; register the transformed dread ghoul as alive, but will still provoke a Will save to notify that detection was attempted.&lt;br /&gt;
 &lt;br /&gt;
 Dread ghouls benefit from all abilities, salient or otherwise, as they would normally while transformed other than &#039;&#039;hungry frenzy,&#039;&#039; which if activated will automatically force the ghoul out.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul gaze (Su)&amp;lt;/code&amp;gt;&#039;&#039;: At will, the dread ghoul takes an action to attempt to &#039;&#039;paralyze&#039;&#039; a living target with a look, provoking a DC 2+level+PRS Will save versus mind-affecting as a gaze attack. If the target fails, they are &#039;&#039;paralyzed&#039;&#039; for 1d4 rounds plus half the dread ghoul&#039;s level, rounded down. If the target saves, they are immune to any further &#039;&#039;ghoul gaze&#039;&#039; attempts for the next hour IGT and are notified that a hostile action was performed on them.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Devour flesh (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: The dread ghoul abandons all other actions to partake in the bloody feeding of a corpse or downed target. If the target is not sentient, they will satiate their basic hunger for 24 hours IRT; if sentient, they satiate their complex hunger for 1 week IRT.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Devour flesh&#039;&#039; may be performed on corpses that dread ghoul spawns, but will generate a descriptive bloodstain at site of the act. If the victim is a downed player character, after 90 seconds IRT they will be maimed per [[Death, Dying and Maiming]]. The dread ghoul restores 20% of their maximum HP every round while feeding.&lt;br /&gt;
 &#039;&#039;Hungry frenzy (Ex)&#039;&#039;: As a free action the dread ghoul enters a berserk state, dealing an additional 1d4 negative energy damage on their claw attacks and restoring their health for the negative energy damage dealt. They gain +2 STR and DEX while frenzied, increasing to +4 should they or an ally kill or incapacitate a living target. This state persists for a &#039;&#039;quick&#039;&#039; duration, refreshing per successful kill or incapacitation (once per target).&lt;br /&gt;
 &lt;br /&gt;
 The dread ghoul cannot cast spells unless they lack somatic components while in &#039;&#039;hungry frenzy&#039;&#039; and should it or its allies fail to refresh &#039;&#039;hungry frenzy&#039;&#039; at least once, all will suffer -2 STR and DEX for another &#039;&#039;quick&#039;&#039; duration. The dread ghoul cannot transform while in any phase of &#039;&#039;hungry frenzy.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2224</id>
		<title>Dread Ghoul</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2224"/>
		<updated>2025-11-14T01:21:41Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&#039;&#039;For I had known ever since it had first been upon mine lips:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O hunger, o hunger.&#039;&#039;&amp;lt;/blockquote&amp;gt;There are few members of the so-described Living Dead more canny and cruel than the dread ghoul, a creature unique to the demiplane above that of ghasts and even ghoul lords. They alone may suppress their &#039;&#039;ghoulish mien&#039;&#039; to transform into a form “alive”—for a time. Though this may grant the dread ghoul unprecedented ability in infiltrating humanoid societies, no dark gift is without consequence beyond the Misty Border and these beasts bear no exception. While transformed their hunger simmers just under the surface; latent, watching and never satisfied. Should the dread ghoul ever fail to fulfill their appetites, the monster formerly lurking shall burst from them though as easy as ripping away a second skin, no less ravenous than the starving carrion feeders they would have decried as “lesser” kin.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
When transformed, the dread ghoul is a vision of who they were in life—they espouse no obvious signs of undeath other than a lack of aging. They undulate, produce breath steam and their blood is likewise “warm”, though becomes cool and black mere seconds after leaving their bodies. Any scar or impairment they had prior to death are also present, though the supernatural strength and dexterity which follows into transformation compensates unless the dread ghoul chooses to feign continued disability. &lt;br /&gt;
&lt;br /&gt;
As the ghoul, their complexion becomes pale, gaunt and severe, with enormous, keratinous claws launching from every fingertip. These beasts are built lean, even emaciated; most identifiable are the white, hateful state of their eyes, burning like bright coals in the dark. Their teeth are inhumanly sharp, designed to rip through flesh though each its own butcher’s blade. Their tongues are likewise long, lashed things, latching on to suck away ichor and marrow.&lt;br /&gt;
&lt;br /&gt;
There is a distinct, malodorous odor about these monsters, and never does this come clean. Even transformed, though the dread ghoul ceases to emit any peculiar smell to others, worrying after it anyway, they are likely to wear heavy perfumes or colognes in an effort to mask this for themselves and only ever to middling effect by their own perception..&lt;br /&gt;
&lt;br /&gt;
=== Creation ===&lt;br /&gt;
The mechanism by way a dread ghoul occurs is consistent—they are the result whenever a soul sufficiently strong or interesting to the Mists succumbs to &#039;&#039;ghoul fever&#039;&#039;, the same terrible disease responsible for common ghouls and ghasts. How an individual contracts &#039;&#039;ghoul fever&#039;&#039; may change—most often, it is in victims who survives ghoul attacks but leave bitten, yet may also manifest in individuals who feast on the dead dishonorably, typical with cannibals or, tragically, out of desperate survival.&lt;br /&gt;
&lt;br /&gt;
Once contracted &#039;&#039;ghoul fever&#039;&#039; is terminal until the sufferer dies or is cured. The primary symptom of this disease other than bloodshot eyes and the fever itself is the wasting hunger that it precipitates—a sufferer is doomed to feel forever starving for red meat until they perish from this “starvation”, no matter their actual intake of food and full belly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ghoul fever&#039;&#039; is a supernatural disease and cannot be cured other than with &#039;&#039;[[restoration]]&#039;&#039;; even upon receipt of &#039;&#039;restoration&#039;&#039;, the sufferer must succeed at a &amp;lt;code&amp;gt;DC 17&amp;lt;/code&amp;gt; Will save as they smother their hungry urges or else their symptoms will only be staved away rather than the disease cured. Further &#039;&#039;restoration&#039;&#039; attempts will not roll to cure for 48 hours [[Date and Time|IRT]].&lt;br /&gt;
&lt;br /&gt;
Strong willed suffers may survive &#039;&#039;ghoul fever&#039;&#039; for weeks, even a few months, but none ever defeat this pox without intervention. Assuming their body is not destroyed, they will rise as a dread ghoul 3 days later IRT. The dual natures of such creatures work to ensure they rise transformed—stories of spontaneous, miraculous “resurrections” are not uncommon in the Realms of Terror and are often framed that way by the nascent dread ghoul themselves, but the Craving is never long behind.&lt;br /&gt;
&lt;br /&gt;
=== Feeding ===&lt;br /&gt;
A dread ghoul, unlike the common ghoul and ghast, cannot sustain themselves solely on carrion. Their simplest hunger persists in needing 20lbs of red meat be it dead, alive or rotting per day. Diligent dread ghouls are able to fulfill this requirement while transformed, though there is always an element of palpable excitement around food which makes maintaining appearances difficult, as they must produce patience to wait until such food is prepared in a manner polite as opposed to raw and still bleeding.&lt;br /&gt;
&lt;br /&gt;
More troublesome is their need for complex, sentient flesh—a dread ghoul must again eat 20lbs of this meat once a week or the ghoul will be forced out and sent into a &#039;&#039;hungry frenzy&#039;&#039; until satiated. Conversely to vampires, their quarries need not be alive to honor the Craving, but many dread ghouls find their palates ever-shifting such that rationing victims to last is not effective—evidence, perhaps, that the dread ghoul requires thrill in the kill for it to pass muster. Particularly insidious dread ghouls may prefer living quarries, though their attacks&#039; brutal nature makes their work far less subtle than a vampire bite.&lt;br /&gt;
&lt;br /&gt;
Should the dread ghoul be denied in excess of their &#039;&#039;hungry frenzy&#039;&#039;, they will enter stasis until food of any kind presents itself, whereupon they will immediately “awaken” and attack until it has been eaten or the dread ghoul destroyed. Ironically, once dead these creatures may never actually starve, though the Craving in them always urges otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Habitat/Society ===&lt;br /&gt;
Due to their transformations, a dread ghoul is attracted to any environment familiar to them when alive, and this is contrary to the common ghoul or ghast who range outside graveyards and other sites of mass death only when there are no more corpses to feast. In this way dread ghouls are found wherever society is found, as their more sophisticated appetites require their proximity to intelligent quarry.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls, though many times responsible for how others become one, are not social and do not espouse clannish behavior. Many find the primitive and savage “lifestyle” of their lesser kin as affronting to their transformed sensibilities, despite that they themselves are far more destructive when allowed to be as they really are.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul may preternaturally identify another of their “kin” even if both are transformed. Should their palates diverge enough to be complementary, they may even tolerate each other’s existence. However, as creatures thrust along by selfish compulsion, hunger and other hedonisms, these partnerships are scarce to last. After all, it is possible for a dread ghoul to cannibalize another—and they may even discover they like the taste.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul, like all undead in the Realms of Terror, are sterile even when transformed.&lt;br /&gt;
&lt;br /&gt;
Likewise, the dread ghoul is unlikely to aspire to create more since they have no way of knowing whether a bitten victim will rise as a subjugated common ghoul or ghast and not competition in another dread ghoul. Therefore societies infiltrated by these creatures may breath some sigh of relief, as a single dread ghoul should not herald an infestation unless cornered and starving…&lt;br /&gt;
&lt;br /&gt;
… but they are always starving, aren’t they?&lt;br /&gt;
&lt;br /&gt;
=== Pathos/Combat ===&lt;br /&gt;
Though dread ghouls cajole and manipulate the living into believing their transformed selves are still like them—some with personalities so separate from the monster within as to be like two people—the truth is far less aggrandizing:&lt;br /&gt;
&lt;br /&gt;
They are slaves to the Craving.&lt;br /&gt;
&lt;br /&gt;
The Craving is their god before all gods; the Craving is the altar upon which only consumption may worship; the Craving is what gives definition to their facsimile of life, and will be there at their side when they reveal—not become—the beast that had always been. But what is the Craving, really?&lt;br /&gt;
&lt;br /&gt;
It is bottomless.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls are ambush predators, advantaging the alone and unwary. They are dexterous, not strong for an undead, and are masters of sudden, overwhelming force. They may employ lesser ghouls and ghasts as minions where required, dominated by the dread ghoul utterly; it is not uncommon for the dread ghoul to dispose of these minions the same as they would their victims rather than share any part from their kills.&lt;br /&gt;
&lt;br /&gt;
These creatures tend to vacillate between pride for their immortality and turgid, ugly jealousy for the truly alive, usually when excited by the Craving and helpless but to answer it. When a dread ghoul is “in control”, they are coy and glib—when confronted, they are but instinct and vitriol.&lt;br /&gt;
&lt;br /&gt;
Though difficult, dread ghouls normally preserve enough presence of mind to flee when faced with insurmountable odds. This has made for elusive beasts who are difficult to rout until their salient weaknesses are understood so to force the ghoul out and not on their terms.&lt;br /&gt;
&lt;br /&gt;
=== Weaknesses ===&lt;br /&gt;
The dread ghoul has few common weaknesses or allergens, even less when transformed. They retain discomfort around fire and aversion to platinum in both forms; great, mortal distress may also provoke the ghoul to reveal itself so to prevent destruction.&lt;br /&gt;
&lt;br /&gt;
They are affected more from salient weaknesses—a dread ghoul [[Bard]] may take such offense at another’s performance that they will devour them believing that only this shall maintain their “perfect” voice, for example. In presence of their salient weaknesses, it is only a matter of time before any feigned pleasantries dissolve away into the Mists.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls denied feedings become frantic, propelled towards the quickest resolution to their Craving sacrificing any former sense. They cannot transform until satiated.&lt;br /&gt;
&lt;br /&gt;
They are destroyed through annihilation, aided best by fire. A dread ghoul who lacks a head or otherwise cannot feed will enter stasis until the first ability and opportunity presents itself. Regeneration from a torso takes weeks; if they are only missing a head, then days.&lt;br /&gt;
&lt;br /&gt;
=== Suggested Reading ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;[https://en.wikisource.org/wiki/Strange_Case_of_Dr_Jekyll_and_Mr_Hyde Strange Case of Dr Jekyll and Mr Hyde]&#039;&#039; (1886)&#039;&#039;,&#039;&#039; Robert Louis Stevenson&lt;br /&gt;
* &#039;&#039;[https://en.wikisource.org/wiki/The_Picture_of_Dorian_Gray_(1891) The Picture of Dorian Gray]&#039;&#039; (1891), Oscar Wilde&lt;br /&gt;
&lt;br /&gt;
== Dread Ghouls in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
Dread ghoul is an applied template with no associated [[Mist Tokens|MT]] cost, nor special considerations in the application process. It may be applied to existing player characters who were bitten and are dying or have died of &#039;&#039;ghoul fever&#039;&#039;, or from spontaneous manifest in dishonorable cannibals.&lt;br /&gt;
&lt;br /&gt;
=== Template Adjustments ===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Attributes&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;STR&amp;lt;/code&amp;gt;&#039;&#039;&#039; +2&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;DEX&amp;lt;/code&amp;gt;&#039;&#039;&#039; +6&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;CON&amp;lt;/code&amp;gt;&#039;&#039;&#039; ∅ (10)&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;INT&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;WIS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;PRS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +4&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Skills&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 +6 to [[Stealth and Detection|Stealth]], +4 to [[Skills|Persuasion]], Deception and Intimidation, +2 to Tumble and Intuition (both forms)&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Typing and Immunities&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
 Gains undead racial typing unless transformed, whereon they instead have the same racial typing as they had in life. Shares all common immunities with the undead racial type unless transformed.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Combat&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 d12 HD (retroactive)&lt;br /&gt;
 +3 untyped AC&lt;br /&gt;
 +3 resistance against &#039;&#039;turn, rebuke and control undead&#039;&#039;&lt;br /&gt;
 15% fire damage vulnerability (ghoul)&lt;br /&gt;
 5/+2 DR (ghoul)&lt;br /&gt;
 3 fast healing (ghoul)&lt;br /&gt;
 Hostile [[Notoriety|NR]] if uncovered in all major domains unless transformed&lt;br /&gt;
 Dominates lesser ghouls and ghasts, will not be attacked by other AI-controlled undead unless transformed&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul claws (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Replaces natural weapon with 2d4+2 slashing damage, 1d6 necrotic damage claws; the dread ghoul cannot wield weapons or shields unless transformed, but may use off-hand equipment. Provokes DC level+PRS Will save against &#039;&#039;[[Status Effects|daze]]&#039;&#039; per attack. These claws behave as though under &#039;&#039;[[Keen Weapon|keen weapon]]&#039;&#039; with 18-20/x2 threat range&#039;&#039;,&#039;&#039; and have an additional 1d8 slashing damage explosion die on critical.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul bite (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Activate to replace next attack with a 2d6+2 crushing damage, 2d6 necrotic damage bite. This attack replaces all others which would have occurred in a flurry, but uses the highest available AB. Provokes DC 12+PRS Fortitude save versus disease to not contract &#039;&#039;ghoul fever.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Non-Salient Abilities&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoulish mien (Su)&amp;lt;/code&amp;gt;&#039;&#039;: At will, so long as their simple and complex hungers are satiated, the dread ghoul transforms into a form equivalent, if superficially, to being alive. They lose any immunities as consequence of suppressing their undead racial type, and are no longer healed by negative energy nor are harmed by positive energy. As this is a transformation, it is not a disguise that may be pierced per [[Disguises and Personae]], however will load a different description set in the specialty disguise area of that menu.&lt;br /&gt;
 &lt;br /&gt;
 Any salient weaknesses still affect the dread ghoul while transformed and may force the ghoul out if they are not removed from their triggers, subject to a DC 15 Will save that may be called for by a [[Staff, Requirements and Applications#Game Masters|Game Master]] or privately rolled by the dread ghoul themselves.&lt;br /&gt;
 &lt;br /&gt;
 Supernatural detection such as &#039;&#039;undead awareness&#039;&#039; register the transformed dread ghoul as alive, but will still provoke a Will save to notify that detection was attempted.&lt;br /&gt;
 &lt;br /&gt;
 Dread ghouls benefit from all abilities, salient or otherwise, as they would normally while transformed other than &#039;&#039;hungry frenzy,&#039;&#039; which if activated will automatically force the ghoul out.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul gaze (Su)&amp;lt;/code&amp;gt;&#039;&#039;: At will, the dread ghoul takes an action to attempt to &#039;&#039;paralyze&#039;&#039; a living target with a look, provoking a DC 2+level+PRS Will save versus mind-affecting as a gaze attack. If the target fails, they are &#039;&#039;paralyzed&#039;&#039; for 1d4 rounds plus half the dread ghoul&#039;s level, rounded down. If the target saves, they are immune to any further &#039;&#039;ghoul gaze&#039;&#039; attempts for the next hour IGT and are notified that a hostile action was performed on them.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Devour flesh (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: The dread ghoul abandons all other actions to partake in the bloody feeding of a corpse or downed target. If the target is not sentient, they will satiate their basic hunger for 24 hours IRT; if sentient, they satiate their complex hunger for 1 week IRT.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Devour flesh&#039;&#039; may be performed on corpses that dread ghoul spawns, but will generate a descriptive bloodstain at site of the act. If the victim is a downed player character, after 90 seconds IRT they will be maimed per [[Death, Dying and Maiming]]. The dread ghoul restores 20% of their maximum HP every round while feeding.&lt;br /&gt;
 &#039;&#039;Hungry frenzy (Ex)&#039;&#039;: As a free action the dread ghoul enters a berserk state, dealing an additional 1d4 negative energy damage on their claw attacks and restoring their health for the negative energy damage dealt. They gain +2 STR and DEX while frenzied, increasing to +4 should they or an ally kill or incapacitate a living target. This state persists for a &#039;&#039;quick&#039;&#039; duration, refreshing per successful kill or incapacitation (once per target).&lt;br /&gt;
 &lt;br /&gt;
 The dread ghoul cannot cast spells unless they lack somatic components while in &#039;&#039;hungry frenzy&#039;&#039; and should it or its allies fail to refresh &#039;&#039;hungry frenzy&#039;&#039; at least once, all will suffer -2 STR and DEX for another &#039;&#039;quick&#039;&#039; duration. The dread ghoul cannot transform while in any phase of &#039;&#039;hungry frenzy.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2223</id>
		<title>Dread Ghoul</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2223"/>
		<updated>2025-11-13T00:10:32Z</updated>

		<summary type="html">&lt;p&gt;August: /* Template Adjustments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&#039;&#039;For I had known ever since it had first been upon mine lips:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O hunger, o hunger.&#039;&#039;&amp;lt;/blockquote&amp;gt;There are few members of the so-described Living Dead more canny and cruel than the dread ghoul, a creature unique to the demiplane above that of ghasts and even ghoul lords. They alone may suppress their &#039;&#039;ghoulish mien&#039;&#039; to transform into a form “alive”—for a time. Though this may grant the dread ghoul unprecedented ability in infiltrating humanoid societies, no dark gift is without consequence beyond the Misty Border and these beasts bear no exception. While transformed their hunger simmers just under the surface; latent, watching and never satisfied. Should the dread ghoul ever fail to fulfill their appetites, the monster formerly lurking shall burst from them though as easy as ripping away a second skin, no less ravenous than the starving carrion feeders they would have decried as “lesser” kin.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
When transformed, the dread ghoul is a vision of who they were in life—they espouse no obvious signs of undeath other than a lack of aging. They undulate, produce breath steam and their blood is likewise “warm”, though becomes cool and black mere seconds after leaving their bodies. Any scar or impairment they had prior to death are also present, though the supernatural strength and dexterity which follows into transformation compensates unless the dread ghoul chooses to feign continued disability. &lt;br /&gt;
&lt;br /&gt;
As the ghoul, their complexion becomes pale, gaunt and severe, with enormous, keratinous claws launching from every fingertip. These beasts are built lean, even emaciated; most identifiable are the white, hateful state of their eyes, burning like bright coals in the dark. Their teeth are inhumanly sharp, designed to rip through flesh though each its own butcher’s blade. Their tongues are likewise long, lashed things, latching on to suck away ichor and marrow.&lt;br /&gt;
&lt;br /&gt;
There is a distinct, malodorous stench about these monsters, no doubt consequence from their kills&#039; savage character, and never does this come clean. Even when transformed, though the dread ghoul ceases to emit any peculiar odor for others, worrying after them anyway, they are likely to wear heavy perfumes or colognes in an effort to mask this for themselves and only ever to middling effect.&lt;br /&gt;
&lt;br /&gt;
=== Creation ===&lt;br /&gt;
The mechanism by way a dread ghoul occurs is consistent and simple—they result whenever a soul sufficiently strong or interesting to the Mists succumbs to &#039;&#039;ghoul fever&#039;&#039;, the same terrible disease that creates the common ghoul and ghast. How an individual may contract &#039;&#039;ghoul fever&#039;&#039; changes—most often, it incubates in victims who survives a ghoul attack but are bitten, yet may also manifest an individual who feasts on the dead in a dishonorable way, typical of cannibals or, more tragic, desperate survival.&lt;br /&gt;
&lt;br /&gt;
Nevertheless once contracted &#039;&#039;ghoul fever&#039;&#039; is terminal until the sufferer dies or is cured. The primary symptom of this disease other than bloodshot eyes and the fever itself is the wasting hunger precipitated from it—a sufferer is doomed to feel ever starving for red meat until they perish from this imagined “starvation”, no matter their actual intake of food and any physically full belly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ghoul fever&#039;&#039; is a supernatural disease and cannot be cured other than from &#039;&#039;[[restoration]]&#039;&#039;; even upon receipt of &#039;&#039;restoration&#039;&#039;, the sufferer must succeed at a &amp;lt;code&amp;gt;DC 17&amp;lt;/code&amp;gt; Will save as they smother the dark urges bubbling up from within or else their symptoms will only be staved away than the disease cured. Further &#039;&#039;restoration&#039;&#039; attempts will not roll to cure for 48 hours [[Date and Time|IRT]].&lt;br /&gt;
&lt;br /&gt;
Strong willed suffers may survive &#039;&#039;ghoul fever&#039;&#039; for weeks, even a few months, but none ever defeat this pox without intervention. Assuming their body is not destroyed, they will rise as a dread ghoul 3 days later IRT. The dual natures of such creatures work to ensure they rise transformed—stories of spontaneous, miraculous “resurrections” are not uncommon in the Realms of Terror and are often framed that way by the nascent dread ghoul themselves, but the Craving is never long behind.&lt;br /&gt;
&lt;br /&gt;
=== Feeding ===&lt;br /&gt;
A dread ghoul, unlike the common ghoul and ghast, cannot sustain themselves solely on carrion. Their simplest hunger persists in needing 20lbs of red meat be it dead, alive or rotting per day. Diligent dread ghouls are able to fulfill this requirement while transformed, though there is always an element of palpable excitement around food which makes maintaining appearances difficult, as they must produce patience to wait until such food is prepared in a manner polite as opposed to raw and still bleeding.&lt;br /&gt;
&lt;br /&gt;
More troublesome is their need for complex, sentient flesh—a dread ghoul must again eat 20lbs of this meat once a week or the ghoul will be forced out and sent into a &#039;&#039;hungry frenzy&#039;&#039; until satiated. Conversely to vampires, their quarries need not be alive to honor the Craving, but many dread ghouls find their palates ever-shifting such that rationing victims to last is not effective—evidence, perhaps, that the dread ghoul requires thrill in the kill for it to pass muster.&lt;br /&gt;
&lt;br /&gt;
Should the dread ghoul be denied in excess of their &#039;&#039;hungry frenzy&#039;&#039; and its immediate fallout, they will enter stasis until food of any kind presents itself, whereupon they will immediately “awaken” and attack until it is eaten or the dread ghoul destroyed. Ironically, once dead these creatures may never actually starve, though the Craving in them forever urges otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Habitat/Society ===&lt;br /&gt;
Due to their transformations, a dread ghoul is attracted to any environment familiar to them when alive, and this is contrary to the common ghoul or ghast who range outside their territories around graveyards and other sites of mass death only when corpses no longer provide. In this way dread ghouls are found wherever society is found, as their more sophisticated appetites necessitate proximity to quarry.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls, though many times responsible for how others become one beside their own appetites, are not social and do not espouse clannish behavior like the next most humanoid undead, the vampire. Many find the primitive and savage “lifestyle” of their lesser kin as affronting to their transformed sensibilities, despite that they themselves are far more destructive when allowed to be as they really are.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul may preternaturally identify another of their “kin” even if both are transformed. Should their palates diverge enough to be complementary, they may even tolerate each other’s existence. However, as creatures thrust along by selfish compulsion, hunger and other hedonisms, these partnerships are scarce to last. After all, it is possible for a dread ghoul to cannibalize another—and they may even discover they like the taste.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul is sterile when transformed; there is little doubt that these are but small mercies in the Realms of Terror.&lt;br /&gt;
&lt;br /&gt;
Likewise, the dread ghoul is unlikely to aspire to create more since there is no way of knowing whether a bitten victim will rise as a subjugated common ghoul or ghast and not competition in another dread ghoul. Therefore societies infiltrated by these deleterious creatures may breath some sigh of relief, as a single dread ghoul should not herald an infestation unless cornered and starving…&lt;br /&gt;
&lt;br /&gt;
… but they are always starving, aren’t they?&lt;br /&gt;
&lt;br /&gt;
=== Pathos/Combat ===&lt;br /&gt;
Though adept dread ghouls cajole and manipulate the living into believing their transformed selves are still like them—some even espouse personalities so separate from the monster within as to be like two people—the truth is far less:&lt;br /&gt;
&lt;br /&gt;
They are slaves to the Craving.&lt;br /&gt;
&lt;br /&gt;
The Craving is their god before all gods; the Craving is the altar upon which only hunger may worship; the Craving is what gives definition to their facsimile of life, and will be there at their side when they reveal—not become—the beast that had always been. But what is the Craving, really?&lt;br /&gt;
&lt;br /&gt;
It is bottomless.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls are ambush predators, advantaging the alone and unwary. They are dexterous, not strong for an undead, and are masters of sudden, overwhelming force. They may employ lesser ghouls and ghasts as minions where required, of whom are dominated by the dread ghoul utterly; it is not uncommon for the dread ghoul to dispose of these minions the same as they would their victims rather than share any part of the kill.&lt;br /&gt;
&lt;br /&gt;
These creatures tend to vacillate between pride for their immortality and turgid, ugly jealousy for the truly alive, usually when excited by the Craving and helpless but to answer it. When a dread ghoul is “in control”, they are coy and glib—when confronted, they are all instinct and vitriol.&lt;br /&gt;
&lt;br /&gt;
Though difficult, dread ghouls normally preserve enough presence of mind to flee when faced with insurmountable odds. This creates elusive beasts who are difficult to rout until their salient weaknesses are understood so to force the ghoul out not on their terms.&lt;br /&gt;
&lt;br /&gt;
=== Weaknesses ===&lt;br /&gt;
The dread ghoul has few common weaknesses or allergens, even less when transformed. They retain discomfort around fire and aversion to platinum in both forms; great, mortal distress may also provoke the ghoul to reveal itself so to prevent destruction.&lt;br /&gt;
&lt;br /&gt;
They are affected more from salient weaknesses—a dread ghoul [[Bard]] may take such offense at another’s performance that they will devour them believing that only this shall maintain their “perfect” voice alone, for example. In presence of their salient weaknesses, it is only a matter of time before any feigned pleasantries dissolve away into the Mists.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls denied feedings become frantic, propelled towards the quickest resolution to their Craving at the expense of sense. They cannot transform until satiated.&lt;br /&gt;
&lt;br /&gt;
They are destroyed through annihilation, as their undeath will restore them however slowly unless utter and total, aided by fire. A dread ghoul who lacks a head or otherwise cannot feed will enter stasis until the first ability and opportunity presents itself. Regeneration from a torso takes weeks; if they are only missing a head, then days.&lt;br /&gt;
&lt;br /&gt;
=== Suggested Reading ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;[https://en.wikisource.org/wiki/Strange_Case_of_Dr_Jekyll_and_Mr_Hyde Strange Case of Dr Jekyll and Mr Hyde]&#039;&#039; (1886)&#039;&#039;,&#039;&#039; Robert Louis Stevenson&lt;br /&gt;
* &#039;&#039;[https://en.wikisource.org/wiki/The_Picture_of_Dorian_Gray_(1891) The Picture of Dorian Gray]&#039;&#039; (1891), Oscar Wilde&lt;br /&gt;
&lt;br /&gt;
== Dread Ghouls in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
Dread ghoul is an applied template with no associated [[Mist Tokens|MT]] cost, nor special considerations in the application process. It may be applied to existing player characters who were bitten and are dying or have died of &#039;&#039;ghoul fever&#039;&#039;, or from the spontaneous manifest in dishonorable cannibals.&lt;br /&gt;
&lt;br /&gt;
=== Template Adjustments ===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Attributes&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;STR&amp;lt;/code&amp;gt;&#039;&#039;&#039; +2&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;DEX&amp;lt;/code&amp;gt;&#039;&#039;&#039; +6&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;CON&amp;lt;/code&amp;gt;&#039;&#039;&#039; ∅ (10)&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;INT&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;WIS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;PRS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +4&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Skills&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 +6 to [[Stealth and Detection|Stealth]], +4 to [[Skills|Persuasion]], Deception and Intimidation, +2 to Tumble and Intuition (both forms)&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Typing and Immunities&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
 Gains undead racial typing unless transformed, whereon they instead have the same racial typing as they had in life. Shares all common immunities with the undead racial type unless transformed.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Combat&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 d12 HD (retroactive)&lt;br /&gt;
 +3 untyped AC&lt;br /&gt;
 +3 resistance against &#039;&#039;turn, rebuke and control undead&#039;&#039;&lt;br /&gt;
 15% fire damage vulnerability (ghoul)&lt;br /&gt;
 5/+2 DR (ghoul)&lt;br /&gt;
 3 fast healing (ghoul)&lt;br /&gt;
 Hostile [[Notoriety|NR]] if uncovered in all major domains unless transformed&lt;br /&gt;
 Dominates lesser ghouls and ghasts, will not be attacked by other AI-controlled undead unless transformed&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul claws (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Replaces natural weapon with 2d4+2 slashing damage, 1d6 necrotic damage claws; the dread ghoul cannot wield weapons or shields unless transformed, but may use off-hand equipment. Provokes DC level+PRS Will save against &#039;&#039;[[Status Effects|daze]]&#039;&#039; per attack. These claws behave as though under &#039;&#039;[[Keen Weapon|keen weapon]]&#039;&#039; with 18-20/x2 threat range&#039;&#039;,&#039;&#039; and have an additional 1d8 slashing damage explosion die on critical.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul bite (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Activate to replace next attack with a 2d6+2 crushing damage, 2d6 necrotic damage bite. This attack replaces all others which would have occurred in a flurry, but uses the highest available AB. Provokes DC 12+PRS Fortitude save versus disease to not contract &#039;&#039;ghoul fever.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Non-Salient Abilities&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoulish mien (Su)&amp;lt;/code&amp;gt;&#039;&#039;: At will, so long as their simple and complex hungers are satiated, the dread ghoul transforms into a form equivalent, if superficially, to being alive. They lose any immunities as consequence of suppressing their undead racial type, and are no longer healed by negative energy nor are harmed by positive energy. As this is a transformation, it is not a disguise that may be pierced per [[Disguises and Personae]], however will load a different description set in the specialty disguise area of that menu.&lt;br /&gt;
 &lt;br /&gt;
 Any salient weaknesses still affect the dread ghoul while transformed and may force the ghoul out if they are not removed from their triggers, subject to a DC 15 Will save that may be called for by a [[Staff, Requirements and Applications#Game Masters|Game Master]] or privately rolled by the dread ghoul themselves.&lt;br /&gt;
 &lt;br /&gt;
 Supernatural detection such as &#039;&#039;undead awareness&#039;&#039; register the transformed dread ghoul as alive, but will still provoke a Will save to notify that detection was attempted.&lt;br /&gt;
 &lt;br /&gt;
 Dread ghouls benefit from all abilities, salient or otherwise, as they would normally while transformed other than &#039;&#039;hungry frenzy,&#039;&#039; which if activated will automatically force the ghoul out.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul gaze (Su)&amp;lt;/code&amp;gt;&#039;&#039;: At will, the dread ghoul takes an action to attempt to &#039;&#039;paralyze&#039;&#039; a living target with a look, provoking a DC 2+level+PRS Will save versus mind-affecting as a gaze attack. If the target fails, they are &#039;&#039;paralyzed&#039;&#039; for 1d4 rounds plus half the dread ghoul&#039;s level, rounded down. If the target saves, they are immune to any further &#039;&#039;ghoul gaze&#039;&#039; attempts for the next hour IGT and are notified that a hostile action was performed on them.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Devour flesh (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: The dread ghoul abandons all other actions to partake in the bloody feeding of a corpse or downed target. If the target is not sentient, they will satiate their basic hunger for 24 hours IRT; if sentient, they satiate their complex hunger for 1 week IRT.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Devour flesh&#039;&#039; may be performed on corpses that dread ghoul spawns, but will generate a descriptive bloodstain at site of the act. If the victim is a downed player character, after 90 seconds IRT they will be maimed per [[Death, Dying and Maiming]]. The dread ghoul restores 20% of their maximum HP every round while feeding.&lt;br /&gt;
 &#039;&#039;Hungry frenzy (Ex)&#039;&#039;: As a free action the dread ghoul enters a berserk state, dealing an additional 1d4 negative energy damage on their claw attacks and restoring their health for the negative energy damage dealt. They gain +2 STR and DEX while frenzied, increasing to +4 should they or an ally kill or incapacitate a living target. This state persists for a &#039;&#039;quick&#039;&#039; duration, refreshing per successful kill or incapacitation (once per target).&lt;br /&gt;
 &lt;br /&gt;
 The dread ghoul cannot cast spells unless they lack somatic components while in &#039;&#039;hungry frenzy&#039;&#039; and should it or its allies fail to refresh &#039;&#039;hungry frenzy&#039;&#039; at least once, all will suffer -2 STR and DEX for another &#039;&#039;quick&#039;&#039; duration. The dread ghoul cannot transform while in any phase of &#039;&#039;hungry frenzy.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2222</id>
		<title>Dread Ghoul</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2222"/>
		<updated>2025-11-04T09:10:21Z</updated>

		<summary type="html">&lt;p&gt;August: /* Template Adjustments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&#039;&#039;For I had known ever since it had first been upon mine lips:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O hunger, o hunger.&#039;&#039;&amp;lt;/blockquote&amp;gt;There are few members of the so-described Living Dead more canny and cruel than the dread ghoul, a creature unique to the demiplane above that of ghasts and even ghoul lords. They alone may suppress their &#039;&#039;ghoulish mien&#039;&#039; to transform into a form “alive”—for a time. Though this may grant the dread ghoul unprecedented ability in infiltrating humanoid societies, no dark gift is without consequence beyond the Misty Border and these beasts bear no exception. While transformed their hunger simmers just under the surface; latent, watching and never satisfied. Should the dread ghoul ever fail to fulfill their appetites, the monster formerly lurking shall burst from them though as easy as ripping away a second skin, no less ravenous than the starving carrion feeders they would have decried as “lesser” kin.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
When transformed, the dread ghoul is a vision of who they were in life—they espouse no obvious signs of undeath other than a lack of aging. They undulate, produce breath steam and their blood is likewise “warm”, though becomes cool and black mere seconds after leaving their bodies. Any scar or impairment they had prior to death are also present, though the supernatural strength and dexterity which follows into transformation compensates unless the dread ghoul chooses to feign continued disability. &lt;br /&gt;
&lt;br /&gt;
As the ghoul, their complexion becomes pale, gaunt and severe, with enormous, keratinous claws launching from every fingertip. These beasts are built lean, even emaciated; most identifiable are the white, hateful state of their eyes, burning like bright coals in the dark. Their teeth are inhumanly sharp, designed to rip through flesh though each its own butcher’s blade. Their tongues are likewise long, lashed things, latching on to suck away ichor and marrow.&lt;br /&gt;
&lt;br /&gt;
There is a distinct, malodorous stench about these monsters, no doubt consequence from their kills&#039; savage character, and never does this come clean. Even when transformed, though the dread ghoul ceases to emit any peculiar odor for others, worrying after them anyway, they are likely to wear heavy perfumes or colognes in an effort to mask this for themselves and only ever to middling effect.&lt;br /&gt;
&lt;br /&gt;
=== Creation ===&lt;br /&gt;
The mechanism by way a dread ghoul occurs is consistent and simple—they result whenever a soul sufficiently strong or interesting to the Mists succumbs to &#039;&#039;ghoul fever&#039;&#039;, the same terrible disease that creates the common ghoul and ghast. How an individual may contract &#039;&#039;ghoul fever&#039;&#039; changes—most often, it incubates in victims who survives a ghoul attack but are bitten, yet may also manifest an individual who feasts on the dead in a dishonorable way, typical of cannibals or, more tragic, desperate survival.&lt;br /&gt;
&lt;br /&gt;
Nevertheless once contracted &#039;&#039;ghoul fever&#039;&#039; is terminal until the sufferer dies or is cured. The primary symptom of this disease other than bloodshot eyes and the fever itself is the wasting hunger precipitated from it—a sufferer is doomed to feel ever starving for red meat until they perish from this imagined “starvation”, no matter their actual intake of food and any physically full belly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ghoul fever&#039;&#039; is a supernatural disease and cannot be cured other than from &#039;&#039;[[restoration]]&#039;&#039;; even upon receipt of &#039;&#039;restoration&#039;&#039;, the sufferer must succeed at a &amp;lt;code&amp;gt;DC 17&amp;lt;/code&amp;gt; Will save as they smother the dark urges bubbling up from within or else their symptoms will only be staved away than the disease cured. Further &#039;&#039;restoration&#039;&#039; attempts will not roll to cure for 48 hours [[Date and Time|IRT]].&lt;br /&gt;
&lt;br /&gt;
Strong willed suffers may survive &#039;&#039;ghoul fever&#039;&#039; for weeks, even a few months, but none ever defeat this pox without intervention. Assuming their body is not destroyed, they will rise as a dread ghoul 3 days later IRT. The dual natures of such creatures work to ensure they rise transformed—stories of spontaneous, miraculous “resurrections” are not uncommon in the Realms of Terror and are often framed that way by the nascent dread ghoul themselves, but the Craving is never long behind.&lt;br /&gt;
&lt;br /&gt;
=== Feeding ===&lt;br /&gt;
A dread ghoul, unlike the common ghoul and ghast, cannot sustain themselves solely on carrion. Their simplest hunger persists in needing 20lbs of red meat be it dead, alive or rotting per day. Diligent dread ghouls are able to fulfill this requirement while transformed, though there is always an element of palpable excitement around food which makes maintaining appearances difficult, as they must produce patience to wait until such food is prepared in a manner polite as opposed to raw and still bleeding.&lt;br /&gt;
&lt;br /&gt;
More troublesome is their need for complex, sentient flesh—a dread ghoul must again eat 20lbs of this meat once a week or the ghoul will be forced out and sent into a &#039;&#039;hungry frenzy&#039;&#039; until satiated. Conversely to vampires, their quarries need not be alive to honor the Craving, but many dread ghouls find their palates ever-shifting such that rationing victims to last is not effective—evidence, perhaps, that the dread ghoul requires thrill in the kill for it to pass muster.&lt;br /&gt;
&lt;br /&gt;
Should the dread ghoul be denied in excess of their &#039;&#039;hungry frenzy&#039;&#039; and its immediate fallout, they will enter stasis until food of any kind presents itself, whereupon they will immediately “awaken” and attack until it is eaten or the dread ghoul destroyed. Ironically, once dead these creatures may never actually starve, though the Craving in them forever urges otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Habitat/Society ===&lt;br /&gt;
Due to their transformations, a dread ghoul is attracted to any environment familiar to them when alive, and this is contrary to the common ghoul or ghast who range outside their territories around graveyards and other sites of mass death only when corpses no longer provide. In this way dread ghouls are found wherever society is found, as their more sophisticated appetites necessitate proximity to quarry.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls, though many times responsible for how others become one beside their own appetites, are not social and do not espouse clannish behavior like the next most humanoid undead, the vampire. Many find the primitive and savage “lifestyle” of their lesser kin as affronting to their transformed sensibilities, despite that they themselves are far more destructive when allowed to be as they really are.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul may preternaturally identify another of their “kin” even if both are transformed. Should their palates diverge enough to be complementary, they may even tolerate each other’s existence. However, as creatures thrust along by selfish compulsion, hunger and other hedonisms, these partnerships are scarce to last. After all, it is possible for a dread ghoul to cannibalize another—and they may even discover they like the taste.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul is sterile when transformed; there is little doubt that these are but small mercies in the Realms of Terror.&lt;br /&gt;
&lt;br /&gt;
Likewise, the dread ghoul is unlikely to aspire to create more since there is no way of knowing whether a bitten victim will rise as a subjugated common ghoul or ghast and not competition in another dread ghoul. Therefore societies infiltrated by these deleterious creatures may breath some sigh of relief, as a single dread ghoul should not herald an infestation unless cornered and starving…&lt;br /&gt;
&lt;br /&gt;
… but they are always starving, aren’t they?&lt;br /&gt;
&lt;br /&gt;
=== Pathos/Combat ===&lt;br /&gt;
Though adept dread ghouls cajole and manipulate the living into believing their transformed selves are still like them—some even espouse personalities so separate from the monster within as to be like two people—the truth is far less:&lt;br /&gt;
&lt;br /&gt;
They are slaves to the Craving.&lt;br /&gt;
&lt;br /&gt;
The Craving is their god before all gods; the Craving is the altar upon which only hunger may worship; the Craving is what gives definition to their facsimile of life, and will be there at their side when they reveal—not become—the beast that had always been. But what is the Craving, really?&lt;br /&gt;
&lt;br /&gt;
It is bottomless.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls are ambush predators, advantaging the alone and unwary. They are dexterous, not strong for an undead, and are masters of sudden, overwhelming force. They may employ lesser ghouls and ghasts as minions where required, of whom are dominated by the dread ghoul utterly; it is not uncommon for the dread ghoul to dispose of these minions the same as they would their victims rather than share any part of the kill.&lt;br /&gt;
&lt;br /&gt;
These creatures tend to vacillate between pride for their immortality and turgid, ugly jealousy for the truly alive, usually when excited by the Craving and helpless but to answer it. When a dread ghoul is “in control”, they are coy and glib—when confronted, they are all instinct and vitriol.&lt;br /&gt;
&lt;br /&gt;
Though difficult, dread ghouls normally preserve enough presence of mind to flee when faced with insurmountable odds. This creates elusive beasts who are difficult to rout until their salient weaknesses are understood so to force the ghoul out not on their terms.&lt;br /&gt;
&lt;br /&gt;
=== Weaknesses ===&lt;br /&gt;
The dread ghoul has few common weaknesses or allergens, even less when transformed. They retain discomfort around fire and aversion to platinum in both forms; great, mortal distress may also provoke the ghoul to reveal itself so to prevent destruction.&lt;br /&gt;
&lt;br /&gt;
They are affected more from salient weaknesses—a dread ghoul [[Bard]] may take such offense at another’s performance that they will devour them believing that only this shall maintain their “perfect” voice alone, for example. In presence of their salient weaknesses, it is only a matter of time before any feigned pleasantries dissolve away into the Mists.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls denied feedings become frantic, propelled towards the quickest resolution to their Craving at the expense of sense. They cannot transform until satiated.&lt;br /&gt;
&lt;br /&gt;
They are destroyed through annihilation, as their undeath will restore them however slowly unless utter and total, aided by fire. A dread ghoul who lacks a head or otherwise cannot feed will enter stasis until the first ability and opportunity presents itself. Regeneration from a torso takes weeks; if they are only missing a head, then days.&lt;br /&gt;
&lt;br /&gt;
=== Suggested Reading ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;[https://en.wikisource.org/wiki/Strange_Case_of_Dr_Jekyll_and_Mr_Hyde Strange Case of Dr Jekyll and Mr Hyde]&#039;&#039; (1886)&#039;&#039;,&#039;&#039; Robert Louis Stevenson&lt;br /&gt;
* &#039;&#039;[https://en.wikisource.org/wiki/The_Picture_of_Dorian_Gray_(1891) The Picture of Dorian Gray]&#039;&#039; (1891), Oscar Wilde&lt;br /&gt;
&lt;br /&gt;
== Dread Ghouls in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
Dread ghoul is an applied template with no associated [[Mist Tokens|MT]] cost, nor special considerations in the application process. It may be applied to existing player characters who were bitten and are dying or have died of &#039;&#039;ghoul fever&#039;&#039;, or from the spontaneous manifest in dishonorable cannibals.&lt;br /&gt;
&lt;br /&gt;
=== Template Adjustments ===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Attributes&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;STR&amp;lt;/code&amp;gt;&#039;&#039;&#039; +2&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;DEX&amp;lt;/code&amp;gt;&#039;&#039;&#039; +6&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;CON&amp;lt;/code&amp;gt;&#039;&#039;&#039; ∅ (10)&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;INT&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;WIS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;PRS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +4&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Skills&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 +6 to [[Stealth and Detection|Stealth]], +4 to [[Skills|Persuasion]], Deception and Intimidation, +2 to Tumble and Intuition (both forms)&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Typing and Immunities&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
 Gains undead racial typing unless transformed, whereon they instead have the same racial typing as they had in life. Shares all common immunities with the undead racial type unless transformed.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Combat&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 d12 HD (retroactive)&lt;br /&gt;
 +3 untyped AC&lt;br /&gt;
 +3 resistance against &#039;&#039;turn, rebuke and control undead&#039;&#039;&lt;br /&gt;
 15% fire damage vulnerability (ghoul)&lt;br /&gt;
 5/+2 DR (ghoul)&lt;br /&gt;
 3 fast healing (ghoul)&lt;br /&gt;
 Hostile [[Notoriety|NR]] if uncovered in all major domains unless transformed&lt;br /&gt;
 Dominates lesser ghouls and ghasts, will not be attacked by other AI-controlled undead unless transformed&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul claws (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Replaces natural weapon with 2d4+2 slashing damage, 1d6 necrotic damage claws; the dread ghoul cannot wield weapons or shields unless transformed, but may use off-hand equipment. Provokes DC level+PRS Will save against &#039;&#039;[[Status Effects|daze]]&#039;&#039; per attack. These claws behave as though under &#039;&#039;[[Keen Weapon|keen weapon]]&#039;&#039; with 18-20/x2 threat range&#039;&#039;,&#039;&#039; and have an additional 1d8 slashing damage explosion die on critical.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul bite (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Activate to replace next attack with a 2d6+2 crushing damage, 2d6 necrotic damage bite. This attack replaces all others which would have occurred in a flurry, but uses the highest available AB. Provokes DC 12+PRS Fortitude save versus disease to not contract &#039;&#039;ghoul fever.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Non-Salient Abilities&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoulish mien (Su)&amp;lt;/code&amp;gt;&#039;&#039;: At will, so long as their simple and complex hungers are satiated, the dread ghoul transforms into a form equivalent, if superficially, to being alive. They lose any immunities as consequence of suppressing their undead racial type, and are no longer healed by negative energy nor are harmed by positive energy. As this is a transformation, it is not a disguise that may be pierced per [[Disguises and Personae]], however will load a different description set in the specialty disguise area of that menu.&lt;br /&gt;
 &lt;br /&gt;
 Any salient weaknesses still affect the dread ghoul while transformed and may force the ghoul out if they are not removed from their triggers, subject to a DC 15 Will save that may be called for by a [[Staff, Requirements and Applications#Game Masters|Game Master]] or privately rolled by the dread ghoul themselves.&lt;br /&gt;
 &lt;br /&gt;
 Supernatural detection such as &#039;&#039;undead awareness&#039;&#039; register the transformed dread ghoul as alive, but will still provoke a Will save to notify that detection was attempted.&lt;br /&gt;
 &lt;br /&gt;
 Dread ghouls benefit from all abilities, salient or otherwise, as they would normally while transformed other than &#039;&#039;hungry frenzy,&#039;&#039; which if activated will automatically force the ghoul out.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul gaze (Su)&amp;lt;/code&amp;gt;&#039;&#039;: At will, the dread ghoul takes an action to attempt to &#039;&#039;paralyze&#039;&#039; a living target with a look, provoking a DC 2+level+PRS Will save versus mind-affecting as a gaze attack. If the target fails, they are &#039;&#039;paralyzed&#039;&#039; for 1d4 rounds plus half the dread ghoul&#039;s level, rounded down. If the target saves, they are immune to any further &#039;&#039;ghoul gaze&#039;&#039; attempts for the next hour IGT and are notified that a hostile action was performed on them.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Devour flesh (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: The dread ghoul abandons all other actions to partake in the bloody feeding of a corpse or downed target. If the target is not sentient, they will satiate their basic hunger for 24 hours IRT; if sentient, they satiate their complex hunger for 1 week IRT.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Devour flesh&#039;&#039; may be performed on corpses that dread ghoul spawns, but will generate a descriptive bloodstain at site of the act. If the victim is a downed player, after 90 seconds IRT they will be maimed per [[Death, Dying and Maiming]]. The dread ghoul restores 20% of their maximum HP every round while feeding.&lt;br /&gt;
 &#039;&#039;Hungry frenzy (Ex)&#039;&#039;: As a free action the dread ghoul enters a berserk state, dealing an additional 1d4 negative energy damage on their claw attacks and restoring their health for the negative energy damage dealt. They gain +2 STR and DEX while frenzied, increasing to +4 should they or an ally kill or incapacitate a living target. This state persists for a &#039;&#039;quick&#039;&#039; duration, refreshing per successful kill or incapacitation (once per target).&lt;br /&gt;
 &lt;br /&gt;
 The dread ghoul cannot cast spells unless they lack somatic components while in &#039;&#039;hungry frenzy&#039;&#039; and should it or its allies fail to refresh &#039;&#039;hungry frenzy&#039;&#039; at least once, all will suffer -2 STR and DEX for another &#039;&#039;quick&#039;&#039; duration. The dread ghoul cannot transform while in any phase of &#039;&#039;hungry frenzy.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=The_Domains_of_Dread&amp;diff=2221</id>
		<title>The Domains of Dread</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=The_Domains_of_Dread&amp;diff=2221"/>
		<updated>2025-11-03T00:38:05Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&#039;&#039;THERE IS A LAND that exists between the Known and the Unknown. Fear here soaks a dying Man as he would slake on water. Hesitation sits on his very brows. Repudiation aches his fingers. A land that must be wrought—if I may be so certain—from those men, those foolish men. Men who once believed themselves gods. Men who at their hour of triumph looked out to what had become of this land, our land, and despaired.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This land is the Core.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is home.&#039;&#039;&amp;lt;/blockquote&amp;gt;— Anonymous, &#039;&#039;Annals of the Unknown Arcanist&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Domains of Dread&#039;&#039; is a Neverwinter Nights persistent world blending Dungeon and Dragons Third Edition and Pathfinder First Edition sources with a world inspired by Advanced Dungeon and Dragons’ original Ravenloft campaign setting.&lt;br /&gt;
&lt;br /&gt;
It is expected to be announced in Q3 2026, with a full release intended for Q1 2027. Development began in Q1 2024.&lt;br /&gt;
&lt;br /&gt;
== Vision ==&lt;br /&gt;
First collected in 1983 by Tracy and Laura Hickman, Ravenloft has endured among TSR’s most beloved modules—by 1990, campaign settings—for Advanced Dungeon and Dragons. It is this period that &#039;&#039;The Domains of Dread&#039;&#039; owes most of its inspiration as opposed to Third Edition or Fifth Edition Ravenloft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Domains of Dread&#039;&#039; seeks to provide cohesion between the more modern design principles found in Old School Renaissance or OSR titles and the older story threads found in eponymous 1998 hardback of the same name. In this it may be conceived as an alternate Third Edition made with the benefit of hindsight, taking on pains to ensure that the original Gothic horror atmosphere be preserved even in a Persistent World context. Rather than retelling these stories verbatim, however, it expands on the seeds planted by what came before so to push Ravenloft to its most cogent, well delivered conclusion.&lt;br /&gt;
&lt;br /&gt;
It is the goal of the team to respect authorial intent while understanding that TSR’s Ravenloft was created to be a framework for enumeration by Dungeon Masters, later writers and, today, &#039;&#039;The Domains of Dread&#039;&#039; designers. Reconditioning story and character elements nearly 40 years long may never be perfect and neither were the originals, but it is ours and may also be yours.&lt;br /&gt;
&lt;br /&gt;
== Low-Medium Magic ==&lt;br /&gt;
In keeping with its OSR philosophy, &#039;&#039;The Domains of Dread&#039;&#039; may be described as a low-medium magic server whose level cap is &amp;lt;code&amp;gt;14&amp;lt;/code&amp;gt;. Barring ephemeral circumstances the largest Enhancement Bonus to expect on any [[Weapons|weapon]] or [[armor]] is &amp;lt;code&amp;gt;+3&amp;lt;/code&amp;gt;, wielded by characters who have earned them at the &amp;lt;code&amp;gt;14th level&amp;lt;/code&amp;gt;; &amp;lt;code&amp;gt;+1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+2&amp;lt;/code&amp;gt; specimens are considered good and excellent respectively.&lt;br /&gt;
&lt;br /&gt;
As consequence, soft attribute bonuses are capped at &amp;lt;code&amp;gt;+10&amp;lt;/code&amp;gt; and soft skill bonuses at &amp;lt;code&amp;gt;+15&amp;lt;/code&amp;gt;. Equipment and class archetype features are designed with these limitations in mind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Domains of Dread&#039;&#039; takes a hard stance on resurrection. The Mists constrict organs for easy regeneration and resurrection as may be found on some Prime Material worlds, keeping them out of reach for player characters. Likewise &#039;&#039;The Domains of Dread&#039;&#039; is a permadeath server though players may expect that their characters are almost never killed in Character versus Environment conflict, only [[Death, Dying and Maiming|maimed]] with critical injuries, leaving permadeath as a consequence of Character versus Character conflict.&lt;br /&gt;
&lt;br /&gt;
[[Classes and Archetypes|Class]] archetypes are designed to be less reliant on a constant supply of supernatural items and associated consumables, as they—being [[Modifiers|Influenced]], in server parlance—carry specific drawbacks to use in &#039;&#039;The Domains of Dread&#039;&#039; in [[Tension]], imperiling those who rely on their reckless use. All classes are subdivided into associated archetypes, which may be conceived as a mandatory subclass chosen by all characters at the &amp;lt;code&amp;gt;3rd level&amp;lt;/code&amp;gt;. Multiclassing is disabled to give these class archetypes the space to mechanically substantiate their concept as much as possible.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, it is expected that “power levels” are lower than on other Neverwinter Nights servers using high magic and deeper level caps. &#039;&#039;The Domains of Dread&#039;&#039; provides a wealth of flavorful options within these class archetypes for use in roleplay and in combat, leading to a server which begins at low magic and ends closer to the beginning of medium magic, all without compromising the Gothic atmosphere of Ravenloft.&lt;br /&gt;
&lt;br /&gt;
== Technical Specifications ==&lt;br /&gt;
The game world is hosted by the [[Staff, Requirements and Applications#Server Owner and Operator|Server Owner and Operator]], in Upstate New York State. The following ping ranges may be expected:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;&#039;&#039;&#039;Eastern North America&#039;&#039;&#039;&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;5-30ms&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&#039;&#039;&#039;Eastern South America&#039;&#039;&#039;&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;30-120ms&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&#039;&#039;&#039;Midwest United States&#039;&#039;&#039;&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;30-60ms&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&#039;&#039;&#039;Western North America&#039;&#039;&#039;&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;45-80ms&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&#039;&#039;&#039;Western South America&#039;&#039;&#039;&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;50-150ms&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&#039;&#039;&#039;Western and Southern Europe&#039;&#039;&#039;&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;70-140ms&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&#039;&#039;&#039;Eastern Europe and the Middle East&#039;&#039;&#039;&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;90-160ms&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&#039;&#039;&#039;North and South Africa&#039;&#039;&#039;&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;90-200ms&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&#039;&#039;&#039;Asia and Oceania&#039;&#039;&#039;&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;100-180ms&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The alias of the game world will always be &#039;&#039;nwn.thedomainsofdread.com&#039;&#039;, resolving into whatever ithe present IP is behind Cloudflare. For the NWSync shard, this is &#039;&#039;nwsync.thedomainsofdread.com&#039;&#039;. Overall, measures have been taken to ensure players connecting globally face minimal difficulties owed to geographic distance.&lt;br /&gt;
&lt;br /&gt;
For hardware, the server is equipped with a modern Ryzen CPU, enough RAM to distribute both the game world and NWSync shard, testing repositories and backup solutions without bottlenecking real server performance.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=The_Domains_of_Dread&amp;diff=2220</id>
		<title>The Domains of Dread</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=The_Domains_of_Dread&amp;diff=2220"/>
		<updated>2025-11-03T00:08:27Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&#039;&#039;THERE IS A LAND that exists between the Known and the Unknown. Fear here soaks a dying Man as he would slake on water. Hesitation sits on his very brows. Repudiation aches his fingers. A land that must be wrought—if I may be so certain—from those men, those foolish men. Men who once believed themselves gods. Men who at their hour of triumph looked out to what had become of this land, our land, and despaired.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This land is the Core.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is home.&#039;&#039;&amp;lt;/blockquote&amp;gt;— Anonymous, &#039;&#039;Annals of the Unknown Arcanist&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Domains of Dread&#039;&#039; is a persistent world hosted on Neverwinter Nights blending Dungeon and Dragons Third Edition and Pathfinder First Edition sources with a world inspired by Advanced Dungeon and Dragons’ original &#039;&#039;RAVENLOFT&#039;&#039; campaign setting.&lt;br /&gt;
&lt;br /&gt;
It is expected to be announced in Q3 2026, with a full release intended for Q1 2027. Development began in Q1 2024.&lt;br /&gt;
&lt;br /&gt;
== Vision ==&lt;br /&gt;
Codified first in 1983 by Tracy and Laura Hickman, &#039;&#039;RAVENLOFT&#039;&#039; has endured as one of the most beloved TSR modules—and by 1990, campaign settings—for Advanced Dungeon and Dragons. This period, moreso than Sword and Sorcery’s Third Edition work or latter volumes such as Fifth Edition’s &#039;&#039;Curse of Strahd&#039;&#039; and &#039;&#039;Van Richten’s Guide to Ravenloft&#039;&#039;, owns most of the inspiration seen in The Domains of Dread.&lt;br /&gt;
&lt;br /&gt;
The Domains of Dread seeks to provide cohesion between modern design principles as viewed through the lens of OSR, or Old School Renaissance. It may be conceived as an alternate or revised Third Edition created with the benefit of hindsight while taking on pains to ensure the original Gothic atmosphere is preserved even in a Persistent World chassis. It does not retell these old stories verbatim: rather, it expands on the good bones of what came before, seeing &#039;&#039;RAVENLOFT&#039;&#039; pushed to its most logical, coherent and well delivered conclusion.&lt;br /&gt;
&lt;br /&gt;
It respects the intent of the setting while understanding that TSR’s version was created to be a framework for enumeration by Dungeon Masters, later writers and, today, &#039;&#039;The Domains of Dread&#039;&#039; designers. This effort to recondition story and character elements 40 years on may never be perfect and neither were those originals, but it will be ours and may also be yours.&lt;br /&gt;
&lt;br /&gt;
== Low-Medium Magic ==&lt;br /&gt;
In keeping with OSR principles, &#039;&#039;The Domains of Dread&#039;&#039; is best described as a low-medium magic server, whose level cap is &amp;lt;code&amp;gt;14&amp;lt;/code&amp;gt;. Barring ephemeral circumstances the largest Enhancement Bonus to expect on any [[Weapons|weapon]] or [[armor]] is &amp;lt;code&amp;gt;+3&amp;lt;/code&amp;gt;, wielded by characters who have earned them while already at the level cap, with &amp;lt;code&amp;gt;+1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+2&amp;lt;/code&amp;gt; equipment considered good and excellent specimens respectively.&lt;br /&gt;
&lt;br /&gt;
Consequence to this, soft [[Attributes|attribute]] bonuses end at &amp;lt;code&amp;gt;+10&amp;lt;/code&amp;gt; and soft skill bonuses at &amp;lt;code&amp;gt;+15&amp;lt;/code&amp;gt;. Equipment and [[Classes and Archetypes|class]] archetype features are designed with these boundaries in mind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Domains of Dread&#039;&#039;, as OSR before it, takes a hard stance on resurrection. The Mists have constricted the organs of consequence-free resurrection and regeneration found on Prime Material worlds, ensuring that they remain out of reach for player characters. In other words, &#039;&#039;The Domains of Dread&#039;&#039; is a permadeath server, though players may expect their characters to be lethally killed almost never in Character versus Environment activities, only [[Death, Dying and Maiming|maimed]] with critical injuries, and instead as a possible consequence of Character versus Character conflict.&lt;br /&gt;
&lt;br /&gt;
Classes have been redesigned to be less reliant on magic items, as the quality of being a magic—[[Modifiers|Influenced]]—item carries specific drawbacks in &#039;&#039;The Domains of Dread&#039;&#039; in [[Tension]], imperiling characters who use them recklessly. They are richer in features, especially what are owed to their class archetype, which may be described as a mandatory subclass chosen by all characters at the &amp;lt;code&amp;gt;3rd level&amp;lt;/code&amp;gt; in character creation. Multiclassing is disabled as it becomes redundant with the introduction of class archetypes.&lt;br /&gt;
&lt;br /&gt;
Nevertheless it should be expected that power levels for the class archetypes are lower than other Neverwinter Nights servers who make use of high magic and deeper level caps. Yet the designers of &#039;&#039;The Domains of Dread&#039;&#039; have created a wealth of options within these class archetypes to use during roleplay and combat, hence a server which ultimately ends close to medium magic without compromising the Gothic atmosphere of &#039;&#039;RAVENLOFT&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Technical Specifications ==&lt;br /&gt;
The game server is hosted locally by the [[Staff, Requirements and Applications|Server Owner and Operator]], located in upstate New York State. Roughly, the following ping ranges may be expected:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;&#039;&#039;&#039;Eastern North America&#039;&#039;&#039;&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;5-30ms&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&#039;&#039;&#039;Eastern South America&#039;&#039;&#039;&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;30-120ms&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&#039;&#039;&#039;Midwest United States&#039;&#039;&#039;&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;30-60ms&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&#039;&#039;&#039;Western North America&#039;&#039;&#039;&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;45-80ms&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&#039;&#039;&#039;Western South America&#039;&#039;&#039;&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;50-150ms&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&#039;&#039;&#039;Western and Southern Europe&#039;&#039;&#039;&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;70-140ms&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&#039;&#039;&#039;Eastern Europe and the Middle East&#039;&#039;&#039;&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;90-160ms&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&#039;&#039;&#039;North and South Africa&#039;&#039;&#039;&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;90-200ms&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&#039;&#039;&#039;Asia and Oceania&#039;&#039;&#039;&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;100-180ms&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The alias of the game server will always be &#039;&#039;nwn.thedomainsofdread.com,&#039;&#039; which will resolve to the present IP. For the NWSync shard, this will be &#039;&#039;nwsync.thedomainsofdread.com&#039;&#039;. Overall, measures have been taken to ensure players may connect globally with minimal difficulties owed to geographic location.&lt;br /&gt;
&lt;br /&gt;
In terms of hardware, the server is equipped with the latest Ryzen workstation-class CPU, enough RAM to distribute the game server, NWSync shard, testing repositories and backup solutions without any bottleneck to server performance.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Premise&amp;diff=2219</id>
		<title>Premise</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Premise&amp;diff=2219"/>
		<updated>2025-11-03T00:06:36Z</updated>

		<summary type="html">&lt;p&gt;August: /* Synopsis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&#039;&#039;FOR FOOLS rush in where angels fear to tread.&#039;&#039;&amp;lt;/blockquote&amp;gt;—Pope, Alexander&lt;br /&gt;
&lt;br /&gt;
Here is a world beyond worlds. A demiplane beyond planes. Held fast in some scurrilous pocket apart from reality are realms which cast no inner light, reflecting nothing save darkness and shadow. Here lay desolate castles, gray landscapes, black clouds racing against the moon—all trappings, then, of something ancient, deep, and unquestionably Gothic. Here speak no gods. Here reigns only the potential and subsequent follies of men. No matter if hero or villain, all men here fear but one thing, and fear it ultimately:&lt;br /&gt;
&lt;br /&gt;
The Mists of Death. Ravenloft.&lt;br /&gt;
&lt;br /&gt;
For some, home.&lt;br /&gt;
&lt;br /&gt;
Though the Realms of Terror’s true nature is forever a mystery, there is little question how the demiplane formed. Centuries ago the general Strahd von Zarovich settled in a land his family called [[Barovia]] in a castle he had built. It was in these hall and no other did such horrible events transpire that would wrestle Barovia from the Prime Material to its place beyond the Misty Border. Strahd, changed, put to pen his versions of events in a tome now entombed in the same castle which tombs him.&lt;br /&gt;
&lt;br /&gt;
A page:&amp;lt;blockquote&amp;gt;&#039;&#039;I AM THE ANCIENT. I AM THE LAND. MY BEGINNINGS ARE LOST IN THE DARKNESS OF THE PAST. I WAS THE WARRIOR, I WAS GOOD AND JUST. I THUNDERED ACROSS THE LAND LIKE THE WRATH OF A JUST GOD, BUT THE WAR YEARS AND THE KILLING YEARS WORE DOWN MY SOUL AS THE WIND WEARS STONE INTO SAND.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;ALL GOODNESS SLIPPED FROM MY LIFE; I FOUND MY YOUTH AND STRENGTH GONE AND ALL I HAD LEFT WAS DEATH. MY ARMY SETTLED INTO THE VALLEY OF BAROVIA AND TOOK POWER OF THE PEOPLE IN THE NAME OF A JUST GOD, BUT WITH NONE OF A GOD’S GRACE OR JUSTICE.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Another:&amp;lt;blockquote&amp;gt;&#039;&#039;THE DEATH SHE SAW IN MY TURNED HER FROM ME. AND SO I CAME TO HATE DEATH, MY DEATH. I MADE A PACT WITH DEATH, A PACT OF BLOOD. SHE FLED FROM ME. I PURSUED HER. SHE FLUNG HERSELF FROM THE WALLS OF RAVENLOFT AND I WATCHED EVERYTHING I EVER WANTED FALL FROM MY GRASP FOREVER.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I DID NOT DIE. NOR DID I LIVE.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I BECAME AS UNDEAD, FOREVER.&#039;&#039;&amp;lt;/blockquote&amp;gt;For a while, Barovia was the only land known to the Realms of Terror. Soon, however, others formed from the Mists. Azalin, a lich-king formerly of Oerth, had the second domain of [[Necropolis (Darkon)|Darkon]]—now, Necropolis—spring up around his person when he left Barovia after spending years as Strahd’s tutor and hateful confidante. In the ensuing centuries other domains have been revealed by the Mists of Death, each holding in their captive a person or people of unrelenting evil.&lt;br /&gt;
&lt;br /&gt;
But they are darklords, and they are not the players in this story.&lt;br /&gt;
&lt;br /&gt;
The Realms of Terror are many things, but they are inasmuch host to people who live their lives in the shadow of their rulers and the cosmic drama which surrounds them. Be they farmers, merchants, cobblers or even—yes—adventurers, these people count among them Outlanders who have been brought beyond the Misty Border from the Prime Material. It is with these people, their triumphs and tragedies which twine the great tapestry that is the Core.&lt;br /&gt;
&lt;br /&gt;
These stories are never without struggle. Yet this Ravenloft seems to crystallize the greatest good as much as it defends—for a time—the greatest evils.&lt;br /&gt;
&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
It is autumn in [[Timeline|755 BC]], some five years after the Ruination of Darkon which consumed Il-Aluk and desecrated the kingdom into the rogue land now called only Necropolis. Azalin Rex is presumed gone or destroyed. Thousand of Darkonian refugees spill over her borders, some born in the kingdom and others remembering lives that were stolen from them elsewhere. Other casualties include the destruction of the Core’s Mistways connecting outside Clusters, now dormant and silent within the Core. &lt;br /&gt;
&lt;br /&gt;
Then is the disappearance of neighbors Hazlan and Nova Vaasa to the Mists, those who once lived in either feeling their memories fade as though those two domains mean to slide out of history. Conjoined the night of the Ruination are the former territories of Verbrek and Valachan, now known as simply [[the Veldt]], or “the killing fields”.&lt;br /&gt;
&lt;br /&gt;
Few times have been more precarious in the Core, as from the vacuum left by Hazlan and Nova Vaasa springs [[Cordova]], a vast empire including itself and its northwestern demidomain [[the Tirimisce Lands]]. While these imperials focus on fighting their ancient enemies in those bog-dwelling pagans, Cordovans have proven to be shrewd wildcards in this transformed Eastern Core, advantaging the undeath of Darkon even as they must fight legions of matriculated undead at their northern border in the name of their militant ideoligion. The Western Core fares only somewhat better as [[Falkovnia]] descends into outright civil war with northern [[Richemulot]] occupied, the Treaty of the Four Towers paralyzed by intrigue and ballroom politics.&lt;br /&gt;
&lt;br /&gt;
Peril reaches even old, sinuous Barovia as Count Strahd von Zarovich has shut his borders until an entity he decries as “the Stargazer” is found and brought before him at Castle Ravenloft. Meanwhile old enemies in Borca conspire to advantage both situations east and west as they find suitable.&lt;br /&gt;
&lt;br /&gt;
With twin apocalypses in the Grand Upheaval and now the Ruination of Darkon, the Core barrels toward a collective future never more uncertain.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Premise&amp;diff=2218</id>
		<title>Premise</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Premise&amp;diff=2218"/>
		<updated>2025-11-02T23:36:23Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&#039;&#039;FOR FOOLS rush in where angels fear to tread.&#039;&#039;&amp;lt;/blockquote&amp;gt;—Pope, Alexander&lt;br /&gt;
&lt;br /&gt;
Here is a world beyond worlds. A demiplane beyond planes. Held fast in some scurrilous pocket apart from reality are realms which cast no inner light, reflecting nothing save darkness and shadow. Here lay desolate castles, gray landscapes, black clouds racing against the moon—all trappings, then, of something ancient, deep, and unquestionably Gothic. Here speak no gods. Here reigns only the potential and subsequent follies of men. No matter if hero or villain, all men here fear but one thing, and fear it ultimately:&lt;br /&gt;
&lt;br /&gt;
The Mists of Death. Ravenloft.&lt;br /&gt;
&lt;br /&gt;
For some, home.&lt;br /&gt;
&lt;br /&gt;
Though the Realms of Terror’s true nature is forever a mystery, there is little question how the demiplane formed. Centuries ago the general Strahd von Zarovich settled in a land his family called [[Barovia]] in a castle he had built. It was in these hall and no other did such horrible events transpire that would wrestle Barovia from the Prime Material to its place beyond the Misty Border. Strahd, changed, put to pen his versions of events in a tome now entombed in the same castle which tombs him.&lt;br /&gt;
&lt;br /&gt;
A page:&amp;lt;blockquote&amp;gt;&#039;&#039;I AM THE ANCIENT. I AM THE LAND. MY BEGINNINGS ARE LOST IN THE DARKNESS OF THE PAST. I WAS THE WARRIOR, I WAS GOOD AND JUST. I THUNDERED ACROSS THE LAND LIKE THE WRATH OF A JUST GOD, BUT THE WAR YEARS AND THE KILLING YEARS WORE DOWN MY SOUL AS THE WIND WEARS STONE INTO SAND.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;ALL GOODNESS SLIPPED FROM MY LIFE; I FOUND MY YOUTH AND STRENGTH GONE AND ALL I HAD LEFT WAS DEATH. MY ARMY SETTLED INTO THE VALLEY OF BAROVIA AND TOOK POWER OF THE PEOPLE IN THE NAME OF A JUST GOD, BUT WITH NONE OF A GOD’S GRACE OR JUSTICE.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Another:&amp;lt;blockquote&amp;gt;&#039;&#039;THE DEATH SHE SAW IN MY TURNED HER FROM ME. AND SO I CAME TO HATE DEATH, MY DEATH. I MADE A PACT WITH DEATH, A PACT OF BLOOD. SHE FLED FROM ME. I PURSUED HER. SHE FLUNG HERSELF FROM THE WALLS OF RAVENLOFT AND I WATCHED EVERYTHING I EVER WANTED FALL FROM MY GRASP FOREVER.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I DID NOT DIE. NOR DID I LIVE.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I BECAME AS UNDEAD, FOREVER.&#039;&#039;&amp;lt;/blockquote&amp;gt;For a while, Barovia was the only land known to the Realms of Terror. Soon, however, others formed from the Mists. Azalin, a lich-king formerly of Oerth, had the second domain of [[Necropolis (Darkon)|Darkon]]—now, Necropolis—spring up around his person when he left Barovia after spending years as Strahd’s tutor and hateful confidante. In the ensuing centuries other domains have been revealed by the Mists of Death, each holding in their captive a person or people of unrelenting evil.&lt;br /&gt;
&lt;br /&gt;
But they are darklords, and they are not the players in this story.&lt;br /&gt;
&lt;br /&gt;
The Realms of Terror are many things, but they are inasmuch host to people who live their lives in the shadow of their rulers and the cosmic drama which surrounds them. Be they farmers, merchants, cobblers or even—yes—adventurers, these people count among them Outlanders who have been brought beyond the Misty Border from the Prime Material. It is with these people, their triumphs and tragedies which twine the great tapestry that is the Core.&lt;br /&gt;
&lt;br /&gt;
These stories are never without struggle. Yet this Ravenloft seems to crystallize the greatest good as much as it defends—for a time—the greatest evils.&lt;br /&gt;
&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
It is autumn in [[Timeline|755 BC]], some five years after the Ruination of Darkon that consumed Il-Aluk and desecrated the kingdom into the rogue land now called only Necropolis. Azalin Rex is presumed gone or destroyed. Thousand of Darkonian refugees spill over her borders, some born in the kingdom and others remembering lives that were stolen from them elsewhere. Other casualties include the destruction of the Core’s Mistways connecting outside Clusters, now dormant and silent within the Core. &lt;br /&gt;
&lt;br /&gt;
Then is the disappearance of neighbors Hazlan and Nova Vaasa to the Mists, those who once lived in either feeling their memories fade as though those two domains mean to slide out of history. Conjoined the night of the Ruination are the former territories of Verbrek and Valachan, now known as simply [[the Veldt]], or “the killing fields”.&lt;br /&gt;
&lt;br /&gt;
Few times have been more precarious in the Core, as from the vacuum left by Hazlan and Nova Vaasa springs [[Cordova]], a vast empire including itself and its northwestern demidomain [[the Tirimisce Lands]]. While these imperials focus on fighting their ancient enemies in those bog-dwelling pagans, Cordovans have proven to be shrewd wildcards in this transformed Eastern Core, advantaging the undeath of Darkon even as they must fight legions of matriculated undead at their northern border in the name of their militant ideoligion. The Western Core fares only somewhat better as [[Falkovnia]] descends into outright civil war with northern [[Richemulot]] occupied, the Treaty of the Four Towers paralyzed by intrigue and ballroom politics.&lt;br /&gt;
&lt;br /&gt;
Peril reaches even old, sinuous Barovia as Count Strahd von Zarovich has shut his borders until an entity he decries as “the Stargazer” is found and brought before him at Castle Ravenloft. Meanwhile old enemies in Borca conspire to advantage both situations east and west as they find suitable.&lt;br /&gt;
&lt;br /&gt;
With twin apocalypses in the Grand Upheaval and now the Ruination of Darkon, the Core barrels toward a collective future never more uncertain.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Homebrew_or_Unsupported_Settings&amp;diff=2217</id>
		<title>Homebrew or Unsupported Settings</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Homebrew_or_Unsupported_Settings&amp;diff=2217"/>
		<updated>2025-11-02T22:24:49Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[The Domains of Dread]]&#039;&#039; officially supports four settings for character origins: Ravenloft (where the story is set), Forgotten Realms, Greyhawk and Krynn. All characters must be from their Third Edition sources if available, though may come from any time prior to what is given as present day in those sources.&lt;br /&gt;
&lt;br /&gt;
An [[Ideoligions|ideoligion’s]] godhead or deity, if one exists, does not have to be “alive” or in active worship to be successfully used as a source for [[Spells#Divine|Divine]] power in &#039;&#039;The Domains of Dread&#039;&#039;, but may lack official support. In these cases their worshipers are subject to the same rules regarding as they would were they from a homebrew or unsupported setting, seen below.&lt;br /&gt;
&lt;br /&gt;
For supported settings, their living ideoligions are represented mechanically in &#039;&#039;The Domains of Dread&#039;&#039;, and any [[Classes and Archetypes|class]] archetype using Divine power must use the statistics given when selecting [[Divine Domains|divine domains]] or determining [[alignment]].&lt;br /&gt;
&lt;br /&gt;
All characters—including from supported settings—must represent a playable [[Races|race]] without an inferred subrace that would necessitate an [[Notoriety|NR]] adjustment, changing starting attributes or adding racial features. Put another way, the subrace must be equivalent to &amp;lt;code&amp;gt;ECL +0&amp;lt;/code&amp;gt;. Under these rules a moon elf from Forgotten Realms are playable using base elf statistics, but drow are not.&lt;br /&gt;
&lt;br /&gt;
Homebrew and unsupported settings observe the following rules:&lt;br /&gt;
&lt;br /&gt;
# Technology featured in these settings may not be in excess of the discovery of the steam engine. This includes complicated steam-powered machinery and/or electricity. Magitek is included in this clause.&lt;br /&gt;
# Characters may not come from any recognizable version of Earth. Recognizable in this context means that the version of Earth could produce characters who are identifiable as members of real societies and cultures irrespective to the time period featured.&lt;br /&gt;
# Any race must be represented by a playable race in &#039;&#039;The Domains of Dread&#039;&#039;, no matter if they are fictionally called something else or differ in origin.&lt;br /&gt;
# Ontological concepts such as alignment must be represented in setting as they appear in &#039;&#039;The Domains of Dread&#039;&#039;—actions which are evil in the Realms of Terror, like dishonorable cannibalism, must also be evil in that setting.&lt;br /&gt;
# The character’s selected class archetype in &#039;&#039;The Domains of Dread&#039;&#039; must be represented in their setting, no matter if they are [[Glossary|fictionally]] called something else or differ in origin.&lt;br /&gt;
# The conditions of a homebrew or unsupported setting must not be “worse” than the Realms of Terror in an objective context. Every Outlander should feel a disconnect between their homeland and their experiences on the demiplane, rather than their Misting being an inarguable escape or improvement (subjective worldviews to the effect are acceptable).&lt;br /&gt;
# Characters who represent Divine power from an unsupported ideoligion must use the same statistics as an officially supported ideoligion, omitting any divine domains which are unique to that ideoligion. This choice must be disclosed in the [[Applications and the Allowlist|application]] process. At any time the [[Staff, Requirements and Applications#Game Masters|Game Masters]] may decide another ideoligion’s statistics are more suitable for the ideoligion described.&lt;br /&gt;
&lt;br /&gt;
Disallowed settings include, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Dark Sun&amp;lt;/code&amp;gt;: Ravenloft is an objective escape from Athas.&lt;br /&gt;
* &amp;lt;code&amp;gt;Masque of the Red Death/Gothic Earth&amp;lt;/code&amp;gt;: Version of Earth.&lt;br /&gt;
* &amp;lt;code&amp;gt;Spelljammer&amp;lt;/code&amp;gt;: Magitek in excess of the steam engine.&lt;br /&gt;
* &amp;lt;code&amp;gt;Warhammer 40k&amp;lt;/code&amp;gt;: Technology in excess of the steam engine. Warhammer Fantasy is however acceptable.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Homebrew_or_Unsupported_Settings&amp;diff=2216</id>
		<title>Homebrew or Unsupported Settings</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Homebrew_or_Unsupported_Settings&amp;diff=2216"/>
		<updated>2025-11-02T09:00:12Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[The Domains of Dread]]&#039;&#039; officially supports four settings for character origins: Ravenloft (where the story is set), Forgotten Realms, Greyhawk and Krynn. All characters must be from their Third Edition sources if available, though may come from any time prior to what is given as present day in those sources.&lt;br /&gt;
&lt;br /&gt;
An [[Ideoligions|ideoligion’s]] godhead or deity, if one exists, does not have to be “alive” or in active worship to be successfully used as a source for [[Spells#Divine|Divine]] power in &#039;&#039;The Domains of Dread&#039;&#039;, but may lack official support. In these cases their worshipers are subject to the same rules regarding unsupported ideoligions as they would were they from a homebrew or unsupported setting, seen below.&lt;br /&gt;
&lt;br /&gt;
For supported settings, their living ideoligions are represented mechanically in &#039;&#039;The Domains of Dread&#039;&#039;, and any [[Classes and Archetypes|class]] archetype using Divine power must use the statistics given when selecting [[Divine Domains|divine domains]] or determining [[alignment]].&lt;br /&gt;
&lt;br /&gt;
All characters—including from supported settings—must represent a playable [[Races|race]] without an inferred subrace that would necessitate an [[Notoriety|NR]] adjustment, changing starting attributes or adding racial features. Put another way, the subrace must be equivalent to &amp;lt;code&amp;gt;ECL +0&amp;lt;/code&amp;gt;. Under these rules a moon elf from Forgotten Realms are playable using base elf statistics, but drow are not.&lt;br /&gt;
&lt;br /&gt;
Homebrew and unsupported settings observe the following rules:&lt;br /&gt;
&lt;br /&gt;
# Technology featured in these settings may not be in excess of the discovery of the steam engine. This includes complicated steam-powered machinery and/or electricity. Magitek is included in this clause.&lt;br /&gt;
# Characters may not come from any recognizable version of Earth. Recognizable in this context means that the version of Earth could produce characters who are identifiable as members of real societies and cultures irrespective to the time period featured.&lt;br /&gt;
# Any race must be represented by a playable race in &#039;&#039;The Domains of Dread&#039;&#039;, no matter if they are fictionally called something else or differ in origin.&lt;br /&gt;
# Ontological concepts such as alignment must be represented in setting as they appear in &#039;&#039;The Domains of Dread&#039;&#039;—actions which are evil in the Realms of Terror, like dishonorable cannibalism, must also be evil in that setting.&lt;br /&gt;
# The character’s selected class archetype in &#039;&#039;The Domains of Dread&#039;&#039; must be represented in their setting, no matter if they are [[Glossary|fictionally]] called something else or differ in origin.&lt;br /&gt;
# The conditions of a homebrew or unsupported setting must not be “worse” than the Realms of Terror in an objective context. Every Outlander should feel a disconnect between their homeland and their experiences on the demiplane, rather than their Misting being an inarguable escape or improvement (subjective worldviews to the effect are acceptable).&lt;br /&gt;
# Characters who represent Divine power from an unsupported ideoligion must use the same statistics as an officially supported ideoligion, omitting any divine domains which are unique to that ideoligion. This choice must be disclosed in the [[Applications and the Allowlist|application]] process. At any time the [[Staff, Requirements and Applications#Game Masters|Game Masters]] may decide another ideoligion’s statistics are more suitable for the ideoligion described.&lt;br /&gt;
&lt;br /&gt;
Disallowed settings include, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Dark Sun&amp;lt;/code&amp;gt;: Ravenloft is an objective escape from Athas.&lt;br /&gt;
* &amp;lt;code&amp;gt;Masque of the Red Death/Gothic Earth&amp;lt;/code&amp;gt;: Version of Earth.&lt;br /&gt;
* &amp;lt;code&amp;gt;Spelljammer&amp;lt;/code&amp;gt;: Magitek in excess of the steam engine.&lt;br /&gt;
* &amp;lt;code&amp;gt;Warhammer 40k&amp;lt;/code&amp;gt;: Technology in excess of the steam engine. Warhammer Fantasy is however acceptable.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Homebrew_or_Unsupported_Settings&amp;diff=2215</id>
		<title>Homebrew or Unsupported Settings</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Homebrew_or_Unsupported_Settings&amp;diff=2215"/>
		<updated>2025-11-02T08:59:47Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[The Domains of Dread]]&#039;&#039; officially supports four settings for character origins: Ravenloft (where the story is set), Forgotten Realms, Greyhawk and Krynn. All characters must be from their Third Edition sources if available, though may come from any time prior to what is given as present day in those sources.&lt;br /&gt;
&lt;br /&gt;
An [[Ideoligions|ideoligion’s]] godhead or deity, if one exists, does not have to be “alive” or in active worship to be successfully used as a source for [[Spells#Divine|Divine]] power in &#039;&#039;The Domains of Dread&#039;&#039;, but may lack official support. In these cases their worshipers are subject to the same rules regarding unsupported ideoligions as they would were they from a homebrew or unsupported setting, seen below.&lt;br /&gt;
&lt;br /&gt;
For supported settings, their living ideoligions are represented mechanically in &#039;&#039;The Domains of Dread&#039;&#039;, and any [[Classes and Archetypes|class]] archetype using Divine power must use the statistics given when selecting [[Divine Domains|divine domains]] or determining [[alignment]].&lt;br /&gt;
&lt;br /&gt;
All characters—including from supported settings—must represent a playable [[Races|race]] without an inferred subrace that would necessitate an [[Notoriety|NR]] adjustment, changing starting attributes or adding racial features. Put another way, the subrace must be equivalent to &amp;lt;code&amp;gt;ECL +0&amp;lt;/code&amp;gt;. Under these rules a moon elf from Forgotten Realms are playable using base elf statistics, but drow are not.&lt;br /&gt;
&lt;br /&gt;
Homebrew and unsupported settings observe the following rules:&lt;br /&gt;
&lt;br /&gt;
# Technology featured in these settings may not be in excess of the discovery of the steam engine. This includes complicated steam-powered machinery and/or electricity. Magitek is included in this clause.&lt;br /&gt;
# Characters may not come from any recognizable version of Earth. Recognizable in this context means that the version of Earth could produce characters who are identified with real societies and cultures irrespective to the time period featured.&lt;br /&gt;
# Any race must be represented by a playable race in &#039;&#039;The Domains of Dread&#039;&#039;, no matter if they are fictionally called something else or differ in origin.&lt;br /&gt;
# Ontological concepts such as alignment must be represented in setting as they appear in &#039;&#039;The Domains of Dread&#039;&#039;—actions which are evil in the Realms of Terror, like dishonorable cannibalism, must also be evil in that setting.&lt;br /&gt;
# The character’s selected class archetype in &#039;&#039;The Domains of Dread&#039;&#039; must be represented in their setting, no matter if they are [[Glossary|fictionally]] called something else or differ in origin.&lt;br /&gt;
# The conditions of a homebrew or unsupported setting must not be “worse” than the Realms of Terror in an objective context. Every Outlander should feel a disconnect between their homeland and their experiences on the demiplane, rather than their Misting being an inarguable escape or improvement (subjective worldviews to the effect are acceptable).&lt;br /&gt;
# Characters who represent Divine power from an unsupported ideoligion must use the same statistics as an officially supported ideoligion, omitting any divine domains which are unique to that ideoligion. This choice must be disclosed in the [[Applications and the Allowlist|application]] process. At any time the [[Staff, Requirements and Applications#Game Masters|Game Masters]] may decide another ideoligion’s statistics are more suitable for the ideoligion described.&lt;br /&gt;
&lt;br /&gt;
Disallowed settings include, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Dark Sun&amp;lt;/code&amp;gt;: Ravenloft is an objective escape from Athas.&lt;br /&gt;
* &amp;lt;code&amp;gt;Masque of the Red Death/Gothic Earth&amp;lt;/code&amp;gt;: Version of Earth.&lt;br /&gt;
* &amp;lt;code&amp;gt;Spelljammer&amp;lt;/code&amp;gt;: Magitek in excess of the steam engine.&lt;br /&gt;
* &amp;lt;code&amp;gt;Warhammer 40k&amp;lt;/code&amp;gt;: Technology in excess of the steam engine. Warhammer Fantasy is however acceptable.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Homebrew_or_Unsupported_Settings&amp;diff=2214</id>
		<title>Homebrew or Unsupported Settings</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Homebrew_or_Unsupported_Settings&amp;diff=2214"/>
		<updated>2025-11-02T08:58:57Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[The Domains of Dread]]&#039;&#039; officially supports four settings for character origins: Ravenloft (where the story is set), Forgotten Realms, Greyhawk and Krynn. All characters must be from their Third Edition sources if available, though may come from any time prior to what is given as present day in those sources.&lt;br /&gt;
&lt;br /&gt;
An [[Ideoligions|ideoligion’s]] godhead or deity, if one exists, does not have to be “alive” or in active worship to be successfully used as a source for [[Spells#Divine|Divine]] power in &#039;&#039;The Domains of Dread&#039;&#039;, but may lack official support. In these cases their worshipers are subject to the same rules regarding unsupported ideoligions as they would were they from a homebrew or unsupported setting, seen below.&lt;br /&gt;
&lt;br /&gt;
For supported settings, their living ideoligions are represented mechanically in &#039;&#039;The Domains of Dread&#039;&#039;, and any [[Classes and Archetypes|class]] archetype using Divine power must use the statistics given when selecting [[Divine Domains|divine domains]] or determining [[alignment]].&lt;br /&gt;
&lt;br /&gt;
All characters—including from supported settings—must represent a playable [[Races|race]] without an inferred subrace that would necessitate an [[Notoriety|NR]] adjustment, changing starting attributes or adding racial features. Put another way, the subrace must be equivalent to &amp;lt;code&amp;gt;ECL +0&amp;lt;/code&amp;gt;. Under these rules a moon elf from Forgotten Realms are playable using base elf statistics, but drow are not.&lt;br /&gt;
&lt;br /&gt;
Homebrew and unsupported settings observe the following rules:&lt;br /&gt;
&lt;br /&gt;
# Technology featured in these settings may not be in excess of the discovery of the steam engine. This includes complicated steam-powered machinery and/or electricity. Magitek is included in this clause.&lt;br /&gt;
# Characters may not come from any recognizable version of Earth. Recognizable in this context means that the version of Earth could produce characters which are analogous to real societies and cultures irrespective to the time period featured.&lt;br /&gt;
# Any race must be represented by a playable race in &#039;&#039;The Domains of Dread&#039;&#039;, no matter if they are fictionally called something else or differ in origin.&lt;br /&gt;
# Ontological concepts such as alignment must be represented in setting as they appear in &#039;&#039;The Domains of Dread&#039;&#039;—actions which are evil in the Realms of Terror, like dishonorable cannibalism, must also be evil in that setting.&lt;br /&gt;
# The character’s selected class archetype in &#039;&#039;The Domains of Dread&#039;&#039; must be represented in their setting, no matter if they are [[Glossary|fictionally]] called something else or differ in origin.&lt;br /&gt;
# The conditions of a homebrew or unsupported setting must not be “worse” than the Realms of Terror in an objective context. Every Outlander should feel a disconnect between their homeland and their experiences on the demiplane, rather than their Misting being an inarguable escape or improvement (subjective worldviews to the effect are acceptable).&lt;br /&gt;
# Characters who represent Divine power from an unsupported ideoligion must use the same statistics as an officially supported ideoligion, omitting any divine domains which are unique to that ideoligion. This choice must be disclosed in the [[Applications and the Allowlist|application]] process. At any time the [[Staff, Requirements and Applications#Game Masters|Game Masters]] may decide another ideoligion’s statistics are more suitable for the ideoligion described.&lt;br /&gt;
&lt;br /&gt;
Disallowed settings include, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Dark Sun&amp;lt;/code&amp;gt;: Ravenloft is an objective escape from Athas.&lt;br /&gt;
* &amp;lt;code&amp;gt;Masque of the Red Death/Gothic Earth&amp;lt;/code&amp;gt;: Version of Earth.&lt;br /&gt;
* &amp;lt;code&amp;gt;Spelljammer&amp;lt;/code&amp;gt;: Magitek in excess of the steam engine.&lt;br /&gt;
* &amp;lt;code&amp;gt;Warhammer 40k&amp;lt;/code&amp;gt;: Technology in excess of the steam engine. Warhammer Fantasy is however acceptable.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Homebrew_or_Unsupported_Settings&amp;diff=2213</id>
		<title>Homebrew or Unsupported Settings</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Homebrew_or_Unsupported_Settings&amp;diff=2213"/>
		<updated>2025-11-02T08:56:44Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[The Domains of Dread]]&#039;&#039; officially supports four settings for character origins: Ravenloft (where the story is set), Forgotten Realms, Greyhawk and Krynn. All characters must be from their Third Edition sources if available, though may come from any time prior to what is given as present day in those sources.&lt;br /&gt;
&lt;br /&gt;
An [[Ideoligions|ideoligion’s]] godhead or deity, if one exists, does not have to be “alive” or in active worship to be successfully used as a source for [[Spells#Divine|Divine]] power in &#039;&#039;The Domains of Dread&#039;&#039;, but may lack official support. In these cases their worshipers are subject to the same rules regarding unsupported ideoligions as they would were they from a homebrew or unsupported setting, seen below.&lt;br /&gt;
&lt;br /&gt;
For supported settings, their living ideoligions are represented mechanically in &#039;&#039;The Domains of Dread&#039;&#039;, and any [[Classes and Archetypes|class]] archetype using Divine power must use the statistics given when selecting [[Divine Domains|divine domains]] or determining [[alignment]].&lt;br /&gt;
&lt;br /&gt;
All characters—including from supported settings—must represent a playable [[Races|race]] without an inferred subrace that would necessitate an [[Notoriety|NR]] adjustment, changing starting attributes or adding racial features. Put another way, the subrace must be equivalent to &amp;lt;code&amp;gt;ECL +0&amp;lt;/code&amp;gt;. Under these rules a moon elf from Forgotten Realms are playable using base elf statistics, but drow would not be.&lt;br /&gt;
&lt;br /&gt;
Homebrew and unsupported settings observe the following rules:&lt;br /&gt;
&lt;br /&gt;
# Technology featured in these settings may not be in excess of the discovery of the steam engine. This includes complicated steam-powered machinery and/or electricity. Magitek is included in this clause.&lt;br /&gt;
# Characters may not come from any recognizable version of Earth. Recognizable in this context means that the version of Earth could produce characters which are analogous to real societies and cultures irrespective to the time period featured.&lt;br /&gt;
# Any race must be represented by a playable race in &#039;&#039;The Domains of Dread&#039;&#039;, no matter if they are fictionally called something else or differ in origin.&lt;br /&gt;
# Ontological concepts such as alignment must be represented in setting as they appear in &#039;&#039;The Domains of Dread&#039;&#039;—actions which are evil in the Realms of Terror, like dishonorable cannibalism, must also be evil in that setting.&lt;br /&gt;
# The character’s selected class archetype in &#039;&#039;The Domains of Dread&#039;&#039; must be represented in their setting, no matter if they are [[Glossary|fictionally]] called something else or differ in origin.&lt;br /&gt;
# The conditions of a homebrew or unsupported setting must not be “worse” than the Realms of Terror in an objective context. Every Outlander should feel a disconnect between their homeland and their experiences on the demiplane, rather than their Misting being an inarguable escape or improvement (subjective worldviews to the effect are acceptable).&lt;br /&gt;
# Characters who represent Divine power from an unsupported ideoligion must use the same statistics as an officially supported ideoligion, omitting any divine domains which are unique to that ideoligion. This choice must be disclosed in the [[Applications and the Allowlist|application]] process. At any time the [[Staff, Requirements and Applications#Game Masters|Game Masters]] may decide another ideoligion’s statistics are more suitable for the ideoligion described.&lt;br /&gt;
&lt;br /&gt;
Disallowed settings include, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Dark Sun&amp;lt;/code&amp;gt;: Ravenloft is an objective escape from Athas.&lt;br /&gt;
* &amp;lt;code&amp;gt;Masque of the Red Death/Gothic Earth&amp;lt;/code&amp;gt;: Version of Earth.&lt;br /&gt;
* &amp;lt;code&amp;gt;Spelljammer&amp;lt;/code&amp;gt;: Magitek in excess of the steam engine.&lt;br /&gt;
* &amp;lt;code&amp;gt;Warhammer 40k&amp;lt;/code&amp;gt;: Technology in excess of the steam engine. Warhammer Fantasy is however acceptable.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Dread_Figures&amp;diff=2212</id>
		<title>Dread Figures</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Dread_Figures&amp;diff=2212"/>
		<updated>2025-11-02T07:53:19Z</updated>

		<summary type="html">&lt;p&gt;August: /* Ghoul, Dread */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Realms of Terror sit alone among planes in its capacity to transform those once unremarkable, once good, and once keen into the unrecognizable twisted by what could have been. These creatures are Dread Figures—while not masters of their own domains, they have given themselves to the Mists of Death and been embraced in kind, thrust forward by mad and hungry compulsions. Dread Figures may be tragic and some even unwilling, but once they have found the cool embrace of the Mists, they will never, ever be let go.&lt;br /&gt;
&lt;br /&gt;
== Dread Figures in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
Dread Figures, shorthand DF, are a separate class of playable characters angled toward monstrous, subversive, and antagonist play. While not every player antagonist must be a Dread Figure in &#039;&#039;The Domains of Dread&#039;&#039;, all DFs create roleplay through conflict generated by their applied template which grant them novel mechanics, adjustments and more so to remain threatening—and exciting—whenever encountered.&lt;br /&gt;
&lt;br /&gt;
== Playing a Dread Figure ==&lt;br /&gt;
A DF is applied for during that character’s creation or after an inciting incident during play, such as if that character would have been ordinarily [[Death, Dying and Maiming|closured]]. A prospective DF must have at least 60 days [[Date and Time|IRT]] of active play on &#039;&#039;The Domains of Dread&#039;&#039; so to be familiar with the server’s mechanics and [[Roleplay Expectations]]. They have their own application form available on the [[Discord]]. Special considerations and exemptions from regular characters are as follows:&lt;br /&gt;
&lt;br /&gt;
# When entering the game world for the first time or upon receipt of their applied template, a DF has 8 months or 243 days IRT before they are automatically closured. Extensions may be given by the [[Staff, Requirements and Applications#Game Masters|Game Masters]] to allow an in-progress plot to gracefully conclude or for real life issues with availability.&lt;br /&gt;
# Once the applied template is received, a DF will no longer gain hostile [[Experience and Progression|experience]]. Instead they will receive boosted storyline experience and weekly stipends IRT.&lt;br /&gt;
# DFs begin play at the &amp;lt;code&amp;gt;9th level&amp;lt;/code&amp;gt; across [[domains]]—should the character have existed prior to receiving an applied template, they will be raised to the &amp;lt;code&amp;gt;9th level&amp;lt;/code&amp;gt; if lower. About a month and a half of active play IRT is expected to reach the &amp;lt;code&amp;gt;14th level&amp;lt;/code&amp;gt;.&lt;br /&gt;
# DFs may be attacked with lethal damage at any time by other player characters without supervision—there is no opt out for being a DF is alone sufficient opt in.&lt;br /&gt;
# DFs may not attack other player characters lethally without cause to do so, such as those characters hunting the DF after an initial skirmish. Should they attack others lethally, supervision is not required. Being downed by a DF equals being maimed for the victim the first time it happens—a DF is permitted to finish off player characters for whom they have already downed once even in future engagements.&lt;br /&gt;
# Likewise a DF is permitted to be downed once and be maimed rather than killed or destroyed. Assuming their applied template has no mechanisms in place for automatic resurrection, their next downed state is lethal and the DF shall be closured.&lt;br /&gt;
# A DF may always attack other player characters with nonlethal damage. Exceptions may be made for only real life inabilities to participate in the scene per the [[Game Rules]].&lt;br /&gt;
# A DF, as may other player characters, closure themselves at will and receive Mist Tokens.&lt;br /&gt;
# Player characters kidnapped or detained by a DF are subject to the same rules as they would were the DF another player character, per the [[Character versus Character Rules]]. It is the DF’s responsibility to ensure sufficient roleplay is given to their prisoner and that clues are given to assist the search process for investigators.&lt;br /&gt;
# DFs will not appear in the active player list by default. This may be toggled on or off in their bespoke menu, invoked with the &#039;&#039;&amp;lt;code&amp;gt;!df&amp;lt;/code&amp;gt;&#039;&#039; [[Chat Commands|chat command]].&lt;br /&gt;
&lt;br /&gt;
== Template Families ==&lt;br /&gt;
&lt;br /&gt;
=== The Accursed ===&lt;br /&gt;
&lt;br /&gt;
==== [[Doomed One]] ====&lt;br /&gt;
Born from the desperate and the foolish, Doomed Ones are any humanoid in the Realms of Terror who have given themselves to the Mists in pursuit of ambition or another vice. Their &#039;&#039;dreadful compulsion&#039;&#039; grants them power related to these aspirations, but it is the curse they bear that will grow ever more debilitating and frustrating, hastening an inevitable descent into pure [[Corruption Checks|Corruption]] and madness.&lt;br /&gt;
&lt;br /&gt;
==== [[Feytouched]] ====&lt;br /&gt;
Marked by native Fey, Feytouched gain &#039;&#039;fey enchantment&#039;&#039; in exchange for their humanoid mind and senses being slowly and irreversibly devoured by the chaotic, capricious whimsies of a true Fey in service to [[the Shadowed Sea]].&lt;br /&gt;
&lt;br /&gt;
==== [[Inhabited]] ====&lt;br /&gt;
Once formless spirits wandering the infinite plains of the Dread Ethereal, some ghosts decide they wish to walk the Dread Material and be alive as they once were—by possessing the body of the Inhabited. An exhaustive struggle characterizes these beings as the specters vie for control, tricking or manipulating the Inhabited to tragic, terrible ends. The Inhabited may take on their &#039;&#039;spectral likeness&#039;&#039;, temporarily rescinding corporeal forms for something insubstantial and twelvefold more wicked.&lt;br /&gt;
&lt;br /&gt;
=== The Beyond ===&lt;br /&gt;
&lt;br /&gt;
==== [[Awakened]] ====&lt;br /&gt;
Masters of solipsism, Awakened are the formerly mortal possessors of great Inherent power—stemming from their bodies as [[Ascetic|Ascetics]] or their minds as [[Psion|Psions]]—who believe themselves to have become perfect embodiments of the Dread Astral, manifesting &#039;&#039;reality pinholes&#039;&#039; wherever they walk as quasi-Outsiders.&lt;br /&gt;
&lt;br /&gt;
==== [[Aberrant Psion|Psion, Aberrant]] ====&lt;br /&gt;
Psions who have embraced their alien nature before the Dread Astral, these creatures devour sentient intelligences to fuel their dark desires, preferably through the brain. Indulging these feedings catalyzes a change within them known only as &#039;&#039;ceremorphosis—&#039;&#039;a slow and insidious transformation to become what they call the ideal form in mind flayers.&lt;br /&gt;
&lt;br /&gt;
=== The Created ===&lt;br /&gt;
&lt;br /&gt;
==== [[Dread Homunculus|Homunculus, Dread]] ====&lt;br /&gt;
Stolen souls given to sculpted, inured simulacra, Dread Homunculi imitate familiar visages with frightening accuracy. Nevertheless, they are doomed to become aware over the course of their existence that they are “other than”, and lack life’s divine spark. Likewise they will become miserous and develop &#039;&#039;zeitgebers&#039;&#039; relating to the ambitions they can no longer realize, vengeful to the last for what has been taken. &lt;br /&gt;
&lt;br /&gt;
==== [[Dread Golem|Golem, Dread]] ====&lt;br /&gt;
Creations of intense passion impressed upon by their creator’s twisted desires, Dread Golems are novel consciousnesses which arise from these bodies as “alive” but naive constructs. Their relationship with their creator is forgone and tragic, as neither may live without the other, yet are constantly frustrated by their opposite’s inability to fulfill their own passions. Their zeitgebers are ironic parodies of the creator’s fears, as Dread Golems inevitably turn into their—and their own—worst nightmares.&lt;br /&gt;
&lt;br /&gt;
=== The Living Dead ===&lt;br /&gt;
&lt;br /&gt;
==== [[Ancient Dead]] ====&lt;br /&gt;
Preserved in a manner profane, the Ancient Dead are the corporeal guardians of specific times and places, now displaced by the Mists of Death. Their anger over not being able to return to their rightful halls cause these creatures to bestow deadly &#039;&#039;ancient hexes&#039;&#039; upon the still living as they scourge and scour the land in pursuit of impossible answers.&lt;br /&gt;
&lt;br /&gt;
===== [[Death Knight]] =====&lt;br /&gt;
As loyal in death as they were in life, Death Knights are raised for eternal service to evil ideoligions. This bracken and blackguard connection to their beliefs or deities permit them great Occult powers based on the nature of their &#039;&#039;unholy knighthood&#039;&#039; as the gleeful vassals of only the most vile.&lt;br /&gt;
&lt;br /&gt;
==== [[Dread Ghoul|Ghoul, Dread]] ====&lt;br /&gt;
Insidious creatures ever starving and ever hungry, Dread Ghouls are unique among the living dead for they alone may suppress their &#039;&#039;ghoulish mien&#039;&#039; to appear as though alive—for a time. Their more complex appetites require the constant consumption of sentient flesh, and ever-shifting palates work to ensure that there will always come the time where they are forced to shed any deception to be among the ravenous carrion feeders so known to the Realms of Terror.&lt;br /&gt;
&lt;br /&gt;
==== [[Lich]] ====&lt;br /&gt;
Arcanists formerly alive who have taken on the shroud of undead immortality in pursuit of greater ambition, Liches are feared throughout the Prime Material and the Realms of Terror prove no exception. Their &#039;&#039;unholy archmagic&#039;&#039; allows Liches capabilities well beyond mortal arcanists—after trapping the souls of said mortal arcanists. They remain tethered to the Dread Material through their phylactery, whereupon they will be destroyed in an instant were it ever to come under harm.&lt;br /&gt;
&lt;br /&gt;
==== [[Dread Revenant|Revenant, Dread]] ====&lt;br /&gt;
What is dead may never die, and this is made no truer than beyond the Misty Border with Dread Revenants. Raised in moments of utter, vociferous hatred and need for vengeance, these engines of terror refuse their own destruction unless it is by the object of their &#039;&#039;unholy revenge&#039;&#039;. In this Dread Revenants cannot be stopped—only ever slowed down.&lt;br /&gt;
&lt;br /&gt;
==== [[Vampire]] ====&lt;br /&gt;
Inheritors of the “first gift” ever bestowed by the Mists of Death, vampires are the unliving children of their vampiric sires. Clannish feeders upon the blood of the living, these creatures are nocturnal predators cursed to be annihilated should they ever again walk in sunlight. The nature of their curse provides power in exchange for ironic weaknesses relating to the vampires’ lives, times which are now frustratingly closed and foreign to them.&lt;br /&gt;
&lt;br /&gt;
=== Shapechangers ===&lt;br /&gt;
&lt;br /&gt;
==== [[Dread Doppelganger|Doppelganger, Dread]] ====&lt;br /&gt;
The spawn of amorphous beings uncommon to the Realms of Terror, Dread Doppelgangers may emulate the appearance of any human they are able to touch. Yet they are relentlessly jealous of their &#039;&#039;double&#039;&#039;, normal humanoids of whom they cannot kill and must instead torment, harangue and gaslight into believing that they are the copy and the Dread Doppelganger the real article.&lt;br /&gt;
&lt;br /&gt;
==== [[Werecreature (template)|Werecreature]] ====&lt;br /&gt;
Divided between accursed and trueborn, Werecreatures are any who may change their shape from humanoid to any hybrid contingent with their &#039;&#039;wereborn strain&#039;&#039;. Thrust ever onward by whatever desires their new instincts dictate, these beings separate themselves from their “kin” by their strength and willingness—should the beast ever overcome the man—to precipitate untold disaster and misery.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2211</id>
		<title>Dread Ghoul</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2211"/>
		<updated>2025-11-02T00:40:39Z</updated>

		<summary type="html">&lt;p&gt;August: /* Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&#039;&#039;For I had known ever since it had first been upon mine lips:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O hunger, o hunger.&#039;&#039;&amp;lt;/blockquote&amp;gt;There are few members of the so-described Living Dead more canny and cruel than the dread ghoul, a creature unique to the demiplane above that of ghasts and even ghoul lords. They alone may suppress their &#039;&#039;ghoulish mien&#039;&#039; to transform into a form “alive”—for a time. Though this may grant the dread ghoul unprecedented ability in infiltrating humanoid societies, no dark gift is without consequence beyond the Misty Border and these beasts bear no exception. While transformed their hunger simmers just under the surface; latent, watching and never satisfied. Should the dread ghoul ever fail to fulfill their appetites, the monster formerly lurking shall burst from them though as easy as ripping away a second skin, no less ravenous than the starving carrion feeders they would have decried as “lesser” kin.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
When transformed, the dread ghoul is a vision of who they were in life—they espouse no obvious signs of undeath other than a lack of aging. They undulate, produce breath steam and their blood is likewise “warm”, though becomes cool and black mere seconds after leaving their bodies. Any scar or impairment they had prior to death are also present, though the supernatural strength and dexterity which follows into transformation compensates unless the dread ghoul chooses to feign continued disability. &lt;br /&gt;
&lt;br /&gt;
As the ghoul, their complexion becomes pale, gaunt and severe, with enormous, keratinous claws launching from every fingertip. These beasts are built lean, even emaciated; most identifiable are the white, hateful state of their eyes, burning like bright coals in the dark. Their teeth are inhumanly sharp, designed to rip through flesh though each its own butcher’s blade. Their tongues are likewise long, lashed things, latching on to suck away ichor and marrow.&lt;br /&gt;
&lt;br /&gt;
There is a distinct, malodorous stench about these monsters, no doubt consequence from their kills&#039; savage character, and never does this come clean. Even when transformed, though the dread ghoul ceases to emit any peculiar odor for others, worrying after them anyway, they are likely to wear heavy perfumes or colognes in an effort to mask this for themselves and only ever to middling effect.&lt;br /&gt;
&lt;br /&gt;
=== Creation ===&lt;br /&gt;
The mechanism by way a dread ghoul occurs is consistent and simple—they result whenever a soul sufficiently strong or interesting to the Mists succumbs to &#039;&#039;ghoul fever&#039;&#039;, the same terrible disease that creates the common ghoul and ghast. How an individual may contract &#039;&#039;ghoul fever&#039;&#039; changes—most often, it incubates in victims who survives a ghoul attack but are bitten, yet may also manifest an individual who feasts on the dead in a dishonorable way, typical of cannibals or, more tragic, desperate survival.&lt;br /&gt;
&lt;br /&gt;
Nevertheless once contracted &#039;&#039;ghoul fever&#039;&#039; is terminal until the sufferer dies or is cured. The primary symptom of this disease other than bloodshot eyes and the fever itself is the wasting hunger precipitated from it—a sufferer is doomed to feel ever starving for red meat until they perish from this imagined “starvation”, no matter their actual intake of food and any physically full belly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ghoul fever&#039;&#039; is a supernatural disease and cannot be cured other than from &#039;&#039;[[restoration]]&#039;&#039;; even upon receipt of &#039;&#039;restoration&#039;&#039;, the sufferer must succeed at a &amp;lt;code&amp;gt;DC 17&amp;lt;/code&amp;gt; Will save as they smother the dark urges bubbling up from within or else their symptoms will only be staved away than the disease cured. Further &#039;&#039;restoration&#039;&#039; attempts will not roll to cure for 48 hours [[Date and Time|IRT]].&lt;br /&gt;
&lt;br /&gt;
Strong willed suffers may survive &#039;&#039;ghoul fever&#039;&#039; for weeks, even a few months, but none ever defeat this pox without intervention. Assuming their body is not destroyed, they will rise as a dread ghoul 3 days later IRT. The dual natures of such creatures work to ensure they rise transformed—stories of spontaneous, miraculous “resurrections” are not uncommon in the Realms of Terror and are often framed that way by the nascent dread ghoul themselves, but the Craving is never long behind.&lt;br /&gt;
&lt;br /&gt;
=== Feeding ===&lt;br /&gt;
A dread ghoul, unlike the common ghoul and ghast, cannot sustain themselves solely on carrion. Their simplest hunger persists in needing 20lbs of red meat be it dead, alive or rotting per day. Diligent dread ghouls are able to fulfill this requirement while transformed, though there is always an element of palpable excitement around food which makes maintaining appearances difficult, as they must produce patience to wait until such food is prepared in a manner polite as opposed to raw and still bleeding.&lt;br /&gt;
&lt;br /&gt;
More troublesome is their need for complex, sentient flesh—a dread ghoul must again eat 20lbs of this meat once a week or the ghoul will be forced out and sent into a &#039;&#039;hungry frenzy&#039;&#039; until satiated. Conversely to vampires, their quarries need not be alive to honor the Craving, but many dread ghouls find their palates ever-shifting such that rationing victims to last is not effective—evidence, perhaps, that the dread ghoul requires thrill in the kill for it to pass muster.&lt;br /&gt;
&lt;br /&gt;
Should the dread ghoul be denied in excess of their &#039;&#039;hungry frenzy&#039;&#039; and its immediate fallout, they will enter stasis until food of any kind presents itself, whereupon they will immediately “awaken” and attack until it is eaten or the dread ghoul destroyed. Ironically, once dead these creatures may never actually starve, though the Craving in them forever urges otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Habitat/Society ===&lt;br /&gt;
Due to their transformations, a dread ghoul is attracted to any environment familiar to them when alive, and this is contrary to the common ghoul or ghast who range outside their territories around graveyards and other sites of mass death only when corpses no longer provide. In this way dread ghouls are found wherever society is found, as their more sophisticated appetites necessitate proximity to quarry.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls, though many times responsible for how others become one beside their own appetites, are not social and do not espouse clannish behavior like the next most humanoid undead, the vampire. Many find the primitive and savage “lifestyle” of their lesser kin as affronting to their transformed sensibilities, despite that they themselves are far more destructive when allowed to be as they really are.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul may preternaturally identify another of their “kin” even if both are transformed. Should their palates diverge enough to be complementary, they may even tolerate each other’s existence. However, as creatures thrust along by selfish compulsion, hunger and other hedonisms, these partnerships are scarce to last. After all, it is possible for a dread ghoul to cannibalize another—and they may even discover they like the taste.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul is sterile when transformed; there is little doubt that these are but small mercies in the Realms of Terror.&lt;br /&gt;
&lt;br /&gt;
Likewise, the dread ghoul is unlikely to aspire to create more since there is no way of knowing whether a bitten victim will rise as a subjugated common ghoul or ghast and not competition in another dread ghoul. Therefore societies infiltrated by these deleterious creatures may breath some sigh of relief, as a single dread ghoul should not herald an infestation unless cornered and starving…&lt;br /&gt;
&lt;br /&gt;
… but they are always starving, aren’t they?&lt;br /&gt;
&lt;br /&gt;
=== Pathos/Combat ===&lt;br /&gt;
Though adept dread ghouls cajole and manipulate the living into believing their transformed selves are still like them—some even espouse personalities so separate from the monster within as to be like two people—the truth is far less:&lt;br /&gt;
&lt;br /&gt;
They are slaves to the Craving.&lt;br /&gt;
&lt;br /&gt;
The Craving is their god before all gods; the Craving is the altar upon which only hunger may worship; the Craving is what gives definition to their facsimile of life, and will be there at their side when they reveal—not become—the beast that had always been. But what is the Craving, really?&lt;br /&gt;
&lt;br /&gt;
It is bottomless.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls are ambush predators, advantaging the alone and unwary. They are dexterous, not strong for an undead, and are masters of sudden, overwhelming force. They may employ lesser ghouls and ghasts as minions where required, of whom are dominated by the dread ghoul utterly; it is not uncommon for the dread ghoul to dispose of these minions the same as they would their victims rather than share any part of the kill.&lt;br /&gt;
&lt;br /&gt;
These creatures tend to vacillate between pride for their immortality and turgid, ugly jealousy for the truly alive, usually when excited by the Craving and helpless but to answer it. When a dread ghoul is “in control”, they are coy and glib—when confronted, they are all instinct and vitriol.&lt;br /&gt;
&lt;br /&gt;
Though difficult, dread ghouls normally preserve enough presence of mind to flee when faced with insurmountable odds. This creates elusive beasts who are difficult to rout until their salient weaknesses are understood so to force the ghoul out not on their terms.&lt;br /&gt;
&lt;br /&gt;
=== Weaknesses ===&lt;br /&gt;
The dread ghoul has few common weaknesses or allergens, even less when transformed. They retain discomfort around fire and aversion to platinum in both forms; great, mortal distress may also provoke the ghoul to reveal itself so to prevent destruction.&lt;br /&gt;
&lt;br /&gt;
They are affected more from salient weaknesses—a dread ghoul [[Bard]] may take such offense at another’s performance that they will devour them believing that only this shall maintain their “perfect” voice alone, for example. In presence of their salient weaknesses, it is only a matter of time before any feigned pleasantries dissolve away into the Mists.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls denied feedings become frantic, propelled towards the quickest resolution to their Craving at the expense of sense. They cannot transform until satiated.&lt;br /&gt;
&lt;br /&gt;
They are destroyed through annihilation, as their undeath will restore them however slowly unless utter and total, aided by fire. A dread ghoul who lacks a head or otherwise cannot feed will enter stasis until the first ability and opportunity presents itself. Regeneration from a torso takes weeks; if they are only missing a head, then days.&lt;br /&gt;
&lt;br /&gt;
=== Suggested Reading ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;[https://en.wikisource.org/wiki/Strange_Case_of_Dr_Jekyll_and_Mr_Hyde Strange Case of Dr Jekyll and Mr Hyde]&#039;&#039; (1886)&#039;&#039;,&#039;&#039; Robert Louis Stevenson&lt;br /&gt;
* &#039;&#039;[https://en.wikisource.org/wiki/The_Picture_of_Dorian_Gray_(1891) The Picture of Dorian Gray]&#039;&#039; (1891), Oscar Wilde&lt;br /&gt;
&lt;br /&gt;
== Dread Ghouls in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
Dread ghoul is an applied template with no associated [[Mist Tokens|MT]] cost, nor special considerations in the application process. It may be applied to existing player characters who were bitten and are dying or have died of &#039;&#039;ghoul fever&#039;&#039;, or from the spontaneous manifest in dishonorable cannibals.&lt;br /&gt;
&lt;br /&gt;
=== Template Adjustments ===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Attributes&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;STR&amp;lt;/code&amp;gt;&#039;&#039;&#039; +2&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;DEX&amp;lt;/code&amp;gt;&#039;&#039;&#039; +6&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;CON&amp;lt;/code&amp;gt;&#039;&#039;&#039; ∅ (10)&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;INT&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;WIS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;PRS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +4&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Skills&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 +6 to [[Stealth and Detection|Stealth]], +4 to [[Skills|Persuasion]], Deception and Intimidation, +2 to Tumble and Intuition (both forms)&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Typing and Immunities&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
 Gains undead racial typing unless transformed, whereon they instead have the same racial typing as they had in life. Shares all common immunities with the undead racial type unless transformed.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Combat&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 d12 HD (retroactive)&lt;br /&gt;
 +3 untyped AC&lt;br /&gt;
 +3 resistance against &#039;&#039;turn, rebuke and control undead&#039;&#039;&lt;br /&gt;
 15% fire damage vulnerability (ghoul)&lt;br /&gt;
 5/+2 DR (ghoul)&lt;br /&gt;
 Hostile [[Notoriety|NR]] if uncovered in all major domains unless transformed&lt;br /&gt;
 Dominates lesser ghouls and ghasts, will not be attacked by other AI-controlled undead unless transformed&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul claws (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Replaces natural weapon with 2d4+2 slashing damage, 1d6 necrotic damage claws; the dread ghoul cannot wield weapons or shields unless transformed, but may use off-hand equipment. Provokes DC level+PRS Will save against &#039;&#039;[[Status Effects|daze]]&#039;&#039; per attack. These claws behave as though under &#039;&#039;[[Keen Weapon|keen weapon]]&#039;&#039; with 18-20/x2 threat range&#039;&#039;,&#039;&#039; and have an additional 1d8 slashing damage explosion die on critical.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul bite (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Activate to replace next attack with a 2d6+2 crushing damage, 2d6 necrotic damage bite. This attack replaces all others which would have occurred in a flurry, but uses the highest available AB. Provokes DC 12+PRS Fortitude save versus disease to not contract &#039;&#039;ghoul fever.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Non-Salient Abilities&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoulish mien (Su)&amp;lt;/code&amp;gt;&#039;&#039;: At will, so long as their simple and complex hungers are satiated, the dread ghoul transforms into a form equivalent, if superficially, to being alive. They lose any immunities as consequence of suppressing their undead racial type, and are no longer healed by negative energy nor are harmed by positive energy. As this is a transformation, it is not a disguise that may be pierced per [[Disguises and Personae]], however will load a different description set in the specialty disguise area of that menu.&lt;br /&gt;
 &lt;br /&gt;
 Any salient weaknesses still affect the dread ghoul while transformed and may force the ghoul out if they are not removed from their triggers, subject to a DC 15 Will save that may be called for by a [[Staff, Requirements and Applications#Game Masters|Game Master]] or privately rolled by the dread ghoul themselves.&lt;br /&gt;
 &lt;br /&gt;
 Supernatural detection such as &#039;&#039;undead awareness&#039;&#039; register the transformed dread ghoul as alive, but will still provoke a Will save to notify that detection was attempted.&lt;br /&gt;
 &lt;br /&gt;
 Dread ghouls benefit from all abilities, salient or otherwise, as they would normally while transformed other than &#039;&#039;hungry frenzy,&#039;&#039; which if activated will automatically force the ghoul out.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul gaze (Su)&amp;lt;/code&amp;gt;&#039;&#039;: At will, the dread ghoul takes an action to attempt to &#039;&#039;paralyze&#039;&#039; a living target with a look, provoking a DC 2+level+PRS Will save versus mind-affecting as a gaze attack. If the target fails, they are &#039;&#039;paralyzed&#039;&#039; for 1d4 rounds plus half the dread ghoul&#039;s level, rounded down. If the target saves, they are immune to any further &#039;&#039;ghoul gaze&#039;&#039; attempts for the next hour IGT and are notified that a hostile action was performed on them.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Devour flesh (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: The dread ghoul abandons all other actions to partake in the bloody feeding of a corpse or downed target. If the target is not sentient, they will satiate their basic hunger for 24 hours IRT; if sentient, they satiate their complex hunger for 1 week IRT.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Devour flesh&#039;&#039; may be performed on corpses that dread ghoul spawns, but will generate a descriptive bloodstain at site of the act. If the victim is a downed player, after 90 seconds IRT they will be maimed per [[Death, Dying and Maiming]]. The dread ghoul restores 20% of their maximum HP every round while feeding.&lt;br /&gt;
 &#039;&#039;Hungry frenzy (Ex)&#039;&#039;: As a free action the dread ghoul enters a berserk state, dealing an additional 1d4 negative energy damage on their claw attacks and restoring their health for the negative energy damage dealt. They gain +2 STR and DEX while frenzied, increasing to +4 should they or an ally kill or incapacitate a living target. This state persists for a &#039;&#039;quick&#039;&#039; duration, refreshing per successful kill or incapacitation (once per target).&lt;br /&gt;
 &lt;br /&gt;
 The dread ghoul cannot cast spells unless they lack somatic components while in &#039;&#039;hungry frenzy&#039;&#039; and should it or its allies fail to refresh &#039;&#039;hungry frenzy&#039;&#039; at least once, all will suffer -2 STR and DEX for another &#039;&#039;quick&#039;&#039; duration. The dread ghoul cannot transform while in any phase of &#039;&#039;hungry frenzy.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2210</id>
		<title>Dread Ghoul</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2210"/>
		<updated>2025-11-02T00:12:16Z</updated>

		<summary type="html">&lt;p&gt;August: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&#039;&#039;For I had known ever since it had first been upon mine lips:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O hunger, o hunger.&#039;&#039;&amp;lt;/blockquote&amp;gt;There are few members of the so-described Living Dead more canny and cruel than the dread ghoul, a creature unique to the demiplane above that of ghasts and even ghoul lords. They alone may suppress their &#039;&#039;ghoulish mien&#039;&#039; to transform into a form “alive”—for a time. Though this may grant the dread ghoul unprecedented ability in infiltrating humanoid societies, no dark gift is without consequence beyond the Misty Border and these beasts bear no exception. While transformed their hunger simmers just under the surface; latent, watching and never satisfied. Should the dread ghoul ever fail to fulfill their appetites, the monster formerly lurking shall burst from them though as easy as ripping away a second skin, no less ravenous than the starving carrion feeders they would have decried as “lesser” kin.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
When transformed, the dread ghoul is a vision of who they were in life—they espouse no obvious signs of undeath other than a lack of aging. They undulate, produce breath steam and their blood is likewise “warm”, though becomes cool and black mere seconds after leaving their bodies. Any scar or impairment they had prior to death are also present, though the supernatural strength and dexterity which follows into transformation compensates unless the dread ghoul chooses to feign continued disability. &lt;br /&gt;
&lt;br /&gt;
As the ghoul, their complexion becomes pale, gaunt and severe, with enormous, keratinous claws launching from every fingertip. These beasts are built lean, even emaciated; most identifiable are the white, hateful state of their eyes, burning like bright coals in the dark. Their teeth are inhumanly sharp, designed to rip through flesh though each its own butcher’s blade. Their tongues are likewise long, lashed things, latching on to suck away ichor and marrow.&lt;br /&gt;
&lt;br /&gt;
There is a distinct, malodorous stench about these monsters, no doubt consequence from their kills&#039; savage character, and never does this come clean. Even when transformed, though the dread ghoul ceases to emit any peculiar odor for others, worrying after them anyway, they are likely to wear heavy perfumes or colognes in an effort to mask this for themselves and only ever to middling effect.&lt;br /&gt;
&lt;br /&gt;
=== Creation ===&lt;br /&gt;
The mechanism by way a dread ghoul occurs is consistent and simple—they are the result whenever a soul sufficiently strong or interesting to the Mists succumbs to &#039;&#039;ghoul fever&#039;&#039;, the same terrible disease which creates the common ghoul and ghast. How an individual may contract &#039;&#039;ghoul fever&#039;&#039; changes—most often, it incubates in victims who survive a ghoul attack and are bitten, yet may also spontaneously manifest an individual who begins feasting on the dead in a dishonorable way, typical of cannibals or, more tragic, desperate survival.&lt;br /&gt;
&lt;br /&gt;
Nevertheless once contracted &#039;&#039;ghoul fever&#039;&#039; is terminal until the sufferer dies or is cured. The primary symptom of this disease other than bloodshot eyes and the fever itself is the wasting hunger precipitated from it—a sufferer is doomed to feel ever starving for red meat until they perish from this imagined “starvation”, no matter their actual intake of food and any physically full belly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ghoul fever&#039;&#039; is a supernatural disease and cannot be cured other than with &#039;&#039;[[restoration]]&#039;&#039;; even upon receipt of &#039;&#039;restoration&#039;&#039;, the sufferer must succeed at a &amp;lt;code&amp;gt;DC 17&amp;lt;/code&amp;gt; Will save as they smother the dark urges bubbling up from within themselves or else their symptoms will only be staved away than the disease cured. Further &#039;&#039;restoration&#039;&#039; attempts will not roll to cure for 48 hours [[Date and Time|IRT]].&lt;br /&gt;
&lt;br /&gt;
Strong willed suffers may survive &#039;&#039;ghoul fever&#039;&#039; for weeks, even a few months, but none ever defeat this pox without intervention. Assuming their body is not destroyed, they will rise as a dread ghoul 3 days later IRT. The dual natures of such creatures work to ensure they rise transformed—stories of spontaneous, miraculous “resurrections” are not uncommon in the Realms of Terror, often framed that way by the nascent dread ghoul themselves, but the Craving is never long behind.&lt;br /&gt;
&lt;br /&gt;
=== Feeding ===&lt;br /&gt;
A dread ghoul, unlike the common ghoul and ghast, cannot sustain themselves solely on carrion. Their simplest hunger persists in needing 20lbs of red meat be it dead, alive or rotting per day. Diligent dread ghouls are able to fulfill this requirement while transformed, though there is always an element of palpable excitement around food which makes maintaining appearances difficult, as they must produce the patience to wait until such food is prepared in a manner polite as opposed to raw and still bleeding.&lt;br /&gt;
&lt;br /&gt;
More troublesome is their need for complex, sentient flesh—a dread ghoul must again eat 20lbs of this meat once a week or the ghoul will be forced out and sent into a &#039;&#039;hungry frenzy&#039;&#039; until satiated. Unlike vampires, their quarries need not be alive to honor the Craving, but many dread ghouls find their palates ever-shifting such that rationing victims to last is not effective—evidence, perhaps, that the dread ghoul requires thrill in the kill for it to pass muster.&lt;br /&gt;
&lt;br /&gt;
Should the dread ghoul be denied in excess of their &#039;&#039;hungry frenzy&#039;&#039; and its immediate fallout, they will enter stasis until food of any kind presents itself, whereupon they will immediately “awaken” and attack until it is eaten or the dread ghoul destroyed. Ironically, once dead these creatures may never actually starve, though the Craving in them forever urges otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Habitat/Society ===&lt;br /&gt;
Due to their transformations, a dread ghoul is attracted to any environment familiar to them when alive, and this is contrary to the common ghoul or ghast who range outside their territories around graveyards and other sites of mass death only when corpses no longer provide. In this way dread ghouls are found wherever society is found, as their more sophisticated appetites necessitate proximity to quarry.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls, though many times responsible for how others become one beside their own appetites, are not social and do not espouse clannish behavior like the next most humanoid undead, the vampire. Many find the primitive and savage “lifestyle” of their lesser kin as affronting to their transformed sensibilities, despite that they themselves are far more destructive when allowed to be as they really are.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul may preternaturally identify another of their “kin” even if both are transformed. Should their palates diverge enough to be complementary, they may even tolerate each other’s existence. However, as creatures thrust along by selfish compulsion, hunger and other hedonisms, these partnerships are scarce to last. After all, it is possible for a dread ghoul to cannibalize another—and they may even discover they like the taste.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul is sterile when transformed; there is little doubt that these are but small mercies in the Realms of Terror.&lt;br /&gt;
&lt;br /&gt;
Likewise, the dread ghoul is unlikely to aspire to create more since there is no way of knowing whether a bitten victim will rise as a subjugated common ghoul or ghast and not competition in another dread ghoul. Therefore societies infiltrated by these deleterious creatures may breath some sigh of relief, as a single dread ghoul should not herald an infestation unless cornered and starving…&lt;br /&gt;
&lt;br /&gt;
… but they are always starving, aren’t they?&lt;br /&gt;
&lt;br /&gt;
=== Pathos/Combat ===&lt;br /&gt;
Though adept dread ghouls cajole and manipulate the living into believing their transformed selves are still like them—some even espouse personalities so separate from the monster within as to be like two people—the truth is far less:&lt;br /&gt;
&lt;br /&gt;
They are slaves to the Craving.&lt;br /&gt;
&lt;br /&gt;
The Craving is their god before all gods; the Craving is the altar upon which only hunger may worship; the Craving is what gives definition to their facsimile of life, and will be there at their side when they reveal—not become—the beast that had always been. But what is the Craving, really?&lt;br /&gt;
&lt;br /&gt;
It is bottomless.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls are ambush predators, advantaging the alone and unwary. They are dexterous, not strong for an undead, and are masters of sudden, overwhelming force. They may employ lesser ghouls and ghasts as minions where required, of whom are dominated by the dread ghoul utterly; it is not uncommon for the dread ghoul to dispose of these minions the same as they would their victims rather than share any part of the kill.&lt;br /&gt;
&lt;br /&gt;
These creatures tend to vacillate between pride for their immortality and turgid, ugly jealousy for the truly alive, usually when excited by the Craving and helpless but to answer it. When a dread ghoul is “in control”, they are coy and glib—when confronted, they are all instinct and vitriol.&lt;br /&gt;
&lt;br /&gt;
Though difficult, dread ghouls normally preserve enough presence of mind to flee when faced with insurmountable odds. This creates elusive beasts who are difficult to rout until their salient weaknesses are understood so to force the ghoul out not on their terms.&lt;br /&gt;
&lt;br /&gt;
=== Weaknesses ===&lt;br /&gt;
The dread ghoul has few common weaknesses or allergens, even less when transformed. They retain discomfort around fire and aversion to platinum in both forms; great, mortal distress may also provoke the ghoul to reveal itself so to prevent destruction.&lt;br /&gt;
&lt;br /&gt;
They are affected more from salient weaknesses—a dread ghoul [[Bard]] may take such offense at another’s performance that they will devour them believing that only this shall maintain their “perfect” voice alone, for example. In presence of their salient weaknesses, it is only a matter of time before any feigned pleasantries dissolve away into the Mists.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls denied feedings become frantic, propelled towards the quickest resolution to their Craving at the expense of sense. They cannot transform until satiated.&lt;br /&gt;
&lt;br /&gt;
They are destroyed through annihilation, as their undeath will restore them however slowly unless utter and total, aided by fire. A dread ghoul who lacks a head or otherwise cannot feed will enter stasis until the first ability and opportunity presents itself. Regeneration from a torso takes weeks; if they are only missing a head, then days.&lt;br /&gt;
&lt;br /&gt;
=== Suggested Reading ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;[https://en.wikisource.org/wiki/Strange_Case_of_Dr_Jekyll_and_Mr_Hyde Strange Case of Dr Jekyll and Mr Hyde]&#039;&#039; (1886)&#039;&#039;,&#039;&#039; Robert Louis Stevenson&lt;br /&gt;
* &#039;&#039;[https://en.wikisource.org/wiki/The_Picture_of_Dorian_Gray_(1891) The Picture of Dorian Gray]&#039;&#039; (1891), Oscar Wilde&lt;br /&gt;
&lt;br /&gt;
== Dread Ghouls in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
Dread ghoul is an applied template with no associated [[Mist Tokens|MT]] cost, nor special considerations in the application process. It may be applied to existing player characters who were bitten and are dying or have died of &#039;&#039;ghoul fever&#039;&#039;, or from the spontaneous manifest in dishonorable cannibals.&lt;br /&gt;
&lt;br /&gt;
=== Template Adjustments ===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Attributes&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;STR&amp;lt;/code&amp;gt;&#039;&#039;&#039; +2&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;DEX&amp;lt;/code&amp;gt;&#039;&#039;&#039; +6&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;CON&amp;lt;/code&amp;gt;&#039;&#039;&#039; ∅ (10)&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;INT&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;WIS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;PRS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +4&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Skills&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 +6 to [[Stealth and Detection|Stealth]], +4 to [[Skills|Persuasion]], Deception and Intimidation, +2 to Tumble and Intuition (both forms)&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Typing and Immunities&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
 Gains undead racial typing unless transformed, whereon they instead have the same racial typing as they had in life. Shares all common immunities with the undead racial type unless transformed.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Combat&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 d12 HD (retroactive)&lt;br /&gt;
 +3 untyped AC&lt;br /&gt;
 +3 resistance against &#039;&#039;turn, rebuke and control undead&#039;&#039;&lt;br /&gt;
 15% fire damage vulnerability (ghoul)&lt;br /&gt;
 5/+2 DR (ghoul)&lt;br /&gt;
 Hostile [[Notoriety|NR]] if uncovered in all major domains unless transformed&lt;br /&gt;
 Dominates lesser ghouls and ghasts, will not be attacked by other AI-controlled undead unless transformed&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul claws (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Replaces natural weapon with 2d4+2 slashing damage, 1d6 necrotic damage claws; the dread ghoul cannot wield weapons or shields unless transformed, but may use off-hand equipment. Provokes DC level+PRS Will save against &#039;&#039;[[Status Effects|daze]]&#039;&#039; per attack. These claws behave as though under &#039;&#039;[[Keen Weapon|keen weapon]]&#039;&#039; with 18-20/x2 threat range&#039;&#039;,&#039;&#039; and have an additional 1d8 slashing damage explosion die on critical.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul bite (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Activate to replace next attack with a 2d6+2 crushing damage, 2d6 necrotic damage bite. This attack replaces all others which would have occurred in a flurry, but uses the highest available AB. Provokes DC 12+PRS Fortitude save versus disease to not contract &#039;&#039;ghoul fever.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Non-Salient Abilities&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoulish mien (Su)&amp;lt;/code&amp;gt;&#039;&#039;: At will, so long as their simple and complex hungers are satiated, the dread ghoul transforms into a form equivalent, if superficially, to being alive. They lose any immunities as consequence of suppressing their undead racial type, and are no longer healed by negative energy nor are harmed by positive energy. As this is a transformation, it is not a disguise that may be pierced per [[Disguises and Personae]], however will load a different description set in the specialty disguise area of that menu.&lt;br /&gt;
 &lt;br /&gt;
 Any salient weaknesses still affect the dread ghoul while transformed and may force the ghoul out if they are not removed from their triggers, subject to a DC 15 Will save that may be called for by a [[Staff, Requirements and Applications#Game Masters|Game Master]] or privately rolled by the dread ghoul themselves.&lt;br /&gt;
 &lt;br /&gt;
 Supernatural detection such as &#039;&#039;undead awareness&#039;&#039; register the transformed dread ghoul as alive, but will still provoke a Will save to notify that detection was attempted.&lt;br /&gt;
 &lt;br /&gt;
 Dread ghouls benefit from all abilities, salient or otherwise, as they would normally while transformed other than &#039;&#039;hungry frenzy,&#039;&#039; which if activated will automatically force the ghoul out.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul gaze (Su)&amp;lt;/code&amp;gt;&#039;&#039;: At will, the dread ghoul takes an action to attempt to &#039;&#039;paralyze&#039;&#039; a living target with a look, provoking a DC 2+level+PRS Will save versus mind-affecting as a gaze attack. If the target fails, they are &#039;&#039;paralyzed&#039;&#039; for 1d4 rounds plus half the dread ghoul&#039;s level, rounded down. If the target saves, they are immune to any further &#039;&#039;ghoul gaze&#039;&#039; attempts for the next hour IGT and are notified that a hostile action was performed on them.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Devour flesh (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: The dread ghoul abandons all other actions to partake in the bloody feeding of a corpse or downed target. If the target is not sentient, they will satiate their basic hunger for 24 hours IRT; if sentient, they satiate their complex hunger for 1 week IRT.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Devour flesh&#039;&#039; may be performed on corpses that dread ghoul spawns, but will generate a descriptive bloodstain at site of the act. If the victim is a downed player, after 90 seconds IRT they will be maimed per [[Death, Dying and Maiming]]. The dread ghoul restores 20% of their maximum HP every round while feeding.&lt;br /&gt;
 &#039;&#039;Hungry frenzy (Ex)&#039;&#039;: As a free action the dread ghoul enters a berserk state, dealing an additional 1d4 negative energy damage on their claw attacks and restoring their health for the negative energy damage dealt. They gain +2 STR and DEX while frenzied, increasing to +4 should they or an ally kill or incapacitate a living target. This state persists for a &#039;&#039;quick&#039;&#039; duration, refreshing per successful kill or incapacitation (once per target).&lt;br /&gt;
 &lt;br /&gt;
 The dread ghoul cannot cast spells unless they lack somatic components while in &#039;&#039;hungry frenzy&#039;&#039; and should it or its allies fail to refresh &#039;&#039;hungry frenzy&#039;&#039; at least once, all will suffer -2 STR and DEX for another &#039;&#039;quick&#039;&#039; duration. The dread ghoul cannot transform while in any phase of &#039;&#039;hungry frenzy.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2209</id>
		<title>Dread Ghoul</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2209"/>
		<updated>2025-11-02T00:11:59Z</updated>

		<summary type="html">&lt;p&gt;August: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&#039;&#039;For I had known ever since it had first been upon mine lips:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O hunger, o hunger.&#039;&#039;&amp;lt;/blockquote&amp;gt;There are few members of the so-described Living Dead more canny and cruel than the dread ghoul, a creature unique to the demiplane above that of ghasts and even ghoul lords. They alone may suppress their &#039;&#039;ghoulish mien&#039;&#039; to transform into a form “alive”—for a time. Though this may grant the dread ghoul unprecedented ability in infiltrating humanoid societies, no dark gift is without consequence beyond the Misty Border and these beasts bear no exception. While transformed their hunger simmers just under the surface; latent, watching and never satisfied. Should the dread ghoul ever fail to fulfill their appetites, the monster formerly lurking shall burst from them though as easy as ripping away a second skin, no less ravenous than the starving carrion feeders they would have decried as “lesser” kin.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
When transformed, the dread ghoul is a vision of who they were in life—they espouse no obvious signs of undeath other than a lack of aging. They undulate, produce breath steam and their blood is likewise “warm”, though becomes cool and black mere seconds after leaving their bodies. Any scar or impairment they had prior to death are also present, though the supernatural strength and dexterity which follows into transformation compensates unless the dread ghoul chooses to feign continued disability. &lt;br /&gt;
&lt;br /&gt;
As the ghoul, their complexion becomes pale, gaunt and severe, with enormous, keratinous claws launching from every fingertip. These beasts are built lean, even emaciated; most identifiable are the white, hateful state of their eyes, burning like bright coals in the dark. Their teeth are inhumanly sharp, designed to rip through flesh though each its own butcher’s blade. Their tongues are likewise long, lashed things, latching on to suck away ichor and marrow.&lt;br /&gt;
&lt;br /&gt;
There is a distinct, malodorous stench about these monsters, no doubt consequence from their kills&#039; savage character, and never does this come clean. Even when transformed, though the dread ghoul ceases to emit any peculiar odor for others, worrying after them anyway, they are likely to wear heavy perfumes or colognes in an effort to mask this for themselves, only ever to middling effect.&lt;br /&gt;
&lt;br /&gt;
=== Creation ===&lt;br /&gt;
The mechanism by way a dread ghoul occurs is consistent and simple—they are the result whenever a soul sufficiently strong or interesting to the Mists succumbs to &#039;&#039;ghoul fever&#039;&#039;, the same terrible disease which creates the common ghoul and ghast. How an individual may contract &#039;&#039;ghoul fever&#039;&#039; changes—most often, it incubates in victims who survive a ghoul attack and are bitten, yet may also spontaneously manifest an individual who begins feasting on the dead in a dishonorable way, typical of cannibals or, more tragic, desperate survival.&lt;br /&gt;
&lt;br /&gt;
Nevertheless once contracted &#039;&#039;ghoul fever&#039;&#039; is terminal until the sufferer dies or is cured. The primary symptom of this disease other than bloodshot eyes and the fever itself is the wasting hunger precipitated from it—a sufferer is doomed to feel ever starving for red meat until they perish from this imagined “starvation”, no matter their actual intake of food and any physically full belly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ghoul fever&#039;&#039; is a supernatural disease and cannot be cured other than with &#039;&#039;[[restoration]]&#039;&#039;; even upon receipt of &#039;&#039;restoration&#039;&#039;, the sufferer must succeed at a &amp;lt;code&amp;gt;DC 17&amp;lt;/code&amp;gt; Will save as they smother the dark urges bubbling up from within themselves or else their symptoms will only be staved away than the disease cured. Further &#039;&#039;restoration&#039;&#039; attempts will not roll to cure for 48 hours [[Date and Time|IRT]].&lt;br /&gt;
&lt;br /&gt;
Strong willed suffers may survive &#039;&#039;ghoul fever&#039;&#039; for weeks, even a few months, but none ever defeat this pox without intervention. Assuming their body is not destroyed, they will rise as a dread ghoul 3 days later IRT. The dual natures of such creatures work to ensure they rise transformed—stories of spontaneous, miraculous “resurrections” are not uncommon in the Realms of Terror, often framed that way by the nascent dread ghoul themselves, but the Craving is never long behind.&lt;br /&gt;
&lt;br /&gt;
=== Feeding ===&lt;br /&gt;
A dread ghoul, unlike the common ghoul and ghast, cannot sustain themselves solely on carrion. Their simplest hunger persists in needing 20lbs of red meat be it dead, alive or rotting per day. Diligent dread ghouls are able to fulfill this requirement while transformed, though there is always an element of palpable excitement around food which makes maintaining appearances difficult, as they must produce the patience to wait until such food is prepared in a manner polite as opposed to raw and still bleeding.&lt;br /&gt;
&lt;br /&gt;
More troublesome is their need for complex, sentient flesh—a dread ghoul must again eat 20lbs of this meat once a week or the ghoul will be forced out and sent into a &#039;&#039;hungry frenzy&#039;&#039; until satiated. Unlike vampires, their quarries need not be alive to honor the Craving, but many dread ghouls find their palates ever-shifting such that rationing victims to last is not effective—evidence, perhaps, that the dread ghoul requires thrill in the kill for it to pass muster.&lt;br /&gt;
&lt;br /&gt;
Should the dread ghoul be denied in excess of their &#039;&#039;hungry frenzy&#039;&#039; and its immediate fallout, they will enter stasis until food of any kind presents itself, whereupon they will immediately “awaken” and attack until it is eaten or the dread ghoul destroyed. Ironically, once dead these creatures may never actually starve, though the Craving in them forever urges otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Habitat/Society ===&lt;br /&gt;
Due to their transformations, a dread ghoul is attracted to any environment familiar to them when alive, and this is contrary to the common ghoul or ghast who range outside their territories around graveyards and other sites of mass death only when corpses no longer provide. In this way dread ghouls are found wherever society is found, as their more sophisticated appetites necessitate proximity to quarry.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls, though many times responsible for how others become one beside their own appetites, are not social and do not espouse clannish behavior like the next most humanoid undead, the vampire. Many find the primitive and savage “lifestyle” of their lesser kin as affronting to their transformed sensibilities, despite that they themselves are far more destructive when allowed to be as they really are.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul may preternaturally identify another of their “kin” even if both are transformed. Should their palates diverge enough to be complementary, they may even tolerate each other’s existence. However, as creatures thrust along by selfish compulsion, hunger and other hedonisms, these partnerships are scarce to last. After all, it is possible for a dread ghoul to cannibalize another—and they may even discover they like the taste.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul is sterile when transformed; there is little doubt that these are but small mercies in the Realms of Terror.&lt;br /&gt;
&lt;br /&gt;
Likewise, the dread ghoul is unlikely to aspire to create more since there is no way of knowing whether a bitten victim will rise as a subjugated common ghoul or ghast and not competition in another dread ghoul. Therefore societies infiltrated by these deleterious creatures may breath some sigh of relief, as a single dread ghoul should not herald an infestation unless cornered and starving…&lt;br /&gt;
&lt;br /&gt;
… but they are always starving, aren’t they?&lt;br /&gt;
&lt;br /&gt;
=== Pathos/Combat ===&lt;br /&gt;
Though adept dread ghouls cajole and manipulate the living into believing their transformed selves are still like them—some even espouse personalities so separate from the monster within as to be like two people—the truth is far less:&lt;br /&gt;
&lt;br /&gt;
They are slaves to the Craving.&lt;br /&gt;
&lt;br /&gt;
The Craving is their god before all gods; the Craving is the altar upon which only hunger may worship; the Craving is what gives definition to their facsimile of life, and will be there at their side when they reveal—not become—the beast that had always been. But what is the Craving, really?&lt;br /&gt;
&lt;br /&gt;
It is bottomless.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls are ambush predators, advantaging the alone and unwary. They are dexterous, not strong for an undead, and are masters of sudden, overwhelming force. They may employ lesser ghouls and ghasts as minions where required, of whom are dominated by the dread ghoul utterly; it is not uncommon for the dread ghoul to dispose of these minions the same as they would their victims rather than share any part of the kill.&lt;br /&gt;
&lt;br /&gt;
These creatures tend to vacillate between pride for their immortality and turgid, ugly jealousy for the truly alive, usually when excited by the Craving and helpless but to answer it. When a dread ghoul is “in control”, they are coy and glib—when confronted, they are all instinct and vitriol.&lt;br /&gt;
&lt;br /&gt;
Though difficult, dread ghouls normally preserve enough presence of mind to flee when faced with insurmountable odds. This creates elusive beasts who are difficult to rout until their salient weaknesses are understood so to force the ghoul out not on their terms.&lt;br /&gt;
&lt;br /&gt;
=== Weaknesses ===&lt;br /&gt;
The dread ghoul has few common weaknesses or allergens, even less when transformed. They retain discomfort around fire and aversion to platinum in both forms; great, mortal distress may also provoke the ghoul to reveal itself so to prevent destruction.&lt;br /&gt;
&lt;br /&gt;
They are affected more from salient weaknesses—a dread ghoul [[Bard]] may take such offense at another’s performance that they will devour them believing that only this shall maintain their “perfect” voice alone, for example. In presence of their salient weaknesses, it is only a matter of time before any feigned pleasantries dissolve away into the Mists.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls denied feedings become frantic, propelled towards the quickest resolution to their Craving at the expense of sense. They cannot transform until satiated.&lt;br /&gt;
&lt;br /&gt;
They are destroyed through annihilation, as their undeath will restore them however slowly unless utter and total, aided by fire. A dread ghoul who lacks a head or otherwise cannot feed will enter stasis until the first ability and opportunity presents itself. Regeneration from a torso takes weeks; if they are only missing a head, then days.&lt;br /&gt;
&lt;br /&gt;
=== Suggested Reading ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;[https://en.wikisource.org/wiki/Strange_Case_of_Dr_Jekyll_and_Mr_Hyde Strange Case of Dr Jekyll and Mr Hyde]&#039;&#039; (1886)&#039;&#039;,&#039;&#039; Robert Louis Stevenson&lt;br /&gt;
* &#039;&#039;[https://en.wikisource.org/wiki/The_Picture_of_Dorian_Gray_(1891) The Picture of Dorian Gray]&#039;&#039; (1891), Oscar Wilde&lt;br /&gt;
&lt;br /&gt;
== Dread Ghouls in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
Dread ghoul is an applied template with no associated [[Mist Tokens|MT]] cost, nor special considerations in the application process. It may be applied to existing player characters who were bitten and are dying or have died of &#039;&#039;ghoul fever&#039;&#039;, or from the spontaneous manifest in dishonorable cannibals.&lt;br /&gt;
&lt;br /&gt;
=== Template Adjustments ===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Attributes&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;STR&amp;lt;/code&amp;gt;&#039;&#039;&#039; +2&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;DEX&amp;lt;/code&amp;gt;&#039;&#039;&#039; +6&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;CON&amp;lt;/code&amp;gt;&#039;&#039;&#039; ∅ (10)&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;INT&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;WIS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;PRS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +4&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Skills&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 +6 to [[Stealth and Detection|Stealth]], +4 to [[Skills|Persuasion]], Deception and Intimidation, +2 to Tumble and Intuition (both forms)&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Typing and Immunities&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
 Gains undead racial typing unless transformed, whereon they instead have the same racial typing as they had in life. Shares all common immunities with the undead racial type unless transformed.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Combat&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 d12 HD (retroactive)&lt;br /&gt;
 +3 untyped AC&lt;br /&gt;
 +3 resistance against &#039;&#039;turn, rebuke and control undead&#039;&#039;&lt;br /&gt;
 15% fire damage vulnerability (ghoul)&lt;br /&gt;
 5/+2 DR (ghoul)&lt;br /&gt;
 Hostile [[Notoriety|NR]] if uncovered in all major domains unless transformed&lt;br /&gt;
 Dominates lesser ghouls and ghasts, will not be attacked by other AI-controlled undead unless transformed&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul claws (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Replaces natural weapon with 2d4+2 slashing damage, 1d6 necrotic damage claws; the dread ghoul cannot wield weapons or shields unless transformed, but may use off-hand equipment. Provokes DC level+PRS Will save against &#039;&#039;[[Status Effects|daze]]&#039;&#039; per attack. These claws behave as though under &#039;&#039;[[Keen Weapon|keen weapon]]&#039;&#039; with 18-20/x2 threat range&#039;&#039;,&#039;&#039; and have an additional 1d8 slashing damage explosion die on critical.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul bite (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Activate to replace next attack with a 2d6+2 crushing damage, 2d6 necrotic damage bite. This attack replaces all others which would have occurred in a flurry, but uses the highest available AB. Provokes DC 12+PRS Fortitude save versus disease to not contract &#039;&#039;ghoul fever.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Non-Salient Abilities&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoulish mien (Su)&amp;lt;/code&amp;gt;&#039;&#039;: At will, so long as their simple and complex hungers are satiated, the dread ghoul transforms into a form equivalent, if superficially, to being alive. They lose any immunities as consequence of suppressing their undead racial type, and are no longer healed by negative energy nor are harmed by positive energy. As this is a transformation, it is not a disguise that may be pierced per [[Disguises and Personae]], however will load a different description set in the specialty disguise area of that menu.&lt;br /&gt;
 &lt;br /&gt;
 Any salient weaknesses still affect the dread ghoul while transformed and may force the ghoul out if they are not removed from their triggers, subject to a DC 15 Will save that may be called for by a [[Staff, Requirements and Applications#Game Masters|Game Master]] or privately rolled by the dread ghoul themselves.&lt;br /&gt;
 &lt;br /&gt;
 Supernatural detection such as &#039;&#039;undead awareness&#039;&#039; register the transformed dread ghoul as alive, but will still provoke a Will save to notify that detection was attempted.&lt;br /&gt;
 &lt;br /&gt;
 Dread ghouls benefit from all abilities, salient or otherwise, as they would normally while transformed other than &#039;&#039;hungry frenzy,&#039;&#039; which if activated will automatically force the ghoul out.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul gaze (Su)&amp;lt;/code&amp;gt;&#039;&#039;: At will, the dread ghoul takes an action to attempt to &#039;&#039;paralyze&#039;&#039; a living target with a look, provoking a DC 2+level+PRS Will save versus mind-affecting as a gaze attack. If the target fails, they are &#039;&#039;paralyzed&#039;&#039; for 1d4 rounds plus half the dread ghoul&#039;s level, rounded down. If the target saves, they are immune to any further &#039;&#039;ghoul gaze&#039;&#039; attempts for the next hour IGT and are notified that a hostile action was performed on them.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Devour flesh (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: The dread ghoul abandons all other actions to partake in the bloody feeding of a corpse or downed target. If the target is not sentient, they will satiate their basic hunger for 24 hours IRT; if sentient, they satiate their complex hunger for 1 week IRT.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Devour flesh&#039;&#039; may be performed on corpses that dread ghoul spawns, but will generate a descriptive bloodstain at site of the act. If the victim is a downed player, after 90 seconds IRT they will be maimed per [[Death, Dying and Maiming]]. The dread ghoul restores 20% of their maximum HP every round while feeding.&lt;br /&gt;
 &#039;&#039;Hungry frenzy (Ex)&#039;&#039;: As a free action the dread ghoul enters a berserk state, dealing an additional 1d4 negative energy damage on their claw attacks and restoring their health for the negative energy damage dealt. They gain +2 STR and DEX while frenzied, increasing to +4 should they or an ally kill or incapacitate a living target. This state persists for a &#039;&#039;quick&#039;&#039; duration, refreshing per successful kill or incapacitation (once per target).&lt;br /&gt;
 &lt;br /&gt;
 The dread ghoul cannot cast spells unless they lack somatic components while in &#039;&#039;hungry frenzy&#039;&#039; and should it or its allies fail to refresh &#039;&#039;hungry frenzy&#039;&#039; at least once, all will suffer -2 STR and DEX for another &#039;&#039;quick&#039;&#039; duration. The dread ghoul cannot transform while in any phase of &#039;&#039;hungry frenzy.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2208</id>
		<title>Dread Ghoul</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2208"/>
		<updated>2025-11-02T00:10:29Z</updated>

		<summary type="html">&lt;p&gt;August: /* Dread Ghouls in The Domains of Dread */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&#039;&#039;For I had known ever since it had first been upon mine lips:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O hunger, o hunger.&#039;&#039;&amp;lt;/blockquote&amp;gt;There are few members of the so-described Living Dead more canny and cruel than the dread ghoul, a creature unique to the demiplane above that of ghasts and even ghoul lords. They alone may suppress their &#039;&#039;ghoulish mien&#039;&#039; to transform into a form “alive”—for a time. Though this may grant the dread ghoul unprecedented ability in infiltrating humanoid societies, no dark gift is without consequence beyond the Misty Border and these beasts bear no exception. While transformed their hunger simmers just under the surface; latent, watching and never satisfied. Should the dread ghoul ever fail to fulfill their appetites, the monster formerly lurking shall burst from them though as easy as ripping away a second skin, no less ravenous than the starving carrion feeders they would have decried as “lesser” kin.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
When transformed, the dread ghoul is a vision of who they were in life—they espouse no obvious signs of undeath other than a lack of aging. They undulate, produce breath steam and their blood is likewise “warm”, though becomes cool and black mere seconds after leaving their bodies. Any scar or impairment they had prior to death are also present, though the supernatural strength and dexterity which follows into transformation compensates unless the dread ghoul chooses to feign continued disability. &lt;br /&gt;
&lt;br /&gt;
As the ghoul, their complexion becomes pale, gaunt and severe, with enormous, keratinous claws launching from every fingertip. These beasts are built lean, even emaciated; most identifiable are the white, hateful state of their eyes, burning like bright coals in the dark. Their teeth are inhumanly sharp, designed to rip through flesh though each its own butcher’s blade. Their tongues are likewise long, lashed things, latching on to suck away ichor and marrow.&lt;br /&gt;
&lt;br /&gt;
There is a distinct, malodorous stench about these monsters, no doubt consequence from their kills&#039; savage natures, and never does this come clean. Even when transformed, though the dread ghoul ceases to emit any peculiar odor for others, worrying after them anyway, they are likely to wear heavy perfumes or colognes in an effort to mask this for themselves, only ever to middling effect.&lt;br /&gt;
&lt;br /&gt;
=== Creation ===&lt;br /&gt;
The mechanism by way a dread ghoul occurs is consistent and simple—they are the result whenever a soul sufficiently strong or interesting to the Mists succumbs to &#039;&#039;ghoul fever&#039;&#039;, the same terrible disease which creates the common ghoul and ghast. How an individual may contract &#039;&#039;ghoul fever&#039;&#039; changes—most often, it incubates in victims who survive a ghoul attack and are bitten, yet may also spontaneously manifest an individual who begins feasting on the dead in a dishonorable way, typical of cannibals or, more tragic, desperate survival.&lt;br /&gt;
&lt;br /&gt;
Nevertheless once contracted &#039;&#039;ghoul fever&#039;&#039; is terminal until the sufferer dies or is cured. The primary symptom of this disease other than bloodshot eyes and the fever itself is the wasting hunger precipitated from it—a sufferer is doomed to feel ever starving for red meat until they perish from this imagined “starvation”, no matter their actual intake of food and any physically full belly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ghoul fever&#039;&#039; is a supernatural disease and cannot be cured other than with &#039;&#039;[[restoration]]&#039;&#039;; even upon receipt of &#039;&#039;restoration&#039;&#039;, the sufferer must succeed at a &amp;lt;code&amp;gt;DC 17&amp;lt;/code&amp;gt; Will save as they smother the dark urges bubbling up from within themselves or else their symptoms will only be staved away than the disease cured. Further &#039;&#039;restoration&#039;&#039; attempts will not roll to cure for 48 hours [[Date and Time|IRT]].&lt;br /&gt;
&lt;br /&gt;
Strong willed suffers may survive &#039;&#039;ghoul fever&#039;&#039; for weeks, even a few months, but none ever defeat this pox without intervention. Assuming their body is not destroyed, they will rise as a dread ghoul 3 days later IRT. The dual natures of such creatures work to ensure they rise transformed—stories of spontaneous, miraculous “resurrections” are not uncommon in the Realms of Terror, often framed that way by the nascent dread ghoul themselves, but the Craving is never long behind.&lt;br /&gt;
&lt;br /&gt;
=== Feeding ===&lt;br /&gt;
A dread ghoul, unlike the common ghoul and ghast, cannot sustain themselves solely on carrion. Their simplest hunger persists in needing 20lbs of red meat be it dead, alive or rotting per day. Diligent dread ghouls are able to fulfill this requirement while transformed, though there is always an element of palpable excitement around food which makes maintaining appearances difficult, as they must produce the patience to wait until such food is prepared in a manner polite as opposed to raw and still bleeding.&lt;br /&gt;
&lt;br /&gt;
More troublesome is their need for complex, sentient flesh—a dread ghoul must again eat 20lbs of this meat once a week or the ghoul will be forced out and sent into a &#039;&#039;hungry frenzy&#039;&#039; until satiated. Unlike vampires, their quarries need not be alive to honor the Craving, but many dread ghouls find their palates ever-shifting such that rationing victims to last is not effective—evidence, perhaps, that the dread ghoul requires thrill in the kill for it to pass muster.&lt;br /&gt;
&lt;br /&gt;
Should the dread ghoul be denied in excess of their &#039;&#039;hungry frenzy&#039;&#039; and its immediate fallout, they will enter stasis until food of any kind presents itself, whereupon they will immediately “awaken” and attack until it is eaten or the dread ghoul destroyed. Ironically, once dead these creatures may never actually starve, though the Craving in them forever urges otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Habitat/Society ===&lt;br /&gt;
Due to their transformations, a dread ghoul is attracted to any environment familiar to them when alive, and this is contrary to the common ghoul or ghast who range outside their territories around graveyards and other sites of mass death only when corpses no longer provide. In this way dread ghouls are found wherever society is found, as their more sophisticated appetites necessitate proximity to quarry.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls, though many times responsible for how others become one beside their own appetites, are not social and do not espouse clannish behavior like the next most humanoid undead, the vampire. Many find the primitive and savage “lifestyle” of their lesser kin as affronting to their transformed sensibilities, despite that they themselves are far more destructive when allowed to be as they really are.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul may preternaturally identify another of their “kin” even if both are transformed. Should their palates diverge enough to be complementary, they may even tolerate each other’s existence. However, as creatures thrust along by selfish compulsion, hunger and other hedonisms, these partnerships are scarce to last. After all, it is possible for a dread ghoul to cannibalize another—and they may even discover they like the taste.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul is sterile when transformed; there is little doubt that these are but small mercies in the Realms of Terror.&lt;br /&gt;
&lt;br /&gt;
Likewise, the dread ghoul is unlikely to aspire to create more since there is no way of knowing whether a bitten victim will rise as a subjugated common ghoul or ghast and not competition in another dread ghoul. Therefore societies infiltrated by these deleterious creatures may breath some sigh of relief, as a single dread ghoul should not herald an infestation unless cornered and starving…&lt;br /&gt;
&lt;br /&gt;
… but they are always starving, aren’t they?&lt;br /&gt;
&lt;br /&gt;
=== Pathos/Combat ===&lt;br /&gt;
Though adept dread ghouls cajole and manipulate the living into believing their transformed selves are still like them—some even espouse personalities so separate from the monster within as to be like two people—the truth is far less:&lt;br /&gt;
&lt;br /&gt;
They are slaves to the Craving.&lt;br /&gt;
&lt;br /&gt;
The Craving is their god before all gods; the Craving is the altar upon which only hunger may worship; the Craving is what gives definition to their facsimile of life, and will be there at their side when they reveal—not become—the beast that had always been. But what is the Craving, really?&lt;br /&gt;
&lt;br /&gt;
It is bottomless.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls are ambush predators, advantaging the alone and unwary. They are dexterous, not strong for an undead, and are masters of sudden, overwhelming force. They may employ lesser ghouls and ghasts as minions where required, of whom are dominated by the dread ghoul utterly; it is not uncommon for the dread ghoul to dispose of these minions the same as they would their victims rather than share any part of the kill.&lt;br /&gt;
&lt;br /&gt;
These creatures tend to vacillate between pride for their immortality and turgid, ugly jealousy for the truly alive, usually when excited by the Craving and helpless but to answer it. When a dread ghoul is “in control”, they are coy and glib—when confronted, they are all instinct and vitriol.&lt;br /&gt;
&lt;br /&gt;
Though difficult, dread ghouls normally preserve enough presence of mind to flee when faced with insurmountable odds. This creates elusive beasts who are difficult to rout until their salient weaknesses are understood so to force the ghoul out not on their terms.&lt;br /&gt;
&lt;br /&gt;
=== Weaknesses ===&lt;br /&gt;
The dread ghoul has few common weaknesses or allergens, even less when transformed. They retain discomfort around fire and aversion to platinum in both forms; great, mortal distress may also provoke the ghoul to reveal itself so to prevent destruction.&lt;br /&gt;
&lt;br /&gt;
They are affected more from salient weaknesses—a dread ghoul [[Bard]] may take such offense at another’s performance that they will devour them believing that only this shall maintain their “perfect” voice alone, for example. In presence of their salient weaknesses, it is only a matter of time before any feigned pleasantries dissolve away into the Mists.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls denied feedings become frantic, propelled towards the quickest resolution to their Craving at the expense of sense. They cannot transform until satiated.&lt;br /&gt;
&lt;br /&gt;
They are destroyed through annihilation, as their undeath will restore them however slowly unless utter and total, aided by fire. A dread ghoul who lacks a head or otherwise cannot feed will enter stasis until the first ability and opportunity presents itself. Regeneration from a torso takes weeks; if they are only missing a head, then days.&lt;br /&gt;
&lt;br /&gt;
=== Suggested Reading ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;[https://en.wikisource.org/wiki/Strange_Case_of_Dr_Jekyll_and_Mr_Hyde Strange Case of Dr Jekyll and Mr Hyde]&#039;&#039; (1886)&#039;&#039;,&#039;&#039; Robert Louis Stevenson&lt;br /&gt;
* &#039;&#039;[https://en.wikisource.org/wiki/The_Picture_of_Dorian_Gray_(1891) The Picture of Dorian Gray]&#039;&#039; (1891), Oscar Wilde&lt;br /&gt;
&lt;br /&gt;
== Dread Ghouls in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
Dread ghoul is an applied template with no associated [[Mist Tokens|MT]] cost, nor special considerations in the application process. It may be applied to existing player characters who were bitten and are dying or have died of &#039;&#039;ghoul fever&#039;&#039;, or from the spontaneous manifest in dishonorable cannibals.&lt;br /&gt;
&lt;br /&gt;
=== Template Adjustments ===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Attributes&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;STR&amp;lt;/code&amp;gt;&#039;&#039;&#039; +2&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;DEX&amp;lt;/code&amp;gt;&#039;&#039;&#039; +6&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;CON&amp;lt;/code&amp;gt;&#039;&#039;&#039; ∅ (10)&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;INT&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;WIS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;PRS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +4&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Skills&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 +6 to [[Stealth and Detection|Stealth]], +4 to [[Skills|Persuasion]], Deception and Intimidation, +2 to Tumble and Intuition (both forms)&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Typing and Immunities&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
 Gains undead racial typing unless transformed, whereon they instead have the same racial typing as they had in life. Shares all common immunities with the undead racial type unless transformed.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Combat&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 d12 HD (retroactive)&lt;br /&gt;
 +3 untyped AC&lt;br /&gt;
 +3 resistance against &#039;&#039;turn, rebuke and control undead&#039;&#039;&lt;br /&gt;
 15% fire damage vulnerability (ghoul)&lt;br /&gt;
 5/+2 DR (ghoul)&lt;br /&gt;
 Hostile [[Notoriety|NR]] if uncovered in all major domains unless transformed&lt;br /&gt;
 Dominates lesser ghouls and ghasts, will not be attacked by other AI-controlled undead unless transformed&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul claws (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Replaces natural weapon with 2d4+2 slashing damage, 1d6 necrotic damage claws; the dread ghoul cannot wield weapons or shields unless transformed, but may use off-hand equipment. Provokes DC level+PRS Will save against &#039;&#039;[[Status Effects|daze]]&#039;&#039; per attack. These claws behave as though under &#039;&#039;[[Keen Weapon|keen weapon]]&#039;&#039; with 18-20/x2 threat range&#039;&#039;,&#039;&#039; and have an additional 1d8 slashing damage explosion die on critical.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul bite (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Activate to replace next attack with a 2d6+2 crushing damage, 2d6 necrotic damage bite. This attack replaces all others which would have occurred in a flurry, but uses the highest available AB. Provokes DC 12+PRS Fortitude save versus disease to not contract &#039;&#039;ghoul fever.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Non-Salient Abilities&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoulish mien (Su)&amp;lt;/code&amp;gt;&#039;&#039;: At will, so long as their simple and complex hungers are satiated, the dread ghoul transforms into a form equivalent, if superficially, to being alive. They lose any immunities as consequence of suppressing their undead racial type, and are no longer healed by negative energy nor are harmed by positive energy. As this is a transformation, it is not a disguise that may be pierced per [[Disguises and Personae]], however will load a different description set in the specialty disguise area of that menu.&lt;br /&gt;
 &lt;br /&gt;
 Any salient weaknesses still affect the dread ghoul while transformed and may force the ghoul out if they are not removed from their triggers, subject to a DC 15 Will save that may be called for by a [[Staff, Requirements and Applications#Game Masters|Game Master]] or privately rolled by the dread ghoul themselves.&lt;br /&gt;
 &lt;br /&gt;
 Supernatural detection such as &#039;&#039;undead awareness&#039;&#039; register the transformed dread ghoul as alive, but will still provoke a Will save to notify that detection was attempted.&lt;br /&gt;
 &lt;br /&gt;
 Dread ghouls benefit from all abilities, salient or otherwise, as they would normally while transformed other than &#039;&#039;hungry frenzy,&#039;&#039; which if activated will automatically force the ghoul out.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul gaze (Su)&amp;lt;/code&amp;gt;&#039;&#039;: At will, the dread ghoul takes an action to attempt to &#039;&#039;paralyze&#039;&#039; a living target with a look, provoking a DC 2+level+PRS Will save versus mind-affecting as a gaze attack. If the target fails, they are &#039;&#039;paralyzed&#039;&#039; for 1d4 rounds plus half the dread ghoul&#039;s level, rounded down. If the target saves, they are immune to any further &#039;&#039;ghoul gaze&#039;&#039; attempts for the next hour IGT and are notified that a hostile action was performed on them.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Devour flesh (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: The dread ghoul abandons all other actions to partake in the bloody feeding of a corpse or downed target. If the target is not sentient, they will satiate their basic hunger for 24 hours IRT; if sentient, they satiate their complex hunger for 1 week IRT.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Devour flesh&#039;&#039; may be performed on corpses that dread ghoul spawns, but will generate a descriptive bloodstain at site of the act. If the victim is a downed player, after 90 seconds IRT they will be maimed per [[Death, Dying and Maiming]]. The dread ghoul restores 20% of their maximum HP every round while feeding.&lt;br /&gt;
 &#039;&#039;Hungry frenzy (Ex)&#039;&#039;: As a free action the dread ghoul enters a berserk state, dealing an additional 1d4 negative energy damage on their claw attacks and restoring their health for the negative energy damage dealt. They gain +2 STR and DEX while frenzied, increasing to +4 should they or an ally kill or incapacitate a living target. This state persists for a &#039;&#039;quick&#039;&#039; duration, refreshing per successful kill or incapacitation (once per target).&lt;br /&gt;
 &lt;br /&gt;
 The dread ghoul cannot cast spells unless they lack somatic components while in &#039;&#039;hungry frenzy&#039;&#039; and should it or its allies fail to refresh &#039;&#039;hungry frenzy&#039;&#039; at least once, all will suffer -2 STR and DEX for another &#039;&#039;quick&#039;&#039; duration. The dread ghoul cannot transform while in any phase of &#039;&#039;hungry frenzy.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2207</id>
		<title>Dread Ghoul</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2207"/>
		<updated>2025-11-02T00:02:45Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&#039;&#039;For I had known ever since it had first been upon mine lips:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O hunger, o hunger.&#039;&#039;&amp;lt;/blockquote&amp;gt;There are few members of the so-described Living Dead more canny and cruel than the dread ghoul, a creature unique to the demiplane above that of ghasts and even ghoul lords. They alone may suppress their &#039;&#039;ghoulish mien&#039;&#039; to transform into a form “alive”—for a time. Though this may grant the dread ghoul unprecedented ability in infiltrating humanoid societies, no dark gift is without consequence beyond the Misty Border and these beasts bear no exception. While transformed their hunger simmers just under the surface; latent, watching and never satisfied. Should the dread ghoul ever fail to fulfill their appetites, the monster formerly lurking shall burst from them though as easy as ripping away a second skin, no less ravenous than the starving carrion feeders they would have decried as “lesser” kin.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
When transformed, the dread ghoul is a vision of who they were in life—they espouse no obvious signs of undeath other than a lack of aging. They undulate, produce breath steam and their blood is likewise “warm”, though becomes cool and black mere seconds after leaving their bodies. Any scar or impairment they had prior to death are also present, though the supernatural strength and dexterity which follows into transformation compensates unless the dread ghoul chooses to feign continued disability. &lt;br /&gt;
&lt;br /&gt;
As the ghoul, their complexion becomes pale, gaunt and severe, with enormous, keratinous claws launching from every fingertip. These beasts are built lean, even emaciated; most identifiable are the white, hateful state of their eyes, burning like bright coals in the dark. Their teeth are inhumanly sharp, designed to rip through flesh though each its own butcher’s blade. Their tongues are likewise long, lashed things, latching on to suck away ichor and marrow.&lt;br /&gt;
&lt;br /&gt;
There is a distinct, malodorous stench about these monsters, no doubt consequence from their kills&#039; savage natures, and never does this come clean. Even when transformed, though the dread ghoul ceases to emit any peculiar odor for others, worrying after them anyway, they are likely to wear heavy perfumes or colognes in an effort to mask this for themselves, only ever to middling effect.&lt;br /&gt;
&lt;br /&gt;
=== Creation ===&lt;br /&gt;
The mechanism by way a dread ghoul occurs is consistent and simple—they are the result whenever a soul sufficiently strong or interesting to the Mists succumbs to &#039;&#039;ghoul fever&#039;&#039;, the same terrible disease which creates the common ghoul and ghast. How an individual may contract &#039;&#039;ghoul fever&#039;&#039; changes—most often, it incubates in victims who survive a ghoul attack and are bitten, yet may also spontaneously manifest an individual who begins feasting on the dead in a dishonorable way, typical of cannibals or, more tragic, desperate survival.&lt;br /&gt;
&lt;br /&gt;
Nevertheless once contracted &#039;&#039;ghoul fever&#039;&#039; is terminal until the sufferer dies or is cured. The primary symptom of this disease other than bloodshot eyes and the fever itself is the wasting hunger precipitated from it—a sufferer is doomed to feel ever starving for red meat until they perish from this imagined “starvation”, no matter their actual intake of food and any physically full belly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ghoul fever&#039;&#039; is a supernatural disease and cannot be cured other than with &#039;&#039;[[restoration]]&#039;&#039;; even upon receipt of &#039;&#039;restoration&#039;&#039;, the sufferer must succeed at a &amp;lt;code&amp;gt;DC 17&amp;lt;/code&amp;gt; Will save as they smother the dark urges bubbling up from within themselves or else their symptoms will only be staved away than the disease cured. Further &#039;&#039;restoration&#039;&#039; attempts will not roll to cure for 48 hours [[Date and Time|IRT]].&lt;br /&gt;
&lt;br /&gt;
Strong willed suffers may survive &#039;&#039;ghoul fever&#039;&#039; for weeks, even a few months, but none ever defeat this pox without intervention. Assuming their body is not destroyed, they will rise as a dread ghoul 3 days later IRT. The dual natures of such creatures work to ensure they rise transformed—stories of spontaneous, miraculous “resurrections” are not uncommon in the Realms of Terror, often framed that way by the nascent dread ghoul themselves, but the Craving is never long behind.&lt;br /&gt;
&lt;br /&gt;
=== Feeding ===&lt;br /&gt;
A dread ghoul, unlike the common ghoul and ghast, cannot sustain themselves solely on carrion. Their simplest hunger persists in needing 20lbs of red meat be it dead, alive or rotting per day. Diligent dread ghouls are able to fulfill this requirement while transformed, though there is always an element of palpable excitement around food which makes maintaining appearances difficult, as they must produce the patience to wait until such food is prepared in a manner polite as opposed to raw and still bleeding.&lt;br /&gt;
&lt;br /&gt;
More troublesome is their need for complex, sentient flesh—a dread ghoul must again eat 20lbs of this meat once a week or the ghoul will be forced out and sent into a &#039;&#039;hungry frenzy&#039;&#039; until satiated. Unlike vampires, their quarries need not be alive to honor the Craving, but many dread ghouls find their palates ever-shifting such that rationing victims to last is not effective—evidence, perhaps, that the dread ghoul requires thrill in the kill for it to pass muster.&lt;br /&gt;
&lt;br /&gt;
Should the dread ghoul be denied in excess of their &#039;&#039;hungry frenzy&#039;&#039; and its immediate fallout, they will enter stasis until food of any kind presents itself, whereupon they will immediately “awaken” and attack until it is eaten or the dread ghoul destroyed. Ironically, once dead these creatures may never actually starve, though the Craving in them forever urges otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Habitat/Society ===&lt;br /&gt;
Due to their transformations, a dread ghoul is attracted to any environment familiar to them when alive, and this is contrary to the common ghoul or ghast who range outside their territories around graveyards and other sites of mass death only when corpses no longer provide. In this way dread ghouls are found wherever society is found, as their more sophisticated appetites necessitate proximity to quarry.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls, though many times responsible for how others become one beside their own appetites, are not social and do not espouse clannish behavior like the next most humanoid undead, the vampire. Many find the primitive and savage “lifestyle” of their lesser kin as affronting to their transformed sensibilities, despite that they themselves are far more destructive when allowed to be as they really are.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul may preternaturally identify another of their “kin” even if both are transformed. Should their palates diverge enough to be complementary, they may even tolerate each other’s existence. However, as creatures thrust along by selfish compulsion, hunger and other hedonisms, these partnerships are scarce to last. After all, it is possible for a dread ghoul to cannibalize another—and they may even discover they like the taste.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul is sterile when transformed; there is little doubt that these are but small mercies in the Realms of Terror.&lt;br /&gt;
&lt;br /&gt;
Likewise, the dread ghoul is unlikely to aspire to create more since there is no way of knowing whether a bitten victim will rise as a subjugated common ghoul or ghast and not competition in another dread ghoul. Therefore societies infiltrated by these deleterious creatures may breath some sigh of relief, as a single dread ghoul should not herald an infestation unless cornered and starving…&lt;br /&gt;
&lt;br /&gt;
… but they are always starving, aren’t they?&lt;br /&gt;
&lt;br /&gt;
=== Pathos/Combat ===&lt;br /&gt;
Though adept dread ghouls cajole and manipulate the living into believing their transformed selves are still like them—some even espouse personalities so separate from the monster within as to be like two people—the truth is far less:&lt;br /&gt;
&lt;br /&gt;
They are slaves to the Craving.&lt;br /&gt;
&lt;br /&gt;
The Craving is their god before all gods; the Craving is the altar upon which only hunger may worship; the Craving is what gives definition to their facsimile of life, and will be there at their side when they reveal—not become—the beast that had always been. But what is the Craving, really?&lt;br /&gt;
&lt;br /&gt;
It is bottomless.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls are ambush predators, advantaging the alone and unwary. They are dexterous, not strong for an undead, and are masters of sudden, overwhelming force. They may employ lesser ghouls and ghasts as minions where required, of whom are dominated by the dread ghoul utterly; it is not uncommon for the dread ghoul to dispose of these minions the same as they would their victims rather than share any part of the kill.&lt;br /&gt;
&lt;br /&gt;
These creatures tend to vacillate between pride for their immortality and turgid, ugly jealousy for the truly alive, usually when excited by the Craving and helpless but to answer it. When a dread ghoul is “in control”, they are coy and glib—when confronted, they are all instinct and vitriol.&lt;br /&gt;
&lt;br /&gt;
Though difficult, dread ghouls normally preserve enough presence of mind to flee when faced with insurmountable odds. This creates elusive beasts who are difficult to rout until their salient weaknesses are understood so to force the ghoul out not on their terms.&lt;br /&gt;
&lt;br /&gt;
=== Weaknesses ===&lt;br /&gt;
The dread ghoul has few common weaknesses or allergens, even less when transformed. They retain discomfort around fire and aversion to platinum in both forms; great, mortal distress may also provoke the ghoul to reveal itself so to prevent destruction.&lt;br /&gt;
&lt;br /&gt;
They are affected more from salient weaknesses—a dread ghoul [[Bard]] may take such offense at another’s performance that they will devour them believing that only this shall maintain their “perfect” voice alone, for example. In presence of their salient weaknesses, it is only a matter of time before any feigned pleasantries dissolve away into the Mists.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls denied feedings become frantic, propelled towards the quickest resolution to their Craving at the expense of sense. They cannot transform until satiated.&lt;br /&gt;
&lt;br /&gt;
They are destroyed through annihilation, as their undeath will restore them however slowly unless utter and total, aided by fire. A dread ghoul who lacks a head or otherwise cannot feed will enter stasis until the first ability and opportunity presents itself. Regeneration from a torso takes weeks; if they are only missing a head, then days.&lt;br /&gt;
&lt;br /&gt;
=== Suggested Reading ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;[https://en.wikisource.org/wiki/Strange_Case_of_Dr_Jekyll_and_Mr_Hyde Strange Case of Dr Jekyll and Mr Hyde]&#039;&#039; (1886)&#039;&#039;,&#039;&#039; Robert Louis Stevenson&lt;br /&gt;
* &#039;&#039;[https://en.wikisource.org/wiki/The_Picture_of_Dorian_Gray_(1891) The Picture of Dorian Gray]&#039;&#039; (1891), Oscar Wilde&lt;br /&gt;
&lt;br /&gt;
== Dread Ghouls in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
Dread ghoul is an applied template with no associated [[Mist Tokens|MT]] cost, nor special considerations in the application process. It may be applied to existing player characters who were bitten and are dying or have died of &#039;&#039;ghoul fever&#039;&#039;, or as the result of spontaneous manifest in dishonorable cannibals.&lt;br /&gt;
&lt;br /&gt;
=== Template Adjustments ===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Attributes&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;STR&amp;lt;/code&amp;gt;&#039;&#039;&#039; +2&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;DEX&amp;lt;/code&amp;gt;&#039;&#039;&#039; +6&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;CON&amp;lt;/code&amp;gt;&#039;&#039;&#039; ∅ (10)&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;INT&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;WIS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;PRS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +4&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Skills&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 +6 to [[Stealth and Detection|Stealth]], +4 to [[Skills|Persuasion]], Deception and Intimidation, +2 to Tumble and Intuition (both forms)&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Typing and Immunities&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
 Gains undead racial typing unless transformed, whereon they instead have the same racial typing as they had in life. Shares all common immunities with the undead racial type unless transformed.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Combat&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 d12 HD (retroactive)&lt;br /&gt;
 +3 untyped AC&lt;br /&gt;
 +3 resistance against &#039;&#039;turn, rebuke and control undead&#039;&#039;&lt;br /&gt;
 15% fire damage vulnerability (ghoul)&lt;br /&gt;
 5/+2 DR (ghoul)&lt;br /&gt;
 Hostile [[Notoriety|NR]] if uncovered in all major domains unless transformed&lt;br /&gt;
 Dominates lesser ghouls and ghasts, will not be attacked by other AI-controlled undead unless transformed&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul claws (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Replaces natural weapon with 2d4+2 slashing damage, 1d6 necrotic damage claws; the dread ghoul cannot wield weapons or shields unless transformed, but may use off-hand equipment. Provokes DC level+PRS Will save against &#039;&#039;[[Status Effects|daze]]&#039;&#039; per attack. These claws behave as though under &#039;&#039;[[Keen Weapon|keen weapon]]&#039;&#039; with 18-20/x2 threat range&#039;&#039;,&#039;&#039; and have an additional 1d8 slashing damage explosion die on critical.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul bite (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Activate to replace next attack with a 2d6+2 crushing damage, 2d6 necrotic damage bite. This attack replaces all others which would have occurred in a flurry, but uses the highest available AB. Provokes DC 12+PRS Fortitude save versus disease to not contract &#039;&#039;ghoul fever.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Non-Salient Abilities&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoulish mien (Su)&amp;lt;/code&amp;gt;&#039;&#039;: At will, so long as their simple and complex hungers are satiated, the dread ghoul transforms into a form equivalent, if superficially, to being alive. They lose any immunities as consequence of suppressing their undead racial type, and are no longer healed by negative energy nor are harmed by positive energy. As this is a transformation, it is not a disguise that may be pierced per [[Disguises and Personae]], however will load a different description set in the specialty disguise area of that menu.&lt;br /&gt;
 &lt;br /&gt;
 Any salient weaknesses still affect the dread ghoul while transformed and may force the ghoul out if they are not removed from their triggers, subject to a DC 15 Will save that may be called for by a [[Staff, Requirements and Applications#Game Masters|Game Master]] or privately rolled by the dread ghoul themselves.&lt;br /&gt;
 &lt;br /&gt;
 Supernatural detection such as &#039;&#039;undead awareness&#039;&#039; register the transformed dread ghoul as alive, but will still provoke a Will save to notify that detection was attempted.&lt;br /&gt;
 &lt;br /&gt;
 Dread ghouls benefit from all abilities, salient or otherwise, as they would normally while transformed other than &#039;&#039;hungry frenzy,&#039;&#039; which if activated will automatically force the ghoul out.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul gaze (Su)&amp;lt;/code&amp;gt;&#039;&#039;: At will, the dread ghoul takes an action to attempt to &#039;&#039;paralyze&#039;&#039; a living target with a look, provoking a DC 2+level+PRS Will save versus mind-affecting as a gaze attack. If the target fails, they are &#039;&#039;paralyzed&#039;&#039; for 1d4 rounds plus half the dread ghoul&#039;s level, rounded down. If the target saves, they are immune to any further &#039;&#039;ghoul gaze&#039;&#039; attempts for the next hour IGT and are notified that a hostile action was performed on them.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Devour flesh (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: The dread ghoul abandons all other actions to partake in the bloody feeding of a corpse or downed target. If the target is not sentient, they will satiate their basic hunger for 24 hours IRT; if sentient, they satiate their complex hunger for 1 week IRT.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Devour flesh&#039;&#039; may be performed on corpses that dread ghoul spawns, but will generate a descriptive bloodstain at site of the act. If the victim is a downed player, after 90 seconds IRT they will be maimed per [[Death, Dying and Maiming]]. The dread ghoul restores 20% of their maximum HP every round while feeding.&lt;br /&gt;
 &#039;&#039;Hungry frenzy (Ex)&#039;&#039;: As a free action the dread ghoul enters a berserk state, dealing an additional 1d4 negative energy damage on their claw attacks and restoring their health for the negative energy damage dealt. They gain +2 STR and DEX while frenzied, increasing to +4 should they or an ally kill or incapacitate a living target. This state persists for a &#039;&#039;quick&#039;&#039; duration, refreshing per successful kill or incapacitation (once per target).&lt;br /&gt;
 &lt;br /&gt;
 The dread ghoul cannot cast spells unless they lack somatic components while in &#039;&#039;hungry frenzy&#039;&#039; and should it or its allies fail to refresh &#039;&#039;hungry frenzy&#039;&#039; at least once, all will suffer -2 STR and DEX for another &#039;&#039;quick&#039;&#039; duration. The dread ghoul cannot transform while in any phase of &#039;&#039;hungry frenzy.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2206</id>
		<title>Dread Ghoul</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2206"/>
		<updated>2025-11-01T23:53:45Z</updated>

		<summary type="html">&lt;p&gt;August: /* Template Adjustments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&#039;&#039;For I had known ever since it had first been upon mine lips:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O hunger, o hunger.&#039;&#039;&amp;lt;/blockquote&amp;gt;There are few members of the so-described Living Dead more canny and cruel than the dread ghoul, a creature unique to the demiplane above that of ghasts and even ghoul lords. They alone may suppress their &#039;&#039;ghoulish mien&#039;&#039; to transform into a form “alive”—for a time. Though this may grant the dread ghoul unprecedented ability in infiltrating humanoid societies, no dark gift is without consequence beyond the Misty Border and these beasts bear no exception. While transformed their hunger simmers just under the surface; latent, watching and never satisfied. Should the dread ghoul ever fail to fulfill their appetites, the monster formerly lurking shall burst from them though as easy as ripping away a second skin, no less ravenous than the starving carrion feeders they would have decried as “lesser” kin.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
When transformed, the dread ghoul is a vision of who they were in life—they espouse no obvious signs of undeath other than a lack of aging. They undulate, produce breath steam and their blood is likewise “warm”, though becomes cool and black mere seconds after leaving their bodies. Any scar or impairment they had prior to death are also present, though the supernatural strength and dexterity which follows into transformation compensates unless the dread ghoul chooses to feign continued disability. &lt;br /&gt;
&lt;br /&gt;
As the ghoul, their complexion becomes pale, gaunt and severe, with enormous, keratinous claws launching from every fingertip. These beasts are built lean, even emaciated; most identifiable are the white, hateful state of their eyes, burning like bright coals in the dark. Their teeth are inhumanly sharp, designed to rip through flesh though each its own butcher’s blade. Their tongues are likewise long, lashed things, latching on to suck away ichor and marrow.&lt;br /&gt;
&lt;br /&gt;
There is a distinct, malodorous stench about these monsters, no doubt consequence from their kills&#039; savage natures, and never does this come clean. Even when transformed, though the dread ghoul ceases to emit any peculiar odor for others, worrying after them anyway, they are likely to wear heavy perfumes or colognes in an effort to mask this for themselves, only ever to middling effect.&lt;br /&gt;
&lt;br /&gt;
=== Creation ===&lt;br /&gt;
The mechanism by way a dread ghoul occurs is consistent and simple—they are the result whenever a soul sufficiently strong or interesting to the Mists succumbs to &#039;&#039;ghoul fever&#039;&#039;, the same terrible disease which creates the common ghoul and ghast. How an individual may contract &#039;&#039;ghoul fever&#039;&#039; changes—most often, it incubates in victims who survive a ghoul attack and are bitten, yet may also spontaneously manifest an individual who begins feasting on the dead in a dishonorable way, typical of cannibals or, more tragic, desperate survival.&lt;br /&gt;
&lt;br /&gt;
Nevertheless once contracted &#039;&#039;ghoul fever&#039;&#039; is terminal until the sufferer dies or is cured. The primary symptom of this disease other than bloodshot eyes and the fever itself is the wasting hunger precipitated from it—a sufferer is doomed to feel ever starving for red meat until they perish from this imagined “starvation”, no matter their actual intake of food and any physically full belly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ghoul fever&#039;&#039; is a supernatural disease and cannot be cured other than with &#039;&#039;[[restoration]]&#039;&#039;; even upon receipt of &#039;&#039;restoration&#039;&#039;, the sufferer must succeed at a &amp;lt;code&amp;gt;DC 17&amp;lt;/code&amp;gt; Will save as they smother the dark urges bubbling up from within themselves or else their symptoms will only be staved away than the disease cured. Further &#039;&#039;restoration&#039;&#039; attempts will not roll to cure for 48 hours [[Date and Time|IRT]].&lt;br /&gt;
&lt;br /&gt;
Strong willed suffers may survive &#039;&#039;ghoul fever&#039;&#039; for weeks, even a few months, but none ever defeat this pox without intervention. Assuming their body is not destroyed, they will rise as a dread ghoul 3 days later IRT. The dual natures of such creatures work to ensure they rise transformed—stories of spontaneous, miraculous “resurrections” are not uncommon in the Realms of Terror, often framed that way by the nascent dread ghoul themselves, but the Craving is never long behind.&lt;br /&gt;
&lt;br /&gt;
=== Feeding ===&lt;br /&gt;
A dread ghoul, unlike the common ghoul and ghast, cannot sustain themselves solely on carrion. Their simplest hunger persists in needing 20lbs of red meat be it dead, alive or rotting per day. Diligent dread ghouls are able to fulfill this requirement while transformed, though there is always an element of palpable excitement around food which makes maintaining appearances difficult, as they must produce the patience to wait until such food is prepared in a manner polite as opposed to raw and still bleeding.&lt;br /&gt;
&lt;br /&gt;
More troublesome is their need for complex, sentient flesh—a dread ghoul must again eat 20lbs of this meat once a week or the ghoul will be forced out and sent into a &#039;&#039;hungry frenzy&#039;&#039; until satiated. Unlike vampires, their quarries need not be alive to honor the Craving, but many dread ghouls find their palates ever-shifting such that rationing victims to last is not effective—evidence, perhaps, that the dread ghoul requires thrill in the kill for it to pass muster.&lt;br /&gt;
&lt;br /&gt;
Should the dread ghoul be denied in excess of their &#039;&#039;hungry frenzy&#039;&#039; and its immediate fallout, they will enter stasis until food of any kind presents itself, whereupon they will immediately “awaken” and attack until it is eaten or the dread ghoul destroyed. Ironically, once dead these creatures may never actually starve, though the Craving in them forever urges otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Habitat/Society ===&lt;br /&gt;
Due to their transformations, a dread ghoul is attracted to any environment familiar to them when alive, and this is contrary to the common ghoul or ghast who range outside their territories around graveyards and other sites of mass death only when corpses no longer provide. In this way dread ghouls are found wherever society is found, as their more sophisticated appetites necessitate proximity to quarry.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls, though many times responsible for how others become one beside their own appetites, are not social and do not espouse clannish behavior like the next most humanoid undead, the vampire. Many find the primitive and savage “lifestyle” of their lesser kin as affronting to their transformed sensibilities, despite that they themselves are far more destructive when allowed to be as they really are.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul may preternaturally identify another of their “kin” even if both are transformed. Should their palates diverge enough to be complementary, they may even tolerate each other’s existence. However, as creatures thrust along by selfish compulsion, hunger and other hedonisms, these partnerships are scarce to last. After all, it is possible for a dread ghoul to cannibalize another—and they may even discover they like the taste.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul is sterile when transformed; there is little doubt that these are but small mercies in the Realms of Terror.&lt;br /&gt;
&lt;br /&gt;
Likewise, the dread ghoul is unlikely to aspire to create more since there is no way of knowing whether a bitten victim will rise as a subjugated common ghoul or ghast and not competition in another dread ghoul. Therefore societies infiltrated by these deleterious creatures may breath some sigh of relief, as a single dread ghoul should not herald an infestation unless cornered and starving…&lt;br /&gt;
&lt;br /&gt;
… but they are always starving, aren’t they?&lt;br /&gt;
&lt;br /&gt;
=== Pathos/Combat ===&lt;br /&gt;
Though adept dread ghouls cajole and manipulate the living into believing their transformed selves are still like them—some even espouse personalities so separate from the monster within as to be like two people—the truth is far less:&lt;br /&gt;
&lt;br /&gt;
They are slaves to the Craving.&lt;br /&gt;
&lt;br /&gt;
The Craving is their god before all gods; the Craving is the altar upon which only hunger may worship; the Craving is what gives definition to their facsimile of life, and will be there at their side when they reveal—not become—the beast that had always been. But what is the Craving, really?&lt;br /&gt;
&lt;br /&gt;
It is bottomless.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls are ambush predators, advantaging the alone and unwary. They are dexterous, not strong for an undead, and are masters of sudden, overwhelming force. They may employ lesser ghouls and ghasts as minions where required, of whom are dominated by the dread ghoul utterly; it is not uncommon for the dread ghoul to dispose of these minions the same as they would their victims rather than share any part of the kill.&lt;br /&gt;
&lt;br /&gt;
These creatures tend to vacillate between pride for their immortality and turgid, ugly jealousy for the truly alive, usually when excited by the Craving and helpless but to answer it. When a dread ghoul is “in control”, they are coy and glib—when confronted, they are all instinct and vitriol.&lt;br /&gt;
&lt;br /&gt;
Though difficult, dread ghouls normally preserve enough presence of mind to flee when faced with insurmountable odds. This creates elusive beasts who are difficult to rout until their salient weaknesses are understood so to force the ghoul out not on their terms.&lt;br /&gt;
&lt;br /&gt;
=== Weaknesses ===&lt;br /&gt;
The dread ghoul has few common weaknesses or allergens, even less when transformed. They retain discomfort around fire and aversion to platinum in both forms; great, mortal distress may also provoke the ghoul to reveal itself so to prevent destruction.&lt;br /&gt;
&lt;br /&gt;
They are affected more from salient weaknesses—a dread ghoul [[Bard]] may take such offense at another’s performance that they will devour them believing that only this shall maintain their “perfect” voice alone, for example. In presence of their salient weaknesses, it is only a matter of time before any feigned pleasantries dissolve away into the Mists.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls denied feedings become frantic, propelled towards the quickest resolution to their Craving at the expense of sense. They cannot transform until satiated.&lt;br /&gt;
&lt;br /&gt;
They are destroyed through annihilation, as their undeath will restore them however slowly unless utter and total, aided by fire. A dread ghoul who lacks a head or otherwise cannot feed will enter stasis until the first ability and opportunity presents itself. Regeneration from a torso takes weeks; if they are only missing a head, then days.&lt;br /&gt;
&lt;br /&gt;
== Dread Ghouls in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
Dread ghoul is an applied template with no associated [[Mist Tokens|MT]] cost, nor special considerations in the application process. It may be applied to existing player characters who were bitten and are dying or have died of &#039;&#039;ghoul fever&#039;&#039;, or as the result of spontaneous manifest in dishonorable cannibals.&lt;br /&gt;
&lt;br /&gt;
=== Template Adjustments ===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Attributes&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;STR&amp;lt;/code&amp;gt;&#039;&#039;&#039; +2&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;DEX&amp;lt;/code&amp;gt;&#039;&#039;&#039; +6&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;CON&amp;lt;/code&amp;gt;&#039;&#039;&#039; ∅ (10)&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;INT&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;WIS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;PRS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +4&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Skills&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 +6 to [[Stealth and Detection|Stealth]], +4 to [[Skills|Persuasion]], Deception and Intimidation, +2 to Tumble and Intuition (both forms)&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Typing and Immunities&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
 Gains undead racial typing unless transformed, whereon they instead have the same racial typing as they had in life. Shares all common immunities with the undead racial type unless transformed.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Combat&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 d12 HD (retroactive)&lt;br /&gt;
 +3 untyped AC&lt;br /&gt;
 +3 resistance against &#039;&#039;turn, rebuke and control undead&#039;&#039;&lt;br /&gt;
 15% fire damage vulnerability (ghoul)&lt;br /&gt;
 5/+2 DR (ghoul)&lt;br /&gt;
 Hostile [[Notoriety|NR]] if uncovered in all major domains unless transformed&lt;br /&gt;
 Dominates lesser ghouls and ghasts, will not be attacked by other AI-controlled undead unless transformed&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul claws (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Replaces natural weapon with 2d4+2 slashing damage, 1d6 necrotic damage claws; the dread ghoul cannot wield weapons or shields unless transformed, but may use off-hand equipment. Provokes DC level+PRS Will save against &#039;&#039;[[Status Effects|daze]]&#039;&#039; per attack. These claws behave as though under &#039;&#039;[[Keen Weapon|keen weapon]]&#039;&#039; with 18-20/x2 threat range&#039;&#039;,&#039;&#039; and have an additional 1d8 slashing damage explosion die on critical.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul bite (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Activate to replace next attack with a 2d6+2 crushing damage, 2d6 necrotic damage bite. This attack replaces all others which would have occurred in a flurry, but uses the highest available AB. Provokes DC 12+PRS Fortitude save versus disease to not contract &#039;&#039;ghoul fever.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Non-Salient Abilities&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoulish mien (Su)&amp;lt;/code&amp;gt;&#039;&#039;: At will, so long as their simple and complex hungers are satiated, the dread ghoul transforms into a form equivalent, if superficially, to being alive. They lose any immunities as consequence of suppressing their undead racial type, and are no longer healed by negative energy nor are harmed by positive energy. As this is a transformation, it is not a disguise that may be pierced per [[Disguises and Personae]], however will load a different description set in the specialty disguise area of that menu.&lt;br /&gt;
 &lt;br /&gt;
 Any salient weaknesses still affect the dread ghoul while transformed and may force the ghoul out if they are not removed from their triggers, subject to a DC 15 Will save that may be called for by a [[Staff, Requirements and Applications#Game Masters|Game Master]] or privately rolled by the dread ghoul themselves.&lt;br /&gt;
 &lt;br /&gt;
 Supernatural detection such as &#039;&#039;undead awareness&#039;&#039; register the transformed dread ghoul as alive, but will still provoke a Will save to notify that detection was attempted.&lt;br /&gt;
 &lt;br /&gt;
 Dread ghouls benefit from all abilities, salient or otherwise, as they would normally while transformed other than &#039;&#039;hungry frenzy,&#039;&#039; which if activated will automatically force the ghoul out.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul gaze (Su)&amp;lt;/code&amp;gt;&#039;&#039;: At will, the dread ghoul takes an action to attempt to &#039;&#039;paralyze&#039;&#039; a living target with a look, provoking a DC 2+level+PRS Will save versus mind-affecting as a gaze attack. If the target fails, they are &#039;&#039;paralyzed&#039;&#039; for 1d4 rounds plus half the dread ghoul&#039;s level, rounded down. If the target saves, they are immune to any further &#039;&#039;ghoul gaze&#039;&#039; attempts for the next hour IGT and are notified that a hostile action was performed on them.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Devour flesh (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: The dread ghoul abandons all other actions to partake in the bloody feeding of a corpse or downed target. If the target is not sentient, they will satiate their basic hunger for 24 hours IRT; if sentient, they satiate their complex hunger for 1 week IRT.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Devour flesh&#039;&#039; may be performed on corpses that dread ghoul spawns, but will generate a descriptive bloodstain at site of the act. If the victim is a downed player, after 90 seconds IRT they will be maimed per [[Death, Dying and Maiming]]. The dread ghoul restores 20% of their maximum HP every round while feeding.&lt;br /&gt;
 &#039;&#039;Hungry frenzy (Ex)&#039;&#039;: As a free action the dread ghoul enters a berserk state, dealing an additional 1d4 negative energy damage on their claw attacks and restoring their health for the negative energy damage dealt. They gain +2 STR and DEX while frenzied, increasing to +4 should they or an ally kill or incapacitate a living target. This state persists for a &#039;&#039;quick&#039;&#039; duration, refreshing per successful kill or incapacitation (once per target).&lt;br /&gt;
 &lt;br /&gt;
 The dread ghoul cannot cast spells unless they lack somatic components while in &#039;&#039;hungry frenzy&#039;&#039; and should it or its allies fail to refresh &#039;&#039;hungry frenzy&#039;&#039; at least once, all will suffer -2 STR and DEX for another &#039;&#039;quick&#039;&#039; duration. The dread ghoul cannot transform while in any phase of &#039;&#039;hungry frenzy.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2205</id>
		<title>Dread Ghoul</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2205"/>
		<updated>2025-11-01T22:02:48Z</updated>

		<summary type="html">&lt;p&gt;August: /* Template Adjustments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&#039;&#039;For I had known ever since it had first been upon mine lips:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O hunger, o hunger.&#039;&#039;&amp;lt;/blockquote&amp;gt;There are few members of the so-described Living Dead more canny and cruel than the dread ghoul, a creature unique to the demiplane above that of ghasts and even ghoul lords. They alone may suppress their &#039;&#039;ghoulish mien&#039;&#039; to transform into a form “alive”—for a time. Though this may grant the dread ghoul unprecedented ability in infiltrating humanoid societies, no dark gift is without consequence beyond the Misty Border and these beasts bear no exception. While transformed their hunger simmers just under the surface; latent, watching and never satisfied. Should the dread ghoul ever fail to fulfill their appetites, the monster formerly lurking shall burst from them though as easy as ripping away a second skin, no less ravenous than the starving carrion feeders they would have decried as “lesser” kin.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
When transformed, the dread ghoul is a vision of who they were in life—they espouse no obvious signs of undeath other than a lack of aging. They undulate, produce breath steam and their blood is likewise “warm”, though becomes cool and black mere seconds after leaving their bodies. Any scar or impairment they had prior to death are also present, though the supernatural strength and dexterity which follows into transformation compensates unless the dread ghoul chooses to feign continued disability. &lt;br /&gt;
&lt;br /&gt;
As the ghoul, their complexion becomes pale, gaunt and severe, with enormous, keratinous claws launching from every fingertip. These beasts are built lean, even emaciated; most identifiable are the white, hateful state of their eyes, burning like bright coals in the dark. Their teeth are inhumanly sharp, designed to rip through flesh though each its own butcher’s blade. Their tongues are likewise long, lashed things, latching on to suck away ichor and marrow.&lt;br /&gt;
&lt;br /&gt;
There is a distinct, malodorous stench about these monsters, no doubt consequence from their kills&#039; savage natures, and never does this come clean. Even when transformed, though the dread ghoul ceases to emit any peculiar odor for others, worrying after them anyway, they are likely to wear heavy perfumes or colognes in an effort to mask this for themselves, only ever to middling effect.&lt;br /&gt;
&lt;br /&gt;
=== Creation ===&lt;br /&gt;
The mechanism by way a dread ghoul occurs is consistent and simple—they are the result whenever a soul sufficiently strong or interesting to the Mists succumbs to &#039;&#039;ghoul fever&#039;&#039;, the same terrible disease which creates the common ghoul and ghast. How an individual may contract &#039;&#039;ghoul fever&#039;&#039; changes—most often, it incubates in victims who survive a ghoul attack and are bitten, yet may also spontaneously manifest an individual who begins feasting on the dead in a dishonorable way, typical of cannibals or, more tragic, desperate survival.&lt;br /&gt;
&lt;br /&gt;
Nevertheless once contracted &#039;&#039;ghoul fever&#039;&#039; is terminal until the sufferer dies or is cured. The primary symptom of this disease other than bloodshot eyes and the fever itself is the wasting hunger precipitated from it—a sufferer is doomed to feel ever starving for red meat until they perish from this imagined “starvation”, no matter their actual intake of food and any physically full belly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ghoul fever&#039;&#039; is a supernatural disease and cannot be cured other than with &#039;&#039;[[restoration]]&#039;&#039;; even upon receipt of &#039;&#039;restoration&#039;&#039;, the sufferer must succeed at a &amp;lt;code&amp;gt;DC 17&amp;lt;/code&amp;gt; Will save as they smother the dark urges bubbling up from within themselves or else their symptoms will only be staved away than the disease cured. Further &#039;&#039;restoration&#039;&#039; attempts will not roll to cure for 48 hours [[Date and Time|IRT]].&lt;br /&gt;
&lt;br /&gt;
Strong willed suffers may survive &#039;&#039;ghoul fever&#039;&#039; for weeks, even a few months, but none ever defeat this pox without intervention. Assuming their body is not destroyed, they will rise as a dread ghoul 3 days later IRT. The dual natures of such creatures work to ensure they rise transformed—stories of spontaneous, miraculous “resurrections” are not uncommon in the Realms of Terror, often framed that way by the nascent dread ghoul themselves, but the Craving is never long behind.&lt;br /&gt;
&lt;br /&gt;
=== Feeding ===&lt;br /&gt;
A dread ghoul, unlike the common ghoul and ghast, cannot sustain themselves solely on carrion. Their simplest hunger persists in needing 20lbs of red meat be it dead, alive or rotting per day. Diligent dread ghouls are able to fulfill this requirement while transformed, though there is always an element of palpable excitement around food which makes maintaining appearances difficult, as they must produce the patience to wait until such food is prepared in a manner polite as opposed to raw and still bleeding.&lt;br /&gt;
&lt;br /&gt;
More troublesome is their need for complex, sentient flesh—a dread ghoul must again eat 20lbs of this meat once a week or the ghoul will be forced out and sent into a &#039;&#039;hungry frenzy&#039;&#039; until satiated. Unlike vampires, their quarries need not be alive to honor the Craving, but many dread ghouls find their palates ever-shifting such that rationing victims to last is not effective—evidence, perhaps, that the dread ghoul requires thrill in the kill for it to pass muster.&lt;br /&gt;
&lt;br /&gt;
Should the dread ghoul be denied in excess of their &#039;&#039;hungry frenzy&#039;&#039; and its immediate fallout, they will enter stasis until food of any kind presents itself, whereupon they will immediately “awaken” and attack until it is eaten or the dread ghoul destroyed. Ironically, once dead these creatures may never actually starve, though the Craving in them forever urges otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Habitat/Society ===&lt;br /&gt;
Due to their transformations, a dread ghoul is attracted to any environment familiar to them when alive, and this is contrary to the common ghoul or ghast who range outside their territories around graveyards and other sites of mass death only when corpses no longer provide. In this way dread ghouls are found wherever society is found, as their more sophisticated appetites necessitate proximity to quarry.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls, though many times responsible for how others become one beside their own appetites, are not social and do not espouse clannish behavior like the next most humanoid undead, the vampire. Many find the primitive and savage “lifestyle” of their lesser kin as affronting to their transformed sensibilities, despite that they themselves are far more destructive when allowed to be as they really are.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul may preternaturally identify another of their “kin” even if both are transformed. Should their palates diverge enough to be complementary, they may even tolerate each other’s existence. However, as creatures thrust along by selfish compulsion, hunger and other hedonisms, these partnerships are scarce to last. After all, it is possible for a dread ghoul to cannibalize another—and they may even discover they like the taste.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul is sterile when transformed; there is little doubt that these are but small mercies in the Realms of Terror.&lt;br /&gt;
&lt;br /&gt;
Likewise, the dread ghoul is unlikely to aspire to create more since there is no way of knowing whether a bitten victim will rise as a subjugated common ghoul or ghast and not competition in another dread ghoul. Therefore societies infiltrated by these deleterious creatures may breath some sigh of relief, as a single dread ghoul should not herald an infestation unless cornered and starving…&lt;br /&gt;
&lt;br /&gt;
… but they are always starving, aren’t they?&lt;br /&gt;
&lt;br /&gt;
=== Pathos/Combat ===&lt;br /&gt;
Though adept dread ghouls cajole and manipulate the living into believing their transformed selves are still like them—some even espouse personalities so separate from the monster within as to be like two people—the truth is far less:&lt;br /&gt;
&lt;br /&gt;
They are slaves to the Craving.&lt;br /&gt;
&lt;br /&gt;
The Craving is their god before all gods; the Craving is the altar upon which only hunger may worship; the Craving is what gives definition to their facsimile of life, and will be there at their side when they reveal—not become—the beast that had always been. But what is the Craving, really?&lt;br /&gt;
&lt;br /&gt;
It is bottomless.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls are ambush predators, advantaging the alone and unwary. They are dexterous, not strong for an undead, and are masters of sudden, overwhelming force. They may employ lesser ghouls and ghasts as minions where required, of whom are dominated by the dread ghoul utterly; it is not uncommon for the dread ghoul to dispose of these minions the same as they would their victims rather than share any part of the kill.&lt;br /&gt;
&lt;br /&gt;
These creatures tend to vacillate between pride for their immortality and turgid, ugly jealousy for the truly alive, usually when excited by the Craving and helpless but to answer it. When a dread ghoul is “in control”, they are coy and glib—when confronted, they are all instinct and vitriol.&lt;br /&gt;
&lt;br /&gt;
Though difficult, dread ghouls normally preserve enough presence of mind to flee when faced with insurmountable odds. This creates elusive beasts who are difficult to rout until their salient weaknesses are understood so to force the ghoul out not on their terms.&lt;br /&gt;
&lt;br /&gt;
=== Weaknesses ===&lt;br /&gt;
The dread ghoul has few common weaknesses or allergens, even less when transformed. They retain discomfort around fire and aversion to platinum in both forms; great, mortal distress may also provoke the ghoul to reveal itself so to prevent destruction.&lt;br /&gt;
&lt;br /&gt;
They are affected more from salient weaknesses—a dread ghoul [[Bard]] may take such offense at another’s performance that they will devour them believing that only this shall maintain their “perfect” voice alone, for example. In presence of their salient weaknesses, it is only a matter of time before any feigned pleasantries dissolve away into the Mists.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls denied feedings become frantic, propelled towards the quickest resolution to their Craving at the expense of sense. They cannot transform until satiated.&lt;br /&gt;
&lt;br /&gt;
They are destroyed through annihilation, as their undeath will restore them however slowly unless utter and total, aided by fire. A dread ghoul who lacks a head or otherwise cannot feed will enter stasis until the first ability and opportunity presents itself. Regeneration from a torso takes weeks; if they are only missing a head, then days.&lt;br /&gt;
&lt;br /&gt;
== Dread Ghouls in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
Dread ghoul is an applied template with no associated [[Mist Tokens|MT]] cost, nor special considerations in the application process. It may be applied to existing player characters who were bitten and are dying or have died of &#039;&#039;ghoul fever&#039;&#039;, or as the result of spontaneous manifest in dishonorable cannibals.&lt;br /&gt;
&lt;br /&gt;
=== Template Adjustments ===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Attributes&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;STR&amp;lt;/code&amp;gt;&#039;&#039;&#039; +2&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;DEX&amp;lt;/code&amp;gt;&#039;&#039;&#039; +6&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;CON&amp;lt;/code&amp;gt;&#039;&#039;&#039; ∅ (10)&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;INT&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;WIS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;PRS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +4&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Skills&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 +6 to [[Stealth and Detection|Stealth]], +4 to [[Skills|Persuasion]], Deception and Intimidation, +2 to Tumble and Intuition (both forms)&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Typing and Immunities&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
 Gains undead racial typing unless transformed, whereon they instead have the same racial typing as they had in life. Shares all common immunities with the undead racial type unless transformed.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Combat&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 d12 HD (retroactive)&lt;br /&gt;
 +3 untyped AC&lt;br /&gt;
 +3 resistance against &#039;&#039;turn, rebuke and control undead&#039;&#039;&lt;br /&gt;
 15% fire damage vulnerability (ghoul)&lt;br /&gt;
 5/+2 DR (ghoul)&lt;br /&gt;
 Hostile [[Notoriety|NR]] if uncovered in all major domains unless transformed&lt;br /&gt;
 Dominates lesser ghouls and ghasts, will not be attacked by other AI-controlled undead unless transformed&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul claws (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Replaces natural weapon with 2d4+2 slashing damage, 1d6 necrotic damage claws; the dread ghoul cannot wield weapons or shields unless transformed, but may use other off-hand equipment as normal. Provokes DC level+PRS Will save against &#039;&#039;[[Status Effects|daze]]&#039;&#039; per attack. These claws behave as though under &#039;&#039;[[Keen Weapon|keen weapon]]&#039;&#039; with 18-20/x2 threat range&#039;&#039;,&#039;&#039; and have an additional 1d8 slashing damage explosion die on critical.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul bite (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Activate to replace next attack with a 2d6+2 crushing damage, 2d6 necrotic damage bite. This attack replaces all others which would have occurred in a flurry, but uses the highest available AB. Provokes DC 12+PRS Fortitude save against contracting &#039;&#039;ghoul fever.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Non-Salient Abilities&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoulish mien (Su)&amp;lt;/code&amp;gt;&#039;&#039;: At will, so long as their simple and complex hungers are satiated, the dread ghoul transforms into a form equivalent, if superficially, to being alive. They lose any immunities as consequence of suppressing their undead racial type, and are no longer healed by negative energy nor are harmed by positive energy. As this is a transformation, it is not a disguise that may be pierced per [[Disguises and Personae]], however will load a different description set in the specialty disguise area of that menu.&lt;br /&gt;
 &lt;br /&gt;
 Any salient weaknesses still affect the dread ghoul while transformed and may force the ghoul out if they are not removed from their triggers, subject to a DC 15 Will save that may be called for by a [[Staff, Requirements and Applications#Game Masters|Game Master]] or privately rolled by the dread ghoul themselves.&lt;br /&gt;
 &lt;br /&gt;
 Supernatural detection such as &#039;&#039;undead awareness&#039;&#039; register the transformed dread ghoul as alive, but will still provoke a Will save to notify that detection was attempted.&lt;br /&gt;
 &lt;br /&gt;
 Dread ghouls benefit from all abilities, salient or otherwise, as they would normally while transformed other than &#039;&#039;hungry frenzy,&#039;&#039; which if activated will automatically force the ghoul out.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul gaze (Su)&amp;lt;/code&amp;gt;&#039;&#039;: At will, the dread ghoul takes an action to attempt to &#039;&#039;paralyze&#039;&#039; a living target with a look, provoking a DC 2+level+PRS Will save against mind-affecting as a gaze attack. If the target fails, they are &#039;&#039;paralyzed&#039;&#039; for 1d4 rounds plus half the dread ghoul&#039;s level, rounded down. If the target saves, they are immune to any further &#039;&#039;ghoul gaze&#039;&#039; attempts for the next hour IGT and are notified that a hostile action was performed on them.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Devour flesh (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: The dread ghoul abandons all other actions to partake in the bloody feeding of a corpse or downed target. If the target is not sentient, they will satiate their basic hunger for 24 hours IRT; if sentient, they satiate their complex hunger for 1 week IRT.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Devour flesh&#039;&#039; may be performed on corpses that dread ghoul spawns, but will generate a descriptive bloodstain at site of the act. If the victim is a downed player, after 90 seconds IRT they will be maimed per [[Death, Dying and Maiming]]. The dread ghoul restores 20% of their maximum HP every round while feeding.&lt;br /&gt;
 &#039;&#039;Hungry frenzy (Ex)&#039;&#039;: As a free action the dread ghoul enters a berserk state, dealing an additional 1d4 negative energy damage on their claw attacks and restoring their health for the negative energy damage dealt. They gain +2 STR and DEX while frenzied, increasing to +4 should they or an ally kill or incapacitate a living target. This state persists for a &#039;&#039;quick&#039;&#039; duration, refreshing per successful kill or incapacitation (once per target).&lt;br /&gt;
 &lt;br /&gt;
 The dread ghoul cannot cast spells unless they lack somatic components while in &#039;&#039;hungry frenzy&#039;&#039; and should it or its allies fail to refresh &#039;&#039;hungry frenzy&#039;&#039; at least once, all will suffer -2 STR and DEX for another &#039;&#039;quick&#039;&#039; duration. The dread ghoul cannot transform while in any phase of &#039;&#039;hungry frenzy.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2204</id>
		<title>Dread Ghoul</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2204"/>
		<updated>2025-11-01T22:01:08Z</updated>

		<summary type="html">&lt;p&gt;August: /* Template Adjustments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&#039;&#039;For I had known ever since it had first been upon mine lips:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O hunger, o hunger.&#039;&#039;&amp;lt;/blockquote&amp;gt;There are few members of the so-described Living Dead more canny and cruel than the dread ghoul, a creature unique to the demiplane above that of ghasts and even ghoul lords. They alone may suppress their &#039;&#039;ghoulish mien&#039;&#039; to transform into a form “alive”—for a time. Though this may grant the dread ghoul unprecedented ability in infiltrating humanoid societies, no dark gift is without consequence beyond the Misty Border and these beasts bear no exception. While transformed their hunger simmers just under the surface; latent, watching and never satisfied. Should the dread ghoul ever fail to fulfill their appetites, the monster formerly lurking shall burst from them though as easy as ripping away a second skin, no less ravenous than the starving carrion feeders they would have decried as “lesser” kin.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
When transformed, the dread ghoul is a vision of who they were in life—they espouse no obvious signs of undeath other than a lack of aging. They undulate, produce breath steam and their blood is likewise “warm”, though becomes cool and black mere seconds after leaving their bodies. Any scar or impairment they had prior to death are also present, though the supernatural strength and dexterity which follows into transformation compensates unless the dread ghoul chooses to feign continued disability. &lt;br /&gt;
&lt;br /&gt;
As the ghoul, their complexion becomes pale, gaunt and severe, with enormous, keratinous claws launching from every fingertip. These beasts are built lean, even emaciated; most identifiable are the white, hateful state of their eyes, burning like bright coals in the dark. Their teeth are inhumanly sharp, designed to rip through flesh though each its own butcher’s blade. Their tongues are likewise long, lashed things, latching on to suck away ichor and marrow.&lt;br /&gt;
&lt;br /&gt;
There is a distinct, malodorous stench about these monsters, no doubt consequence from their kills&#039; savage natures, and never does this come clean. Even when transformed, though the dread ghoul ceases to emit any peculiar odor for others, worrying after them anyway, they are likely to wear heavy perfumes or colognes in an effort to mask this for themselves, only ever to middling effect.&lt;br /&gt;
&lt;br /&gt;
=== Creation ===&lt;br /&gt;
The mechanism by way a dread ghoul occurs is consistent and simple—they are the result whenever a soul sufficiently strong or interesting to the Mists succumbs to &#039;&#039;ghoul fever&#039;&#039;, the same terrible disease which creates the common ghoul and ghast. How an individual may contract &#039;&#039;ghoul fever&#039;&#039; changes—most often, it incubates in victims who survive a ghoul attack and are bitten, yet may also spontaneously manifest an individual who begins feasting on the dead in a dishonorable way, typical of cannibals or, more tragic, desperate survival.&lt;br /&gt;
&lt;br /&gt;
Nevertheless once contracted &#039;&#039;ghoul fever&#039;&#039; is terminal until the sufferer dies or is cured. The primary symptom of this disease other than bloodshot eyes and the fever itself is the wasting hunger precipitated from it—a sufferer is doomed to feel ever starving for red meat until they perish from this imagined “starvation”, no matter their actual intake of food and any physically full belly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ghoul fever&#039;&#039; is a supernatural disease and cannot be cured other than with &#039;&#039;[[restoration]]&#039;&#039;; even upon receipt of &#039;&#039;restoration&#039;&#039;, the sufferer must succeed at a &amp;lt;code&amp;gt;DC 17&amp;lt;/code&amp;gt; Will save as they smother the dark urges bubbling up from within themselves or else their symptoms will only be staved away than the disease cured. Further &#039;&#039;restoration&#039;&#039; attempts will not roll to cure for 48 hours [[Date and Time|IRT]].&lt;br /&gt;
&lt;br /&gt;
Strong willed suffers may survive &#039;&#039;ghoul fever&#039;&#039; for weeks, even a few months, but none ever defeat this pox without intervention. Assuming their body is not destroyed, they will rise as a dread ghoul 3 days later IRT. The dual natures of such creatures work to ensure they rise transformed—stories of spontaneous, miraculous “resurrections” are not uncommon in the Realms of Terror, often framed that way by the nascent dread ghoul themselves, but the Craving is never long behind.&lt;br /&gt;
&lt;br /&gt;
=== Feeding ===&lt;br /&gt;
A dread ghoul, unlike the common ghoul and ghast, cannot sustain themselves solely on carrion. Their simplest hunger persists in needing 20lbs of red meat be it dead, alive or rotting per day. Diligent dread ghouls are able to fulfill this requirement while transformed, though there is always an element of palpable excitement around food which makes maintaining appearances difficult, as they must produce the patience to wait until such food is prepared in a manner polite as opposed to raw and still bleeding.&lt;br /&gt;
&lt;br /&gt;
More troublesome is their need for complex, sentient flesh—a dread ghoul must again eat 20lbs of this meat once a week or the ghoul will be forced out and sent into a &#039;&#039;hungry frenzy&#039;&#039; until satiated. Unlike vampires, their quarries need not be alive to honor the Craving, but many dread ghouls find their palates ever-shifting such that rationing victims to last is not effective—evidence, perhaps, that the dread ghoul requires thrill in the kill for it to pass muster.&lt;br /&gt;
&lt;br /&gt;
Should the dread ghoul be denied in excess of their &#039;&#039;hungry frenzy&#039;&#039; and its immediate fallout, they will enter stasis until food of any kind presents itself, whereupon they will immediately “awaken” and attack until it is eaten or the dread ghoul destroyed. Ironically, once dead these creatures may never actually starve, though the Craving in them forever urges otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Habitat/Society ===&lt;br /&gt;
Due to their transformations, a dread ghoul is attracted to any environment familiar to them when alive, and this is contrary to the common ghoul or ghast who range outside their territories around graveyards and other sites of mass death only when corpses no longer provide. In this way dread ghouls are found wherever society is found, as their more sophisticated appetites necessitate proximity to quarry.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls, though many times responsible for how others become one beside their own appetites, are not social and do not espouse clannish behavior like the next most humanoid undead, the vampire. Many find the primitive and savage “lifestyle” of their lesser kin as affronting to their transformed sensibilities, despite that they themselves are far more destructive when allowed to be as they really are.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul may preternaturally identify another of their “kin” even if both are transformed. Should their palates diverge enough to be complementary, they may even tolerate each other’s existence. However, as creatures thrust along by selfish compulsion, hunger and other hedonisms, these partnerships are scarce to last. After all, it is possible for a dread ghoul to cannibalize another—and they may even discover they like the taste.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul is sterile when transformed; there is little doubt that these are but small mercies in the Realms of Terror.&lt;br /&gt;
&lt;br /&gt;
Likewise, the dread ghoul is unlikely to aspire to create more since there is no way of knowing whether a bitten victim will rise as a subjugated common ghoul or ghast and not competition in another dread ghoul. Therefore societies infiltrated by these deleterious creatures may breath some sigh of relief, as a single dread ghoul should not herald an infestation unless cornered and starving…&lt;br /&gt;
&lt;br /&gt;
… but they are always starving, aren’t they?&lt;br /&gt;
&lt;br /&gt;
=== Pathos/Combat ===&lt;br /&gt;
Though adept dread ghouls cajole and manipulate the living into believing their transformed selves are still like them—some even espouse personalities so separate from the monster within as to be like two people—the truth is far less:&lt;br /&gt;
&lt;br /&gt;
They are slaves to the Craving.&lt;br /&gt;
&lt;br /&gt;
The Craving is their god before all gods; the Craving is the altar upon which only hunger may worship; the Craving is what gives definition to their facsimile of life, and will be there at their side when they reveal—not become—the beast that had always been. But what is the Craving, really?&lt;br /&gt;
&lt;br /&gt;
It is bottomless.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls are ambush predators, advantaging the alone and unwary. They are dexterous, not strong for an undead, and are masters of sudden, overwhelming force. They may employ lesser ghouls and ghasts as minions where required, of whom are dominated by the dread ghoul utterly; it is not uncommon for the dread ghoul to dispose of these minions the same as they would their victims rather than share any part of the kill.&lt;br /&gt;
&lt;br /&gt;
These creatures tend to vacillate between pride for their immortality and turgid, ugly jealousy for the truly alive, usually when excited by the Craving and helpless but to answer it. When a dread ghoul is “in control”, they are coy and glib—when confronted, they are all instinct and vitriol.&lt;br /&gt;
&lt;br /&gt;
Though difficult, dread ghouls normally preserve enough presence of mind to flee when faced with insurmountable odds. This creates elusive beasts who are difficult to rout until their salient weaknesses are understood so to force the ghoul out not on their terms.&lt;br /&gt;
&lt;br /&gt;
=== Weaknesses ===&lt;br /&gt;
The dread ghoul has few common weaknesses or allergens, even less when transformed. They retain discomfort around fire and aversion to platinum in both forms; great, mortal distress may also provoke the ghoul to reveal itself so to prevent destruction.&lt;br /&gt;
&lt;br /&gt;
They are affected more from salient weaknesses—a dread ghoul [[Bard]] may take such offense at another’s performance that they will devour them believing that only this shall maintain their “perfect” voice alone, for example. In presence of their salient weaknesses, it is only a matter of time before any feigned pleasantries dissolve away into the Mists.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls denied feedings become frantic, propelled towards the quickest resolution to their Craving at the expense of sense. They cannot transform until satiated.&lt;br /&gt;
&lt;br /&gt;
They are destroyed through annihilation, as their undeath will restore them however slowly unless utter and total, aided by fire. A dread ghoul who lacks a head or otherwise cannot feed will enter stasis until the first ability and opportunity presents itself. Regeneration from a torso takes weeks; if they are only missing a head, then days.&lt;br /&gt;
&lt;br /&gt;
== Dread Ghouls in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
Dread ghoul is an applied template with no associated [[Mist Tokens|MT]] cost, nor special considerations in the application process. It may be applied to existing player characters who were bitten and are dying or have died of &#039;&#039;ghoul fever&#039;&#039;, or as the result of spontaneous manifest in dishonorable cannibals.&lt;br /&gt;
&lt;br /&gt;
=== Template Adjustments ===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Attributes&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;STR&amp;lt;/code&amp;gt;&#039;&#039;&#039; +2&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;DEX&amp;lt;/code&amp;gt;&#039;&#039;&#039; +6&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;CON&amp;lt;/code&amp;gt;&#039;&#039;&#039; ∅ (10)&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;INT&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;WIS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;PRS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +4&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Skills&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 +6 to [[Stealth and Detection|Stealth]], +4 to [[Skills|Persuasion]], Deception and Intimidation, +2 to Tumble and Intuition (both forms)&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Typing and Immunities&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
 Gains undead racial typing unless transformed, whereon they instead have the same racial typing as they had in life. Shares all common immunities with the undead racial type unless transformed.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Combat&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 d12 HD (retroactive)&lt;br /&gt;
 +3 untyped AC&lt;br /&gt;
 +3 resistance against &#039;&#039;turn, rebuke and control undead&#039;&#039;&lt;br /&gt;
 15% fire damage vulnerability (ghoul)&lt;br /&gt;
 5/+2 DR (ghoul)&lt;br /&gt;
 Hostile [[Notoriety|NR]] if uncovered in all major domains unless transformed&lt;br /&gt;
 Dominates lesser ghouls and ghasts, will not be attacked by other AI-controlled undead unless transformed&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul claws (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Replaces natural weapon with 2d4+2 slashing damage, 1d6 necrotic damage claws; the dread ghoul cannot wield weapons or shields unless transformed, but may use other off-hand equipment as normal. Provokes DC level+PRS Will save against &#039;&#039;[[Status Effects|daze]]&#039;&#039; per attack. These claws behave as though under &#039;&#039;[[Keen Weapon|keen weapon]]&#039;&#039; with 18-20/x2 threat range&#039;&#039;,&#039;&#039; and have an additional 1d8 slashing damage explosion die on critical.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul bite (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Activate to replace next attack with a 2d6+2 crushing damage, 2d6 necrotic damage bite. This attack replaces all others which would have occurred in a flurry, but uses the highest available AB. Provokes DC 12+PRS Fortitude save against contracting &#039;&#039;ghoul fever.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Non-Salient Abilities&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoulish mien (Su)&amp;lt;/code&amp;gt;&#039;&#039;: At will, so long as their simple and complex hungers are satiated, the dread ghoul transforms into a form equivalent, if superficially, to being alive. They lose any immunities as consequence of suppressing their undead racial type, and are no longer healed by negative energy nor are harmed by positive energy. As this is a transformation, it is not a disguise that may be pierced per [[Disguises and Personae]], however will load a different description set in the specialty disguise area of that menu.&lt;br /&gt;
 &lt;br /&gt;
 Any salient weaknesses still affect the dread ghoul while transformed and may force the ghoul out if they are not removed from their triggers, subject to a DC 15 Will save that may be called for by a [[Staff, Requirements and Applications#Game Masters|Game Master]] or privately rolled by the dread ghoul themselves.&lt;br /&gt;
 &lt;br /&gt;
 Supernatural detection such as &#039;&#039;undead awareness&#039;&#039; register the transformed dread ghoul as alive, but will still provoke a Will save to notify that detection was attempted.&lt;br /&gt;
 &lt;br /&gt;
 Dread ghouls benefit from all abilities, salient or otherwise, as they would normally while transformed other than &#039;&#039;hungry frenzy,&#039;&#039; which if activated will automatically force the ghoul out.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul gaze (Su)&amp;lt;/code&amp;gt;&#039;&#039;: At will, the dread ghoul takes an action to attempt to &#039;&#039;paralyze&#039;&#039; a living target with a look, provoking a DC 2+level+PRS Will save against mind-affecting as a gaze attack. If the target fails, they are &#039;&#039;paralyzed&#039;&#039; for 1d4 rounds plus half the dread ghoul&#039;s level, rounded down. If the target saves, they are immune to any further &#039;&#039;ghoul gaze&#039;&#039; attempts for the next hour IGT and are notified that a hostile action was performed on them.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Devour flesh (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: The dread ghoul abandons all other actions to partake in the bloody feeding of a corpse or downed target. If the target is not sentient, they will satiate their basic hunger for 24 hours IRT; if sentient, they satiate their complex hunger for 1 week IRT.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Devour flesh&#039;&#039; may be performed on corpses that dread ghoul may spawn, but will generate a descriptive bloodstain at site of the act. If the victim is a downed player, after 90 seconds IRT they will be maimed per [[Death, Dying and Maiming]]. The dread ghoul restores 20% of their maximum HP every round while feeding.&lt;br /&gt;
 &#039;&#039;Hungry frenzy (Ex)&#039;&#039;: As a free action the dread ghoul enters a berserk state, dealing an additional 1d4 negative energy damage on their claw attacks and restoring their health for the negative energy damage dealt. They gain +2 STR and DEX while frenzied, increasing to +4 should they or an ally kill or incapacitate a living target. This state persists for a &#039;&#039;quick&#039;&#039; duration, refreshing per successful kill or incapacitation (once per target).&lt;br /&gt;
 &lt;br /&gt;
 The dread ghoul cannot cast spells unless they lack somatic components while in &#039;&#039;hungry frenzy&#039;&#039; and should it or its allies fail to refresh &#039;&#039;hungry frenzy&#039;&#039; at least once, all will suffer -2 STR and DEX for another &#039;&#039;quick&#039;&#039; duration. The dread ghoul cannot transform while in any phase of &#039;&#039;hungry frenzy.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Skills&amp;diff=2203</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Skills&amp;diff=2203"/>
		<updated>2025-11-01T21:20:00Z</updated>

		<summary type="html">&lt;p&gt;August: /* Intimidation (PRS, STR) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skills in &#039;&#039;[[The Domains of Dread]]&#039;&#039; have extensive modification from vanilla Neverwinter Nights and Third Edition sources. All skills have both primary and secondary attribute modifiers, and final modifiers are determined from the following list in order of calculation:&lt;br /&gt;
&lt;br /&gt;
# Modifier from primary [[Attributes|attribute]], positive or negative;&lt;br /&gt;
# Hard modifier from secondary attribute, if any &amp;lt;code&amp;gt;(max +2, minimum +0)&amp;lt;/code&amp;gt;;&lt;br /&gt;
# Soft modifiers from items, positive or negative;&lt;br /&gt;
# Soft modifiers from [[spells]] and spell-like effects, positive or negative;&lt;br /&gt;
# Soft modifiers from circumstance or environment, whether automatic by the module or where called by a [[Staff, Requirements and Applications|Game Master]], positive or negative.&lt;br /&gt;
Characters benefit from up to &amp;lt;code&amp;gt;+15&amp;lt;/code&amp;gt; from soft modifiers, after which their skills will no longer increase. Should verbiage around a feature not include “checks”, it is a hard modifier unaffected by this cap. For example, &amp;lt;code&amp;gt;+2 to Perception&amp;lt;/code&amp;gt; is a hard modifier, where &amp;lt;code&amp;gt;+2 to Perception checks&amp;lt;/code&amp;gt; is not.&lt;br /&gt;
&lt;br /&gt;
Skills affected by [[Armor|Armor Check Penalty (ACP)]] are denoted as such. ACP affects final modifiers as a circumstantial malus.&lt;br /&gt;
&lt;br /&gt;
=== [[Acrobatics]] &amp;lt;small&amp;gt;(DEX, STR)&amp;lt;/small&amp;gt; ===&lt;br /&gt;
A character’s ability to climb, navigate, or otherwise traverse challenging environments without injury. Special passages or placeables in the module require successful Acrobatics checks to use without damage or another consequence. Affected by ACP.&lt;br /&gt;
&lt;br /&gt;
=== [[Appraise]] &amp;lt;small&amp;gt;(INT, PRS)&amp;lt;/small&amp;gt; ===&lt;br /&gt;
A character’s ability to enumerate the value (or lack thereof) of a good or service. Appraise is considered when determining a non-player character vendor’s willingness to purchase an item, for how much, and how many; it also determines the going rate of such a vendor’s items being sold.&lt;br /&gt;
&lt;br /&gt;
=== [[Concentration]] &amp;lt;small&amp;gt;(CON, WIS)&amp;lt;/small&amp;gt; ===&lt;br /&gt;
A character’s ability to remain focused through distraction. Concentration is used when invoking a spell or spell-like ability which would provoke an attack of opportunity, such as when engaged by a melee opponent and when resisting certain effects.&lt;br /&gt;
&lt;br /&gt;
=== [[Deception]] &amp;lt;small&amp;gt;(PRS, INT)&amp;lt;/small&amp;gt; ===&lt;br /&gt;
A character’s ability to misrepresent themselves, a situation or circumstance—to lie where the truth is expected. Deception is used to resist attempts to [[Disguises and Personae|undisguise]] the character or when bluffing another party primed to already sense deceit.&lt;br /&gt;
&lt;br /&gt;
=== [[Handle Animal]] &amp;lt;small&amp;gt;(PRS, WIS)&amp;lt;/small&amp;gt; ===&lt;br /&gt;
A character’s ability to tame, train, or otherwise interface with a domestic or wild animal. Handle Animal is used to determine the initial disposition of animals in their presence, and whether they will obey command and how long.&lt;br /&gt;
&lt;br /&gt;
=== [[Handle Device]] &amp;lt;small&amp;gt;(INT, DEX)&amp;lt;/small&amp;gt; ===&lt;br /&gt;
A character’s ability to manipulate devices such as traps without failure or injury. Handle Device is used when disabling ground traps or sabotaged containers, and when deploying them such as forcing a lock into the shut position.&lt;br /&gt;
&lt;br /&gt;
=== [[Handle Lock]] &amp;lt;small&amp;gt;(DEX, INT)&amp;lt;/small&amp;gt; ===&lt;br /&gt;
A character’s ability to finesse locks without keys or another expected means of entry. Handle Lock is used when opening locked doors or containers, and when attempting to interface with puzzle or otherwise sealed inventory items such as manacles.&lt;br /&gt;
&lt;br /&gt;
=== [[Handle Medicine]] &amp;lt;small&amp;gt;(WIS, INT)&amp;lt;/small&amp;gt; ===&lt;br /&gt;
A character’s ability to render medical aid accurately and effectively. Handle Medicine is used when bandaging wounds, treating poisons and/or diseases, and when providing long term care through mundane methods.&lt;br /&gt;
&lt;br /&gt;
=== [[Handle Supernatural Device]] &amp;lt;small&amp;gt;(PRS, INT)&amp;lt;/small&amp;gt; ===&lt;br /&gt;
A character’s ability to “work” items that they would not otherwise be able to—to impress the desired result in a non-mundane item. Handle Supernatural Device is used when attempting to use a scroll whose spell type the character cannot natively cast, or when putting on equipment restricted to another class archetype and/or alignment.&lt;br /&gt;
&lt;br /&gt;
=== [[Intimidation]] &amp;lt;small&amp;gt;(PRS, STR)&amp;lt;/small&amp;gt; ===&lt;br /&gt;
A character’s ability to shock or muscle their way through a scene. Intimidation is used when using brutish means to obtain a desired effect or when otherwise dissuading others by threatening force.&lt;br /&gt;
&lt;br /&gt;
=== [[Intuition]] &amp;lt;small&amp;gt;(WIS, CON)&amp;lt;/small&amp;gt; ===&lt;br /&gt;
A character’s ability to reason unconsciously and rely on their instincts. Intuition is used when trying to uncover deceit or undisguise disguised individuals.&lt;br /&gt;
&lt;br /&gt;
=== [[Knowledge]] &amp;lt;small&amp;gt;(INT, WIS)&amp;lt;/small&amp;gt; ===&lt;br /&gt;
A character’s ability to recall and disambiguate living information. Knowledge is used when trying to identify mundane items, when deciphering the script of an unknown but extant language or code, or to recognize the qualities of beasts.&lt;br /&gt;
&lt;br /&gt;
=== [[Lore]] &amp;lt;small&amp;gt;(INT, WIS)&amp;lt;/small&amp;gt; ===&lt;br /&gt;
A character’s ability to recall and disambiguate esoteric or dead information. Lore is used when trying to identify supernatural items, when making interpretations of long forgotten symbols or scripture, or to recognize the qualities of monsters.&lt;br /&gt;
&lt;br /&gt;
=== [[Perception]] &amp;lt;small&amp;gt;(WIS, INT)&amp;lt;/small&amp;gt; ===&lt;br /&gt;
A character’s ability to intuit what is unseen or otherwise hidden. Perception is used when trying to uncover individuals using Stealth, or when discerning reality from illusion.&lt;br /&gt;
&lt;br /&gt;
=== [[Performance]] &amp;lt;small&amp;gt;(PRS, INT)&amp;lt;/small&amp;gt; ===&lt;br /&gt;
A character’s ability to create compelling live performances. Performance is used when playing music, when dancing to entertain, or to otherwise captivate the senses in others.&lt;br /&gt;
&lt;br /&gt;
=== [[Persuasion]] &amp;lt;small&amp;gt;(PRS, INT)&amp;lt;/small&amp;gt; ===&lt;br /&gt;
A character’s ability to make compelling argument and convince others with diplomacy. Persuasion is used when negotiating between opposing viewpoints, when expressing an unwanted idea, or when urging a different course of action.&lt;br /&gt;
&lt;br /&gt;
=== [[Poise]] &amp;lt;small&amp;gt;(STR, CON)&amp;lt;/small&amp;gt; ===&lt;br /&gt;
A character’s ability to handle heavy equipment with practice and without risk. Poise is used to resist certain effects, when determining the character’s innate &amp;lt;code&amp;gt;DR&amp;lt;/code&amp;gt; against mundane damage, and as a source of potential &amp;lt;code&amp;gt;dodge AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== [[Search]] &amp;lt;small&amp;gt;(INT, WIS)&amp;lt;/small&amp;gt; ===&lt;br /&gt;
A character’s ability to find items and areas. Search is used when trying to notice hidden passages, placeables, or all the items in some ground containers.&lt;br /&gt;
&lt;br /&gt;
=== [[Sleight of Hand]] &amp;lt;small&amp;gt;(DEX, INT)&amp;lt;/small&amp;gt; ===&lt;br /&gt;
A character’s ability to perform feats of legerdemain with handleable items and when using their arms and hands with dexterity. Sleight of Hand is used when escaping bindings such as manacles, when filching from the purses or pockets of non-player characters, and when concealing contraband during searches. Affected by ACP.&lt;br /&gt;
&lt;br /&gt;
=== [[Spellcraft]] &amp;lt;small&amp;gt;(INT, PRS)&amp;lt;/small&amp;gt; ===&lt;br /&gt;
A character’s ability to read, identify, and resist supernatural effects. Spellcraft is used when determining the character’s total spells known, the exactness with which they may identify a foreign spell or spell-like ability, and when avoiding the effects of a hostile spell or spell-like ability cast on them.&lt;br /&gt;
&lt;br /&gt;
=== [[Stealth]] &amp;lt;small&amp;gt;(DEX, WIS)&amp;lt;/small&amp;gt; ===&lt;br /&gt;
The character’s ability to conceal themselves and to stay out of sight. Stealth is used when the character tries to hide themselves, move silently, and pass through areas without trace. Affected by ACP.&lt;br /&gt;
&lt;br /&gt;
=== [[Survival]] &amp;lt;small&amp;gt;(WIS, CON)&amp;lt;/small&amp;gt; ===&lt;br /&gt;
The character’s ability to avoid natural hazards and sustain themselves in wilderness. Survival is used when determining the character’s resistance to inclement weather, when locating the tracks of others left outdoors, when obscuring their own tracks, and how well they obtain their physical needs from outdoor sources.&lt;br /&gt;
&lt;br /&gt;
=== [[Tumble]] &amp;lt;small&amp;gt;(DEX)&amp;lt;/small&amp;gt; ===&lt;br /&gt;
The character’s ability to control themselves with grace and move out from danger. Tumble is used when avoiding attacks of opportunity and as a source of potential &amp;lt;code&amp;gt;dodge AC&amp;lt;/code&amp;gt;. Affected by ACP.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2202</id>
		<title>Dread Ghoul</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2202"/>
		<updated>2025-11-01T10:14:50Z</updated>

		<summary type="html">&lt;p&gt;August: /* Template Adjustments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&#039;&#039;For I had known ever since it had first been upon mine lips:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O hunger, o hunger.&#039;&#039;&amp;lt;/blockquote&amp;gt;There are few members of the so-described Living Dead more canny and cruel than the dread ghoul, a creature unique to the demiplane above that of ghasts and even ghoul lords. They alone may suppress their &#039;&#039;ghoulish mien&#039;&#039; to transform into a form “alive”—for a time. Though this may grant the dread ghoul unprecedented ability in infiltrating humanoid societies, no dark gift is without consequence beyond the Misty Border and these beasts bear no exception. While transformed their hunger simmers just under the surface; latent, watching and never satisfied. Should the dread ghoul ever fail to fulfill their appetites, the monster formerly lurking shall burst from them though as easy as ripping away a second skin, no less ravenous than the starving carrion feeders they would have decried as “lesser” kin.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
When transformed, the dread ghoul is a vision of who they were in life—they espouse no obvious signs of undeath other than a lack of aging. They undulate, produce breath steam and their blood is likewise “warm”, though becomes cool and black mere seconds after leaving their bodies. Any scar or impairment they had prior to death are also present, though the supernatural strength and dexterity which follows into transformation compensates unless the dread ghoul chooses to feign continued disability. &lt;br /&gt;
&lt;br /&gt;
As the ghoul, their complexion becomes pale, gaunt and severe, with enormous, keratinous claws launching from every fingertip. These beasts are built lean, even emaciated; most identifiable are the white, hateful state of their eyes, burning like bright coals in the dark. Their teeth are inhumanly sharp, designed to rip through flesh though each its own butcher’s blade. Their tongues are likewise long, lashed things, latching on to suck away ichor and marrow.&lt;br /&gt;
&lt;br /&gt;
There is a distinct, malodorous stench about these monsters, no doubt consequence from their kills&#039; savage natures, and never does this come clean. Even when transformed, though the dread ghoul ceases to emit any peculiar odor for others, worrying after them anyway, they are likely to wear heavy perfumes or colognes in an effort to mask this for themselves, only ever to middling effect.&lt;br /&gt;
&lt;br /&gt;
=== Creation ===&lt;br /&gt;
The mechanism by way a dread ghoul occurs is consistent and simple—they are the result whenever a soul sufficiently strong or interesting to the Mists succumbs to &#039;&#039;ghoul fever&#039;&#039;, the same terrible disease which creates the common ghoul and ghast. How an individual may contract &#039;&#039;ghoul fever&#039;&#039; changes—most often, it incubates in victims who survive a ghoul attack and are bitten, yet may also spontaneously manifest an individual who begins feasting on the dead in a dishonorable way, typical of cannibals or, more tragic, desperate survival.&lt;br /&gt;
&lt;br /&gt;
Nevertheless once contracted &#039;&#039;ghoul fever&#039;&#039; is terminal until the sufferer dies or is cured. The primary symptom of this disease other than bloodshot eyes and the fever itself is the wasting hunger precipitated from it—a sufferer is doomed to feel ever starving for red meat until they perish from this imagined “starvation”, no matter their actual intake of food and any physically full belly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ghoul fever&#039;&#039; is a supernatural disease and cannot be cured other than with &#039;&#039;[[restoration]]&#039;&#039;; even upon receipt of &#039;&#039;restoration&#039;&#039;, the sufferer must succeed at a &amp;lt;code&amp;gt;DC 17&amp;lt;/code&amp;gt; Will save as they smother the dark urges bubbling up from within themselves or else their symptoms will only be staved away than the disease cured. Further &#039;&#039;restoration&#039;&#039; attempts will not roll to cure for 48 hours [[Date and Time|IRT]].&lt;br /&gt;
&lt;br /&gt;
Strong willed suffers may survive &#039;&#039;ghoul fever&#039;&#039; for weeks, even a few months, but none ever defeat this pox without intervention. Assuming their body is not destroyed, they will rise as a dread ghoul 3 days later IRT. The dual natures of such creatures work to ensure they rise transformed—stories of spontaneous, miraculous “resurrections” are not uncommon in the Realms of Terror, often framed that way by the nascent dread ghoul themselves, but the Craving is never long behind.&lt;br /&gt;
&lt;br /&gt;
=== Feeding ===&lt;br /&gt;
A dread ghoul, unlike the common ghoul and ghast, cannot sustain themselves solely on carrion. Their simplest hunger persists in needing 20lbs of red meat be it dead, alive or rotting per day. Diligent dread ghouls are able to fulfill this requirement while transformed, though there is always an element of palpable excitement around food which makes maintaining appearances difficult, as they must produce the patience to wait until such food is prepared in a manner polite as opposed to raw and still bleeding.&lt;br /&gt;
&lt;br /&gt;
More troublesome is their need for complex, sentient flesh—a dread ghoul must again eat 20lbs of this meat once a week or the ghoul will be forced out and sent into a &#039;&#039;hungry frenzy&#039;&#039; until satiated. Unlike vampires, their quarries need not be alive to honor the Craving, but many dread ghouls find their palates ever-shifting such that rationing victims to last is not effective—evidence, perhaps, that the dread ghoul requires thrill in the kill for it to pass muster.&lt;br /&gt;
&lt;br /&gt;
Should the dread ghoul be denied in excess of their &#039;&#039;hungry frenzy&#039;&#039; and its immediate fallout, they will enter stasis until food of any kind presents itself, whereupon they will immediately “awaken” and attack until it is eaten or the dread ghoul destroyed. Ironically, once dead these creatures may never actually starve, though the Craving in them forever urges otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Habitat/Society ===&lt;br /&gt;
Due to their transformations, a dread ghoul is attracted to any environment familiar to them when alive, and this is contrary to the common ghoul or ghast who range outside their territories around graveyards and other sites of mass death only when corpses no longer provide. In this way dread ghouls are found wherever society is found, as their more sophisticated appetites necessitate proximity to quarry.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls, though many times responsible for how others become one beside their own appetites, are not social and do not espouse clannish behavior like the next most humanoid undead, the vampire. Many find the primitive and savage “lifestyle” of their lesser kin as affronting to their transformed sensibilities, despite that they themselves are far more destructive when allowed to be as they really are.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul may preternaturally identify another of their “kin” even if both are transformed. Should their palates diverge enough to be complementary, they may even tolerate each other’s existence. However, as creatures thrust along by selfish compulsion, hunger and other hedonisms, these partnerships are scarce to last. After all, it is possible for a dread ghoul to cannibalize another—and they may even discover they like the taste.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul is sterile when transformed; there is little doubt that these are but small mercies in the Realms of Terror.&lt;br /&gt;
&lt;br /&gt;
Likewise, the dread ghoul is unlikely to aspire to create more since there is no way of knowing whether a bitten victim will rise as a subjugated common ghoul or ghast and not competition in another dread ghoul. Therefore societies infiltrated by these deleterious creatures may breath some sigh of relief, as a single dread ghoul should not herald an infestation unless cornered and starving…&lt;br /&gt;
&lt;br /&gt;
… but they are always starving, aren’t they?&lt;br /&gt;
&lt;br /&gt;
=== Pathos/Combat ===&lt;br /&gt;
Though adept dread ghouls cajole and manipulate the living into believing their transformed selves are still like them—some even espouse personalities so separate from the monster within as to be like two people—the truth is far less:&lt;br /&gt;
&lt;br /&gt;
They are slaves to the Craving.&lt;br /&gt;
&lt;br /&gt;
The Craving is their god before all gods; the Craving is the altar upon which only hunger may worship; the Craving is what gives definition to their facsimile of life, and will be there at their side when they reveal—not become—the beast that had always been. But what is the Craving, really?&lt;br /&gt;
&lt;br /&gt;
It is bottomless.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls are ambush predators, advantaging the alone and unwary. They are dexterous, not strong for an undead, and are masters of sudden, overwhelming force. They may employ lesser ghouls and ghasts as minions where required, of whom are dominated by the dread ghoul utterly; it is not uncommon for the dread ghoul to dispose of these minions the same as they would their victims rather than share any part of the kill.&lt;br /&gt;
&lt;br /&gt;
These creatures tend to vacillate between pride for their immortality and turgid, ugly jealousy for the truly alive, usually when excited by the Craving and helpless but to answer it. When a dread ghoul is “in control”, they are coy and glib—when confronted, they are all instinct and vitriol.&lt;br /&gt;
&lt;br /&gt;
Though difficult, dread ghouls normally preserve enough presence of mind to flee when faced with insurmountable odds. This creates elusive beasts who are difficult to rout until their salient weaknesses are understood so to force the ghoul out not on their terms.&lt;br /&gt;
&lt;br /&gt;
=== Weaknesses ===&lt;br /&gt;
The dread ghoul has few common weaknesses or allergens, even less when transformed. They retain discomfort around fire and aversion to platinum in both forms; great, mortal distress may also provoke the ghoul to reveal itself so to prevent destruction.&lt;br /&gt;
&lt;br /&gt;
They are affected more from salient weaknesses—a dread ghoul [[Bard]] may take such offense at another’s performance that they will devour them believing that only this shall maintain their “perfect” voice alone, for example. In presence of their salient weaknesses, it is only a matter of time before any feigned pleasantries dissolve away into the Mists.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls denied feedings become frantic, propelled towards the quickest resolution to their Craving at the expense of sense. They cannot transform until satiated.&lt;br /&gt;
&lt;br /&gt;
They are destroyed through annihilation, as their undeath will restore them however slowly unless utter and total, aided by fire. A dread ghoul who lacks a head or otherwise cannot feed will enter stasis until the first ability and opportunity presents itself. Regeneration from a torso takes weeks; if they are only missing a head, then days.&lt;br /&gt;
&lt;br /&gt;
== Dread Ghouls in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
Dread ghoul is an applied template with no associated [[Mist Tokens|MT]] cost, nor special considerations in the application process. It may be applied to existing player characters who were bitten and are dying or have died of &#039;&#039;ghoul fever&#039;&#039;, or as the result of spontaneous manifest in dishonorable cannibals.&lt;br /&gt;
&lt;br /&gt;
=== Template Adjustments ===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Attributes&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;STR&amp;lt;/code&amp;gt;&#039;&#039;&#039; +2&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;DEX&amp;lt;/code&amp;gt;&#039;&#039;&#039; +6&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;CON&amp;lt;/code&amp;gt;&#039;&#039;&#039; ∅ (10)&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;INT&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;WIS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;PRS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +4&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Typing and Immunities&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
 Gains undead racial typing unless transformed, whereon they instead have the same racial typing as they had in life. Shares all common immunities with the undead racial type unless transformed.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Combat&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 +3 untyped AC&lt;br /&gt;
 +3 resistance against &#039;&#039;turn, rebuke and control undead&#039;&#039;&lt;br /&gt;
 Dominates ghouls and ghasts, will not be attacked by other AI-controlled undead unless transformed&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul claws (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Replaces natural weapon with 2d4+2 slashing damage, 1d6 necrotic damage claws; the dread ghoul cannot wield weapons or shields unless transformed, but may use other off-hand equipment as normal. Provokes DC level+PRS Will save against &#039;&#039;[[Status Effects|daze]]&#039;&#039; per attack. These claws behave as though under &#039;&#039;[[Keen Weapon|keen weapon]]&#039;&#039; with 18-20/x2 threat range&#039;&#039;,&#039;&#039; and have an additional 1d8 slashing damage explosion die on critical.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul bite (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Activate to replace next attack with a 2d6+2 crushing damage, 2d6 necrotic damage bite. This attack replaces all others which would have occurred in a flurry, but uses the highest available AB. Provokes DC 12+PRS Fortitude save against contracting &#039;&#039;ghoul fever.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2201</id>
		<title>Dread Ghoul</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2201"/>
		<updated>2025-11-01T10:01:28Z</updated>

		<summary type="html">&lt;p&gt;August: /* Template Adjustments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&#039;&#039;For I had known ever since it had first been upon mine lips:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O hunger, o hunger.&#039;&#039;&amp;lt;/blockquote&amp;gt;There are few members of the so-described Living Dead more canny and cruel than the dread ghoul, a creature unique to the demiplane above that of ghasts and even ghoul lords. They alone may suppress their &#039;&#039;ghoulish mien&#039;&#039; to transform into a form “alive”—for a time. Though this may grant the dread ghoul unprecedented ability in infiltrating humanoid societies, no dark gift is without consequence beyond the Misty Border and these beasts bear no exception. While transformed their hunger simmers just under the surface; latent, watching and never satisfied. Should the dread ghoul ever fail to fulfill their appetites, the monster formerly lurking shall burst from them though as easy as ripping away a second skin, no less ravenous than the starving carrion feeders they would have decried as “lesser” kin.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
When transformed, the dread ghoul is a vision of who they were in life—they espouse no obvious signs of undeath other than a lack of aging. They undulate, produce breath steam and their blood is likewise “warm”, though becomes cool and black mere seconds after leaving their bodies. Any scar or impairment they had prior to death are also present, though the supernatural strength and dexterity which follows into transformation compensates unless the dread ghoul chooses to feign continued disability. &lt;br /&gt;
&lt;br /&gt;
As the ghoul, their complexion becomes pale, gaunt and severe, with enormous, keratinous claws launching from every fingertip. These beasts are built lean, even emaciated; most identifiable are the white, hateful state of their eyes, burning like bright coals in the dark. Their teeth are inhumanly sharp, designed to rip through flesh though each its own butcher’s blade. Their tongues are likewise long, lashed things, latching on to suck away ichor and marrow.&lt;br /&gt;
&lt;br /&gt;
There is a distinct, malodorous stench about these monsters, no doubt consequence from their kills&#039; savage natures, and never does this come clean. Even when transformed, though the dread ghoul ceases to emit any peculiar odor for others, worrying after them anyway, they are likely to wear heavy perfumes or colognes in an effort to mask this for themselves, only ever to middling effect.&lt;br /&gt;
&lt;br /&gt;
=== Creation ===&lt;br /&gt;
The mechanism by way a dread ghoul occurs is consistent and simple—they are the result whenever a soul sufficiently strong or interesting to the Mists succumbs to &#039;&#039;ghoul fever&#039;&#039;, the same terrible disease that creates the common ghoul and ghast. How an individual may contract &#039;&#039;ghoul fever&#039;&#039; changes—most often, it incubates in victims who survive a ghoul attack and are bitten, yet may also spontaneously manifest an individual who begins feasting on the dead in a dishonorable way, typical of cannibals or, more tragic, desperate survival.&lt;br /&gt;
&lt;br /&gt;
Nevertheless once contracted &#039;&#039;ghoul fever&#039;&#039; is terminal until the sufferer dies or is cured. The primary symptom of this disease other than bloodshot eyes and the fever itself is the wasting hunger precipitated from it—a sufferer is doomed to feel ever starving for red meat until they perish from this imagined “starvation”, no matter their actual intake of food and any physically full belly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ghoul fever&#039;&#039; is a supernatural disease and cannot be cured other than with &#039;&#039;[[restoration]]&#039;&#039;; even upon receipt of &#039;&#039;restoration&#039;&#039;, the sufferer must succeed at a &amp;lt;code&amp;gt;DC 17&amp;lt;/code&amp;gt; Will save as they smother the dark urges bubbling up from within themselves or else their symptoms will only be staved away than the disease cured. Further &#039;&#039;restoration&#039;&#039; attempts will not roll to cure for 48 hours [[Date and Time|IRT]].&lt;br /&gt;
&lt;br /&gt;
Strong willed suffers may survive &#039;&#039;ghoul fever&#039;&#039; for weeks, even a few months, but none ever defeat this pox without intervention. Assuming their body is not destroyed, they will rise as a dread ghoul 3 days later IRT. The dual natures of such creatures work to ensure they rise transformed—stories of spontaneous, miraculous “resurrections” are not uncommon in the Realms of Terror, often framed that way by the nascent dread ghoul themselves, but the Craving is never long behind.&lt;br /&gt;
&lt;br /&gt;
=== Feeding ===&lt;br /&gt;
A dread ghoul, unlike the common ghoul and ghast, cannot sustain themselves solely on carrion. Their simplest hunger persists in needing 20lbs of red meat be it dead, alive or rotting per day. Diligent dread ghouls are able to fulfill this requirement while transformed, though there is always an element of palpable excitement around food which makes maintaining appearances difficult, as they must produce the patience to wait until such food is prepared in a manner polite as opposed to raw and still bleeding.&lt;br /&gt;
&lt;br /&gt;
More troublesome is their need for complex, sentient flesh—a dread ghoul must again eat 20lbs of this meat once a week or the ghoul will be forced out and sent into a &#039;&#039;hungry frenzy&#039;&#039; until satiated. Unlike vampires, their quarries need not be alive to honor the Craving, but many dread ghouls find their palates ever-shifting such that rationing victims to last is not effective—evidence, perhaps, that the dread ghoul requires thrill in the kill for it to pass muster.&lt;br /&gt;
&lt;br /&gt;
Should the dread ghoul be denied in excess of their &#039;&#039;hungry frenzy&#039;&#039; and its immediate fallout, they will enter stasis until food of any kind presents itself, whereupon they will immediately “awaken” and attack until it is eaten or the dread ghoul destroyed. Ironically, once dead these creatures may never actually starve, though the Craving in them forever urges otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Habitat/Society ===&lt;br /&gt;
Due to their transformations, a dread ghoul is attracted to any environment familiar to them when alive, and this is contrary to the common ghoul or ghast who range outside their territories around graveyards and other sites of mass death only when corpses no longer provide. In this way dread ghouls are found wherever society is found, as their more sophisticated appetites necessitate proximity to quarry.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls, though many times responsible for how others become one beside their own appetites, are not social and do not espouse clannish behavior like the next most humanoid undead, the vampire. Many find the primitive and savage “lifestyle” of their lesser kin as affronting to their transformed sensibilities, despite that they themselves are far more destructive when allowed to be as they really are.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul may preternaturally identify another of their “kin” even if both are transformed. Should their palates diverge enough to be complementary, they may even tolerate each other’s existence. However, as creatures thrust along by selfish compulsion, hunger and other hedonisms, these partnerships are scarce to last. After all, it is possible for a dread ghoul to cannibalize another—and they may even discover they like the taste.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul is sterile when transformed; there is little doubt that these are but small mercies in the Realms of Terror.&lt;br /&gt;
&lt;br /&gt;
Likewise, the dread ghoul is unlikely to aspire to create more since there is no way of knowing whether a bitten victim will rise as a subjugated common ghoul or ghast and not competition in another dread ghoul. Therefore societies infiltrated by these deleterious creatures may breath some sigh of relief, as a single dread ghoul should not herald an infestation unless cornered and starving…&lt;br /&gt;
&lt;br /&gt;
… but they are always starving, aren’t they?&lt;br /&gt;
&lt;br /&gt;
=== Pathos/Combat ===&lt;br /&gt;
Though adept dread ghouls cajole and manipulate the living into believing their transformed selves are still like them—some even espouse personalities so separate from the monster within as to be like two people—the truth is far less:&lt;br /&gt;
&lt;br /&gt;
They are slaves to the Craving.&lt;br /&gt;
&lt;br /&gt;
The Craving is their god before all gods; the Craving is the altar upon which only hunger may worship; the Craving is what gives definition to their facsimile of life, and will be there at their side when they reveal—not become—the beast that had always been. But what is the Craving, really?&lt;br /&gt;
&lt;br /&gt;
It is bottomless.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls are ambush predators, advantaging the alone and unwary. They are dexterous, not strong for an undead, and are masters of sudden, overwhelming force. They may employ lesser ghouls and ghasts as minions where required, of whom are dominated by the dread ghoul utterly; it is not uncommon for the dread ghoul to dispose of these minions the same as they would their victims rather than share any part of the kill.&lt;br /&gt;
&lt;br /&gt;
These creatures tend to vacillate between pride for their immortality and turgid, ugly jealousy for the truly alive, usually when excited by the Craving and helpless but to answer it. When a dread ghoul is “in control”, they are coy and glib—when confronted, they are all instinct and vitriol.&lt;br /&gt;
&lt;br /&gt;
Though difficult, dread ghouls normally preserve enough presence of mind to flee when faced with insurmountable odds. This creates elusive beasts who are difficult to rout until their salient weaknesses are understood so to force the ghoul out not on their terms.&lt;br /&gt;
&lt;br /&gt;
=== Weaknesses ===&lt;br /&gt;
The dread ghoul has few common weaknesses or allergens, even less when transformed. They retain discomfort around fire and aversion to platinum in both forms; great, mortal distress may also provoke the ghoul to reveal itself so to prevent destruction.&lt;br /&gt;
&lt;br /&gt;
They are affected more from salient weaknesses—a dread ghoul [[Bard]] may take such offense at another’s performance that they will devour them believing that only this shall maintain their “perfect” voice alone, for example. In presence of their salient weaknesses, it is only a matter of time before any feigned pleasantries dissolve away into the Mists.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls denied feedings become frantic, propelled towards the quickest resolution to their Craving at the expense of sense. They cannot transform until satiated.&lt;br /&gt;
&lt;br /&gt;
They are destroyed through annihilation, as their undeath will restore them however slowly unless utter and total, aided by fire. A dread ghoul who lacks a head or otherwise cannot feed will enter stasis until the first ability and opportunity presents itself. Regeneration from a torso takes weeks; if they are only missing a head, then days.&lt;br /&gt;
&lt;br /&gt;
== Dread Ghouls in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
Dread ghoul is an applied template with no associated [[Mist Tokens|MT]] cost, nor special considerations in the application process. It may be applied to existing player characters who were bitten and are dying or have died of &#039;&#039;ghoul fever&#039;&#039;, or as the result of spontaneous manifest in dishonorable cannibals.&lt;br /&gt;
&lt;br /&gt;
=== Template Adjustments ===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Attributes&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;STR&amp;lt;/code&amp;gt;&#039;&#039;&#039; +2&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;DEX&amp;lt;/code&amp;gt;&#039;&#039;&#039; +6&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;CON&amp;lt;/code&amp;gt;&#039;&#039;&#039; ∅ (10)&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;INT&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;WIS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;PRS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +4&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Typing and Immunities&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
 Gains undead racial typing unless transformed, whereon they instead have the same racial typing as they had in life. Shares all common immunities with the undead racial type unless transformed.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Combat&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 +3 untyped AC&lt;br /&gt;
 +3 resistance against &#039;&#039;turn, rebuke and control undead&#039;&#039;&lt;br /&gt;
 Dominates ghouls and ghasts, will not be attacked by other AI-controlled undead unless transformed&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul claws (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Replaces natural weapon with 2d4+2 slashing damage, 1d6 necrotic damage claws; the dread ghoul cannot wield weapons or shields unless transformed, but may use other off-hand equipment as normal. Provokes DC level+PRS Will save against &#039;&#039;[[Status Effects|daze]]&#039;&#039; per attack. These claws behave as though under &#039;&#039;[[Keen Weapon|keen weapon]]&#039;&#039; with 18-20/x2 threat range&#039;&#039;,&#039;&#039; and have an additional 1d8 slashing damage explosion die on critical.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul bite (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Activate to replace next attack with a 2d6+2 crushing damage, 2d6 necrotic damage bite. This attack replaces all others which would have occurred in a flurry, but uses the highest available AB. Provokes DC 12+PRS Fortitude save against contracting &#039;&#039;ghoul fever.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2200</id>
		<title>Dread Ghoul</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2200"/>
		<updated>2025-11-01T10:00:27Z</updated>

		<summary type="html">&lt;p&gt;August: /* Template Adjustments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&#039;&#039;For I had known ever since it had first been upon mine lips:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O hunger, o hunger.&#039;&#039;&amp;lt;/blockquote&amp;gt;There are few members of the so-described Living Dead more canny and cruel than the dread ghoul, a creature unique to the demiplane above that of ghasts and even ghoul lords. They alone may suppress their &#039;&#039;ghoulish mien&#039;&#039; to transform into a form “alive”—for a time. Though this may grant the dread ghoul unprecedented ability in infiltrating humanoid societies, no dark gift is without consequence beyond the Misty Border and these beasts bear no exception. While transformed their hunger simmers just under the surface; latent, watching and never satisfied. Should the dread ghoul ever fail to fulfill their appetites, the monster formerly lurking shall burst from them though as easy as ripping away a second skin, no less ravenous than the starving carrion feeders they would have decried as “lesser” kin.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
When transformed, the dread ghoul is a vision of who they were in life—they espouse no obvious signs of undeath other than a lack of aging. They undulate, produce breath steam and their blood is likewise “warm”, though becomes cool and black mere seconds after leaving their bodies. Any scar or impairment they had prior to death are also present, though the supernatural strength and dexterity which follows into transformation compensates unless the dread ghoul chooses to feign continued disability. &lt;br /&gt;
&lt;br /&gt;
As the ghoul, their complexion becomes pale, gaunt and severe, with enormous, keratinous claws launching from every fingertip. These beasts are built lean, even emaciated; most identifiable are the white, hateful state of their eyes, burning like bright coals in the dark. Their teeth are inhumanly sharp, designed to rip through flesh though each its own butcher’s blade. Their tongues are likewise long, lashed things, latching on to suck away ichor and marrow.&lt;br /&gt;
&lt;br /&gt;
There is a distinct, malodorous stench about these monsters, no doubt consequence from their kills&#039; savage natures, and never does this come clean. Even when transformed, though the dread ghoul ceases to emit any peculiar odor for others, worrying after them anyway, they are likely to wear heavy perfumes or colognes in an effort to mask this for themselves, only ever to middling effect.&lt;br /&gt;
&lt;br /&gt;
=== Creation ===&lt;br /&gt;
The mechanism by way a dread ghoul occurs is consistent and simple—they are the result whenever a soul sufficiently strong or interesting to the Mists succumbs to &#039;&#039;ghoul fever&#039;&#039;, the same terrible disease that creates the common ghoul and ghast. How an individual may contract &#039;&#039;ghoul fever&#039;&#039; changes—most often, it incubates in victims who survive a ghoul attack and are bitten, yet may also spontaneously manifest an individual who begins feasting on the dead in a dishonorable way, typical of cannibals or, more tragic, desperate survival.&lt;br /&gt;
&lt;br /&gt;
Nevertheless once contracted &#039;&#039;ghoul fever&#039;&#039; is terminal until the sufferer dies or is cured. The primary symptom of this disease other than bloodshot eyes and the fever itself is the wasting hunger precipitated from it—a sufferer is doomed to feel ever starving for red meat until they perish from this imagined “starvation”, no matter their actual intake of food and any physically full belly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ghoul fever&#039;&#039; is a supernatural disease and cannot be cured other than with &#039;&#039;[[restoration]]&#039;&#039;; even upon receipt of &#039;&#039;restoration&#039;&#039;, the sufferer must succeed at a &amp;lt;code&amp;gt;DC 17&amp;lt;/code&amp;gt; Will save as they smother the dark urges bubbling up from within themselves or else their symptoms will only be staved away than the disease cured. Further &#039;&#039;restoration&#039;&#039; attempts will not roll to cure for 48 hours [[Date and Time|IRT]].&lt;br /&gt;
&lt;br /&gt;
Strong willed suffers may survive &#039;&#039;ghoul fever&#039;&#039; for weeks, even a few months, but none ever defeat this pox without intervention. Assuming their body is not destroyed, they will rise as a dread ghoul 3 days later IRT. The dual natures of such creatures work to ensure they rise transformed—stories of spontaneous, miraculous “resurrections” are not uncommon in the Realms of Terror, often framed that way by the nascent dread ghoul themselves, but the Craving is never long behind.&lt;br /&gt;
&lt;br /&gt;
=== Feeding ===&lt;br /&gt;
A dread ghoul, unlike the common ghoul and ghast, cannot sustain themselves solely on carrion. Their simplest hunger persists in needing 20lbs of red meat be it dead, alive or rotting per day. Diligent dread ghouls are able to fulfill this requirement while transformed, though there is always an element of palpable excitement around food which makes maintaining appearances difficult, as they must produce the patience to wait until such food is prepared in a manner polite as opposed to raw and still bleeding.&lt;br /&gt;
&lt;br /&gt;
More troublesome is their need for complex, sentient flesh—a dread ghoul must again eat 20lbs of this meat once a week or the ghoul will be forced out and sent into a &#039;&#039;hungry frenzy&#039;&#039; until satiated. Unlike vampires, their quarries need not be alive to honor the Craving, but many dread ghouls find their palates ever-shifting such that rationing victims to last is not effective—evidence, perhaps, that the dread ghoul requires thrill in the kill for it to pass muster.&lt;br /&gt;
&lt;br /&gt;
Should the dread ghoul be denied in excess of their &#039;&#039;hungry frenzy&#039;&#039; and its immediate fallout, they will enter stasis until food of any kind presents itself, whereupon they will immediately “awaken” and attack until it is eaten or the dread ghoul destroyed. Ironically, once dead these creatures may never actually starve, though the Craving in them forever urges otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Habitat/Society ===&lt;br /&gt;
Due to their transformations, a dread ghoul is attracted to any environment familiar to them when alive, and this is contrary to the common ghoul or ghast who range outside their territories around graveyards and other sites of mass death only when corpses no longer provide. In this way dread ghouls are found wherever society is found, as their more sophisticated appetites necessitate proximity to quarry.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls, though many times responsible for how others become one beside their own appetites, are not social and do not espouse clannish behavior like the next most humanoid undead, the vampire. Many find the primitive and savage “lifestyle” of their lesser kin as affronting to their transformed sensibilities, despite that they themselves are far more destructive when allowed to be as they really are.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul may preternaturally identify another of their “kin” even if both are transformed. Should their palates diverge enough to be complementary, they may even tolerate each other’s existence. However, as creatures thrust along by selfish compulsion, hunger and other hedonisms, these partnerships are scarce to last. After all, it is possible for a dread ghoul to cannibalize another—and they may even discover they like the taste.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul is sterile when transformed; there is little doubt that these are but small mercies in the Realms of Terror.&lt;br /&gt;
&lt;br /&gt;
Likewise, the dread ghoul is unlikely to aspire to create more since there is no way of knowing whether a bitten victim will rise as a subjugated common ghoul or ghast and not competition in another dread ghoul. Therefore societies infiltrated by these deleterious creatures may breath some sigh of relief, as a single dread ghoul should not herald an infestation unless cornered and starving…&lt;br /&gt;
&lt;br /&gt;
… but they are always starving, aren’t they?&lt;br /&gt;
&lt;br /&gt;
=== Pathos/Combat ===&lt;br /&gt;
Though adept dread ghouls cajole and manipulate the living into believing their transformed selves are still like them—some even espouse personalities so separate from the monster within as to be like two people—the truth is far less:&lt;br /&gt;
&lt;br /&gt;
They are slaves to the Craving.&lt;br /&gt;
&lt;br /&gt;
The Craving is their god before all gods; the Craving is the altar upon which only hunger may worship; the Craving is what gives definition to their facsimile of life, and will be there at their side when they reveal—not become—the beast that had always been. But what is the Craving, really?&lt;br /&gt;
&lt;br /&gt;
It is bottomless.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls are ambush predators, advantaging the alone and unwary. They are dexterous, not strong for an undead, and are masters of sudden, overwhelming force. They may employ lesser ghouls and ghasts as minions where required, of whom are dominated by the dread ghoul utterly; it is not uncommon for the dread ghoul to dispose of these minions the same as they would their victims rather than share any part of the kill.&lt;br /&gt;
&lt;br /&gt;
These creatures tend to vacillate between pride for their immortality and turgid, ugly jealousy for the truly alive, usually when excited by the Craving and helpless but to answer it. When a dread ghoul is “in control”, they are coy and glib—when confronted, they are all instinct and vitriol.&lt;br /&gt;
&lt;br /&gt;
Though difficult, dread ghouls normally preserve enough presence of mind to flee when faced with insurmountable odds. This creates elusive beasts who are difficult to rout until their salient weaknesses are understood so to force the ghoul out not on their terms.&lt;br /&gt;
&lt;br /&gt;
=== Weaknesses ===&lt;br /&gt;
The dread ghoul has few common weaknesses or allergens, even less when transformed. They retain discomfort around fire and aversion to platinum in both forms; great, mortal distress may also provoke the ghoul to reveal itself so to prevent destruction.&lt;br /&gt;
&lt;br /&gt;
They are affected more from salient weaknesses—a dread ghoul [[Bard]] may take such offense at another’s performance that they will devour them believing that only this shall maintain their “perfect” voice alone, for example. In presence of their salient weaknesses, it is only a matter of time before any feigned pleasantries dissolve away into the Mists.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls denied feedings become frantic, propelled towards the quickest resolution to their Craving at the expense of sense. They cannot transform until satiated.&lt;br /&gt;
&lt;br /&gt;
They are destroyed through annihilation, as their undeath will restore them however slowly unless utter and total, aided by fire. A dread ghoul who lacks a head or otherwise cannot feed will enter stasis until the first ability and opportunity presents itself. Regeneration from a torso takes weeks; if they are only missing a head, then days.&lt;br /&gt;
&lt;br /&gt;
== Dread Ghouls in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
Dread ghoul is an applied template with no associated [[Mist Tokens|MT]] cost, nor special considerations in the application process. It may be applied to existing player characters who were bitten and are dying or have died of &#039;&#039;ghoul fever&#039;&#039;, or as the result of spontaneous manifest in dishonorable cannibals.&lt;br /&gt;
&lt;br /&gt;
=== Template Adjustments ===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Attributes&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;STR&amp;lt;/code&amp;gt;&#039;&#039;&#039; +2&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;DEX&amp;lt;/code&amp;gt;&#039;&#039;&#039; +6&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;CON&amp;lt;/code&amp;gt;&#039;&#039;&#039; ∅ (10)&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;INT&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;WIS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;PRS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +4&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Typing and Immunities&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
 Gains undead racial typing unless transformed, whereon they instead have the same racial typing as they had in life. Shares all common immunities with the undead racial type unless transformed.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Combat&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 +3 untyped AC&lt;br /&gt;
 +3 resistance against &#039;&#039;turn, rebuke and control undead&#039;&#039;&lt;br /&gt;
 Dominates ghouls and ghasts, will not be attacked by other AI-controlled undead unless transformed&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul claws (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Replaces natural weapon with 2d4+2 slashing damage, 1d6 necrotic damage claws; the dread ghoul cannot wield weapons or shields unless transformed, but may use other off-hand equipment as normal. Provokes DC level+PRS Will save against &#039;&#039;[[Status Effects|daze]]&#039;&#039; per attack. These claws behave as though under the effect of a perpetual &#039;&#039;[[Keen Weapon|keen weapon]]&#039;&#039; with 18-20/x2 threat range&#039;&#039;,&#039;&#039; and have an additional 1d8 slashing damage explosion die on critical.&lt;br /&gt;
 &#039;&#039;&amp;lt;code&amp;gt;Ghoul bite (Ex)&amp;lt;/code&amp;gt;&#039;&#039;: Activate to replace next attack with a 2d6+2 crushing damage, 2d6 necrotic damage bite. This attack replaces all others which would have occurred in a flurry, but uses the highest available AB. Provokes DC 12+PRS Fortitude save against contracting &#039;&#039;ghoul fever.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Weapons&amp;diff=2199</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Weapons&amp;diff=2199"/>
		<updated>2025-11-01T09:29:55Z</updated>

		<summary type="html">&lt;p&gt;August: /* Weapon Species and Families */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A weapon is any held equipment that deals damage when used directly or with ammunition in &#039;&#039;[[The Domains of Dread]]&#039;&#039;. Every weapon belongs to a species and family. From species the weapon inherits most of its values: base damage die, damage types(s) and weight. A weapon’s family conversely determines which &#039;&#039;weapon focus&#039;&#039; [[Feats|feat]] is required to specialize with that species. For example, a character who chooses &#039;&#039;weapon focus: piercing (short)&#039;&#039; will be as effective with daggers as they would spears, since those are both piercing (short) weapon species. A weapon’s type determines whether a character would be proficient with that weapon based off of proficiencies awarded due to [[Classes and Archetypes|class]] archetype or [[Feats|feat]] selection: either Exotic, Martial or Simple.&lt;br /&gt;
&lt;br /&gt;
Characters who attempt to wield weapons they are not proficient in suffer &amp;lt;code&amp;gt;-2 to AB&amp;lt;/code&amp;gt; before any other modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Melee Weapons ===&lt;br /&gt;
&lt;br /&gt;
==== Heavy Weapons ====&lt;br /&gt;
Heavy weapons are two-handed for all [[races]] and incur &amp;lt;code&amp;gt;-2 to AB&amp;lt;/code&amp;gt; before any other modifiers if wielded for races of Small size regardless of proficiency. They use &amp;lt;code&amp;gt;STR&amp;lt;/code&amp;gt; to determine the attack and damage matrices at a rate &amp;lt;code&amp;gt;1.25x and 1.5x base values&amp;lt;/code&amp;gt; respectively &amp;lt;code&amp;gt;(min +0)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Medium Weapons ====&lt;br /&gt;
Medium weapons may be one or two-handed for races of Medium size, but are always two-handed for races of Small size. They use &amp;lt;code&amp;gt;STR&amp;lt;/code&amp;gt; to determine the attack and damage matrices at &amp;lt;code&amp;gt;1.0x base values&amp;lt;/code&amp;gt; unless the &#039;&#039;finesse&#039;&#039; weapon [[Modifiers|modifier]] is present, where they will use &amp;lt;code&amp;gt;DEX&amp;lt;/code&amp;gt; in place of &amp;lt;code&amp;gt;STR&amp;lt;/code&amp;gt; instead. Dual wielding medium weapons incurs a penalty of &amp;lt;code&amp;gt;-6 AB&amp;lt;/code&amp;gt; to the main hand and &amp;lt;code&amp;gt;-10 AB&amp;lt;/code&amp;gt; to the offhand before any other modifiers.&lt;br /&gt;
&lt;br /&gt;
==== Light Weapons ====&lt;br /&gt;
Light weapons are one-handed for all races. They use &amp;lt;code&amp;gt;DEX&amp;lt;/code&amp;gt; to determine the attack and damage matrices at &amp;lt;code&amp;gt;1.0x base values&amp;lt;/code&amp;gt;. Dual wielding light weapons incurs an attack penalty of &amp;lt;code&amp;gt;-2 AB&amp;lt;/code&amp;gt; to the main hand and &amp;lt;code&amp;gt;-6 AB&amp;lt;/code&amp;gt; to the offhand before any other modifiers.&lt;br /&gt;
&lt;br /&gt;
==== Tiny Weapons ====&lt;br /&gt;
Tiny weapons are one-handed for all races. They use &amp;lt;code&amp;gt;DEX&amp;lt;/code&amp;gt; to determine the attack and damage matrices at &amp;lt;code&amp;gt;1.0x base values&amp;lt;/code&amp;gt;. Securing critical hits with tiny weapons adds an explosion damage die, listed with their threat range that is additive, not multiplicative, in the final damage calculation. Dual wielding tiny weapons incurs an attack penalty of &amp;lt;code&amp;gt;-2 AB&amp;lt;/code&amp;gt; to the main hand and &amp;lt;code&amp;gt;-2 AB&amp;lt;/code&amp;gt; to the offhand before any other modifiers.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
Ranged weapons’ weight only controls their base [[Encumbrance and Inventory Management|ER]] when held or in the inventory. All bows are single slot to allow for the equip of quivers in the offhand, an equipment slot new to &#039;&#039;The Domains of Dread&#039;&#039; and required for bows to operate. Quivers may have additional modifiers they add to the bow as arrows might, combining both modifiers additively if present.&lt;br /&gt;
&lt;br /&gt;
Ranged weapons use &amp;lt;code&amp;gt;DEX&amp;lt;/code&amp;gt; to determine the attack and damage matrices at &amp;lt;code&amp;gt;1.0x base values&amp;lt;/code&amp;gt; unless the &#039;&#039;mighty&#039;&#039; weapon modifier is present, where they will use &amp;lt;code&amp;gt;STR&amp;lt;/code&amp;gt; in place of &amp;lt;code&amp;gt;DEX&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
&lt;br /&gt;
By default, equipping a shield with a crossbow of any kind incurs an attack penalty of &amp;lt;code&amp;gt;-2 AB&amp;lt;/code&amp;gt; before any other modifiers.&lt;br /&gt;
&lt;br /&gt;
== Weapon Species and Families ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Weapon&lt;br /&gt;
!Family&lt;br /&gt;
!Type&lt;br /&gt;
!Weight&lt;br /&gt;
!Handedness&lt;br /&gt;
!Base Damage&lt;br /&gt;
!Threat Range&lt;br /&gt;
!Favored Classes&lt;br /&gt;
!Additional Notes&lt;br /&gt;
|-&lt;br /&gt;
|Dagger&lt;br /&gt;
|Piercing (Short)&lt;br /&gt;
|Simple&lt;br /&gt;
|Tiny&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d4 piercing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;19-20 / x3 + 1d8 piercing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spear&lt;br /&gt;
|Piercing (Short)&lt;br /&gt;
|Simple&lt;br /&gt;
|Medium&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d6 piercing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Katar&lt;br /&gt;
|Piercing (Short)&lt;br /&gt;
|Exotic&lt;br /&gt;
|Medium&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d6 piercing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pick, Hand&lt;br /&gt;
|Piercing (Short)&lt;br /&gt;
|Simple&lt;br /&gt;
|Light&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d4 piercing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;19-20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|[[Ascetic]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rapier&lt;br /&gt;
|Piercing (Short)&lt;br /&gt;
|Martial&lt;br /&gt;
|Medium&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d6 piercing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;18-20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|Always has &#039;&#039;finesse&#039;&#039; as a weapon modifier.&lt;br /&gt;
|-&lt;br /&gt;
|Sword, Short&lt;br /&gt;
|Piercing (Short)&lt;br /&gt;
|Martial&lt;br /&gt;
|Medium&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d6 piercing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;19-20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pike&lt;br /&gt;
|Piercing (Long)&lt;br /&gt;
|Simple&lt;br /&gt;
|Heavy&lt;br /&gt;
|Two-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d8 piercing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x3&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trident&lt;br /&gt;
|Piercing (Long)&lt;br /&gt;
|Martial&lt;br /&gt;
|Heavy&lt;br /&gt;
|Two-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d8 piercing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x3&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pick, War&lt;br /&gt;
|Piercing (Long)&lt;br /&gt;
|Martial&lt;br /&gt;
|Medium&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d6 piercing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x3&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Halberd&lt;br /&gt;
|Piercing (Long)&lt;br /&gt;
|Exotic&lt;br /&gt;
|Heavy&lt;br /&gt;
|Two-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d4 piercing, 1d4 slashing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x3&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|Only the piercing weapon die is upgraded by feats or other features.&lt;br /&gt;
|-&lt;br /&gt;
|Rope Dart&lt;br /&gt;
|Piercing (Long)&lt;br /&gt;
|Exotic&lt;br /&gt;
|Medium&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d6 piercing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ascetic&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ravensbeak&lt;br /&gt;
|Piercing (Long)&lt;br /&gt;
|Exotic&lt;br /&gt;
|Heavy&lt;br /&gt;
|Two-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d8 piercing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x3&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Club&lt;br /&gt;
|Bludgeoning (Short)&lt;br /&gt;
|Simple&lt;br /&gt;
|Medium&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d6 bludgeoning&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mace&lt;br /&gt;
|Bludgeoning (Short)&lt;br /&gt;
|Simple&lt;br /&gt;
|Light&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d4 bludgeoning&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;19-20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mace, War&lt;br /&gt;
|Bludgeoning (Short)&lt;br /&gt;
|Martial&lt;br /&gt;
|Medium&lt;br /&gt;
|Two-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d6 bludgeoning&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x3&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flail, Light&lt;br /&gt;
|Bludgeoning (Short)&lt;br /&gt;
|Simple&lt;br /&gt;
|Medium&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d6 bludgeoning&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hammer, Light&lt;br /&gt;
|Bludgeoning (Short)&lt;br /&gt;
|Simple&lt;br /&gt;
|Light&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d4 bludgeoning&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;19-20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hammer, War&lt;br /&gt;
|Bludgeoning (Short)&lt;br /&gt;
|Martial&lt;br /&gt;
|Medium&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d6 bludgeoning&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Bludgeoning (Short)&lt;br /&gt;
|Simple&lt;br /&gt;
|Medium&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d4 bludgeoning&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ascetic&lt;br /&gt;
|Cannot receive spell or spell-like abilities which target held weapons, but may receive those which target natural weapons.&lt;br /&gt;
|-&lt;br /&gt;
|Cestus&lt;br /&gt;
|Bludgeoning (Short)&lt;br /&gt;
|Simple&lt;br /&gt;
|Medium&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d6 bludgeoning&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ascetic&lt;br /&gt;
|Counts as being unarmed.&lt;br /&gt;
|-&lt;br /&gt;
|Greatclub&lt;br /&gt;
|Bludgeoning (Long)&lt;br /&gt;
|Simple&lt;br /&gt;
|Heavy&lt;br /&gt;
|Two-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d8 bludgeoning&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x3&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Bludgeoning (Long)&lt;br /&gt;
|Simple&lt;br /&gt;
|Medium&lt;br /&gt;
|Two-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d8 bludgeoning&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;19-20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Battle Staff&lt;br /&gt;
|Bludgeoning (Long)&lt;br /&gt;
|Exotic*&lt;br /&gt;
|Medium&lt;br /&gt;
|Two-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d6 bludgeoning&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;18-20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ascetic&lt;br /&gt;
|Requires favored class to be proficient. Counts as dual wielding.&lt;br /&gt;
|-&lt;br /&gt;
|Flail, Heavy&lt;br /&gt;
|Bludgeoning (Long)&lt;br /&gt;
|Simple&lt;br /&gt;
|Heavy&lt;br /&gt;
|Two-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d8 bludgeoning&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;19-20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ascetic&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hammer, Sledge&lt;br /&gt;
|Bludgeoning (Long)&lt;br /&gt;
|Simple&lt;br /&gt;
|Heavy&lt;br /&gt;
|Two-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d8 bludgeoning&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x3&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mace, Great&lt;br /&gt;
|Bludgeoning (Long)&lt;br /&gt;
|Martial&lt;br /&gt;
|Heavy&lt;br /&gt;
|Two-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d8 bludgeoning&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x3&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Meteor Hammer&lt;br /&gt;
|Bludgeoning (Long)&lt;br /&gt;
|Exotic&lt;br /&gt;
|Medium&lt;br /&gt;
|Two-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d8 bludgeoning&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;19-20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ascetic&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Catchpole&lt;br /&gt;
|Bludgeoning (Long)&lt;br /&gt;
|Exotic&lt;br /&gt;
|Heavy&lt;br /&gt;
|Two-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d8 subdual&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x3&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|Cannot deal lethal damage.&lt;br /&gt;
|-&lt;br /&gt;
|Sickle&lt;br /&gt;
|Slashing (Short)&lt;br /&gt;
|Simple&lt;br /&gt;
|Medium&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d6 slashing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Axe, Hand&lt;br /&gt;
|Slashing (Short)&lt;br /&gt;
|Simple&lt;br /&gt;
|Light&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d4 slashing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;19-20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Axe, War&lt;br /&gt;
|Slashing (Short)&lt;br /&gt;
|Martial&lt;br /&gt;
|Medium&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d6 slashing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Slashing (Short)&lt;br /&gt;
|Martial&lt;br /&gt;
|Medium&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d6 slashing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sword, Long&lt;br /&gt;
|Slashing (Short)&lt;br /&gt;
|Martial&lt;br /&gt;
|Medium&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d6 slashing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sword, Bastard&lt;br /&gt;
|Slashing (Short)&lt;br /&gt;
|Exotic&lt;br /&gt;
|Medium&lt;br /&gt;
|One/Two-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d6/1d8 slashing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x2 or 20 / x3&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|May be wielded one-handedly or two-handedly.&lt;br /&gt;
|-&lt;br /&gt;
|Whip&lt;br /&gt;
|Slashing (Short)&lt;br /&gt;
|Exotic&lt;br /&gt;
|Light&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d4 slashing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|[[Inquisitor]]&lt;br /&gt;
|Applies &amp;lt;code&amp;gt;+2&amp;lt;/code&amp;gt; to checks made to [[Maneuvers|&#039;&#039;disarm&#039;&#039;]].&lt;br /&gt;
|-&lt;br /&gt;
|Kukri&lt;br /&gt;
|Slashing (Short)&lt;br /&gt;
|Exotic&lt;br /&gt;
|Light&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d4 slashing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;19-20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|War Cleaver&lt;br /&gt;
|Slashing (Long)&lt;br /&gt;
|Martial&lt;br /&gt;
|Heavy&lt;br /&gt;
|Two-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d8 slashing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;19-20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Greataxe&lt;br /&gt;
|Slashing (Long)&lt;br /&gt;
|Martial&lt;br /&gt;
|Heavy&lt;br /&gt;
|Two-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d8 slashing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x3&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Slashing (Long)&lt;br /&gt;
|Martial&lt;br /&gt;
|Heavy&lt;br /&gt;
|Two-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d8 slashing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x3&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scythe&lt;br /&gt;
|Slashing (Long)&lt;br /&gt;
|Simple&lt;br /&gt;
|Heavy&lt;br /&gt;
|Two-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d6 slashing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;19-20 / x3&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ascetic&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Glaive&lt;br /&gt;
|Slashing (Long)&lt;br /&gt;
|Martial&lt;br /&gt;
|Heavy&lt;br /&gt;
|Two-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d8 slashing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x3&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Maul Axe&lt;br /&gt;
|Slashing (Long)&lt;br /&gt;
|Exotic&lt;br /&gt;
|Heavy&lt;br /&gt;
|Two-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d4 slashing, 1d4 piercing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x3&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|Only the slashing weapon die is upgraded by feats or other features.&lt;br /&gt;
|-&lt;br /&gt;
|Claws&lt;br /&gt;
|Slashing (Long)&lt;br /&gt;
|Exotic&lt;br /&gt;
|Medium&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d6 slashing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x3&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ascetic&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rock&lt;br /&gt;
|Thrown (Light)&lt;br /&gt;
|Simple&lt;br /&gt;
|Light&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d4 bludgeoning&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;19-20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Thrown (Light)&lt;br /&gt;
|Exotic&lt;br /&gt;
|Tiny&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d2 piercing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;19-20 / x3 + 1d4 piercing&amp;lt;/code&amp;gt; &lt;br /&gt;
|Ascetic&lt;br /&gt;
|Adds extra attack per flurry.&lt;br /&gt;
|-&lt;br /&gt;
|Dart&lt;br /&gt;
|Thrown (Light)&lt;br /&gt;
|Simple&lt;br /&gt;
|Light&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d4 piercing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;19-20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chakram&lt;br /&gt;
|Thrown (Light)&lt;br /&gt;
|Martial&lt;br /&gt;
|Light&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d4 slashing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;19-20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|Ascetic&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bola&lt;br /&gt;
|Thrown (Light)&lt;br /&gt;
|Exotic&lt;br /&gt;
|Light&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d4 subdual&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;19-20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|Inquisitor&lt;br /&gt;
|Slows target by &amp;lt;code&amp;gt;15% movement speed&amp;lt;/code&amp;gt; for &amp;lt;code&amp;gt;1d3 rounds&amp;lt;/code&amp;gt;. Cannot deal lethal damage.&lt;br /&gt;
|-&lt;br /&gt;
|Axe, Throwing&lt;br /&gt;
|Thrown (Heavy)&lt;br /&gt;
|Martial&lt;br /&gt;
|Medium&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d6 slashing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|May be used as a melee weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Javelin&lt;br /&gt;
|Thrown (Heavy)&lt;br /&gt;
|Martial&lt;br /&gt;
|Medium&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d6 piercing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|May be used as a melee weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Harpoon&lt;br /&gt;
|Thrown (Heavy)&lt;br /&gt;
|Martial&lt;br /&gt;
|Heavy&lt;br /&gt;
|Two-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d8 piercing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shot&lt;br /&gt;
|Thrown (Heavy)&lt;br /&gt;
|Exotic&lt;br /&gt;
|Medium&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d6 bludgeoning&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Boulder&lt;br /&gt;
|Thrown (Heavy)&lt;br /&gt;
|Exotic*&lt;br /&gt;
|Heavy&lt;br /&gt;
|Two-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d8 bludgeoning&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;19-20 / x3&amp;lt;/code&amp;gt;&lt;br /&gt;
|[[Berserker]]&lt;br /&gt;
|Requires favored class to be proficient. Always has &#039;&#039;mighty&#039;&#039; as a weapon modifier.&lt;br /&gt;
|-&lt;br /&gt;
|Bow, Short&lt;br /&gt;
|Ranged (Light)&lt;br /&gt;
|Martial&lt;br /&gt;
|Medium&lt;br /&gt;
|Two-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d6 piercing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|Uses arrows for ammunition. Requires quiver in off-hand. &lt;br /&gt;
|-&lt;br /&gt;
|Crossbow, Light&lt;br /&gt;
|Ranged (Light)&lt;br /&gt;
|Martial&lt;br /&gt;
|Medium&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d6 piercing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|Uses bolts for ammunition.&lt;br /&gt;
|-&lt;br /&gt;
|Sling&lt;br /&gt;
|Ranged (Light)&lt;br /&gt;
|Simple&lt;br /&gt;
|Light&lt;br /&gt;
|One-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d4 bludgeoning&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;19-20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|Uses sling bullets for ammunition.&lt;br /&gt;
|-&lt;br /&gt;
|Bow, Long&lt;br /&gt;
|Ranged (Heavy)&lt;br /&gt;
|Martial&lt;br /&gt;
|Heavy&lt;br /&gt;
|Two-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d8 piercing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x3&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|Uses arrows for ammunition. Requires quiver in off-hand. Always has &#039;&#039;mighty&#039;&#039; as a weapon modifier.&lt;br /&gt;
|-&lt;br /&gt;
|Crossbow, Heavy&lt;br /&gt;
|Ranged (Heavy)&lt;br /&gt;
|Martial&lt;br /&gt;
|Heavy&lt;br /&gt;
|Two-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;1d8 piercing&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;20 / x3&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|Uses bolts for ammunition. Always has &#039;&#039;mighty&#039;&#039; as a weapon modifier.&lt;br /&gt;
|-&lt;br /&gt;
|Gonne&lt;br /&gt;
|Ranged (Heavy)&lt;br /&gt;
|Exotic&lt;br /&gt;
|Heavy&lt;br /&gt;
|Two-handed&lt;br /&gt;
|&amp;lt;code&amp;gt;4d4 bludgeoning, 2d4 fire&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;19-20 / x2&amp;lt;/code&amp;gt;&lt;br /&gt;
|[[Artificer]]&lt;br /&gt;
|Uses firearm bullets for ammunition.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2198</id>
		<title>Dread Ghoul</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2198"/>
		<updated>2025-11-01T09:21:05Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&#039;&#039;For I had known ever since it had first been upon mine lips:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O hunger, o hunger.&#039;&#039;&amp;lt;/blockquote&amp;gt;There are few members of the so-described Living Dead more canny and cruel than the dread ghoul, a creature unique to the demiplane above that of ghasts and even ghoul lords. They alone may suppress their &#039;&#039;ghoulish mien&#039;&#039; to transform into a form “alive”—for a time. Though this may grant the dread ghoul unprecedented ability in infiltrating humanoid societies, no dark gift is without consequence beyond the Misty Border and these beasts bear no exception. While transformed their hunger simmers just under the surface; latent, watching and never satisfied. Should the dread ghoul ever fail to fulfill their appetites, the monster formerly lurking shall burst from them though as easy as ripping away a second skin, no less ravenous than the starving carrion feeders they would have decried as “lesser” kin.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
When transformed, the dread ghoul is a vision of who they were in life—they espouse no obvious signs of undeath other than a lack of aging. They undulate, produce breath steam and their blood is likewise “warm”, though becomes cool and black mere seconds after leaving their bodies. Any scar or impairment they had prior to death are also present, though the supernatural strength and dexterity which follows into transformation compensates unless the dread ghoul chooses to feign continued disability. &lt;br /&gt;
&lt;br /&gt;
As the ghoul, their complexion becomes pale, gaunt and severe, with enormous, keratinous claws launching from every fingertip. These beasts are built lean, even emaciated; most identifiable are the white, hateful state of their eyes, burning like bright coals in the dark. Their teeth are inhumanly sharp, designed to rip through flesh though each its own butcher’s blade. Their tongues are likewise long, lashed things, latching on to suck away ichor and marrow.&lt;br /&gt;
&lt;br /&gt;
There is a distinct, malodorous stench about these monsters, no doubt consequence from their kills&#039; savage natures, and never does this come clean. Even when transformed, though the dread ghoul ceases to emit any peculiar odor for others, worrying after them anyway, they are likely to wear heavy perfumes or colognes in an effort to mask this for themselves, only ever to middling effect.&lt;br /&gt;
&lt;br /&gt;
=== Creation ===&lt;br /&gt;
The mechanism by way a dread ghoul occurs is consistent and simple—they are the result whenever a soul sufficiently strong or interesting to the Mists succumbs to &#039;&#039;ghoul fever&#039;&#039;, the same terrible disease that creates the common ghoul and ghast. How an individual may contract &#039;&#039;ghoul fever&#039;&#039; changes—most often, it incubates in victims who survive a ghoul attack and are bitten, yet may also spontaneously manifest an individual who begins feasting on the dead in a dishonorable way, typical of cannibals or, more tragic, desperate survival.&lt;br /&gt;
&lt;br /&gt;
Nevertheless once contracted &#039;&#039;ghoul fever&#039;&#039; is terminal until the sufferer dies or is cured. The primary symptom of this disease other than bloodshot eyes and the fever itself is the wasting hunger precipitated from it—a sufferer is doomed to feel ever starving for red meat until they perish from this imagined “starvation”, no matter their actual intake of food and any physically full belly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ghoul fever&#039;&#039; is a supernatural disease and cannot be cured other than with &#039;&#039;[[restoration]]&#039;&#039;; even upon receipt of &#039;&#039;restoration&#039;&#039;, the sufferer must succeed at a &amp;lt;code&amp;gt;DC 17&amp;lt;/code&amp;gt; Will save as they smother the dark urges bubbling up from within themselves or else their symptoms will only be staved away than the disease cured. Further &#039;&#039;restoration&#039;&#039; attempts will not roll to cure for 48 hours [[Date and Time|IRT]].&lt;br /&gt;
&lt;br /&gt;
Strong willed suffers may survive &#039;&#039;ghoul fever&#039;&#039; for weeks, even a few months, but none ever defeat this pox without intervention. Assuming their body is not destroyed, they will rise as a dread ghoul 3 days later IRT. The dual natures of such creatures work to ensure they rise transformed—stories of spontaneous, miraculous “resurrections” are not uncommon in the Realms of Terror, often framed that way by the nascent dread ghoul themselves, but the Craving is never long behind.&lt;br /&gt;
&lt;br /&gt;
=== Feeding ===&lt;br /&gt;
A dread ghoul, unlike the common ghoul and ghast, cannot sustain themselves solely on carrion. Their simplest hunger persists in needing 20lbs of red meat be it dead, alive or rotting per day. Diligent dread ghouls are able to fulfill this requirement while transformed, though there is always an element of palpable excitement around food which makes maintaining appearances difficult, as they must produce the patience to wait until such food is prepared in a manner polite as opposed to raw and still bleeding.&lt;br /&gt;
&lt;br /&gt;
More troublesome is their need for complex, sentient flesh—a dread ghoul must again eat 20lbs of this meat once a week or the ghoul will be forced out and sent into a &#039;&#039;hungry frenzy&#039;&#039; until satiated. Unlike vampires, their quarries need not be alive to honor the Craving, but many dread ghouls find their palates ever-shifting such that rationing victims to last is not effective—evidence, perhaps, that the dread ghoul requires thrill in the kill for it to pass muster.&lt;br /&gt;
&lt;br /&gt;
Should the dread ghoul be denied in excess of their &#039;&#039;hungry frenzy&#039;&#039; and its immediate fallout, they will enter stasis until food of any kind presents itself, whereupon they will immediately “awaken” and attack until it is eaten or the dread ghoul destroyed. Ironically, once dead these creatures may never actually starve, though the Craving in them forever urges otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Habitat/Society ===&lt;br /&gt;
Due to their transformations, a dread ghoul is attracted to any environment familiar to them when alive, and this is contrary to the common ghoul or ghast who range outside their territories around graveyards and other sites of mass death only when corpses no longer provide. In this way dread ghouls are found wherever society is found, as their more sophisticated appetites necessitate proximity to quarry.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls, though many times responsible for how others become one beside their own appetites, are not social and do not espouse clannish behavior like the next most humanoid undead, the vampire. Many find the primitive and savage “lifestyle” of their lesser kin as affronting to their transformed sensibilities, despite that they themselves are far more destructive when allowed to be as they really are.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul may preternaturally identify another of their “kin” even if both are transformed. Should their palates diverge enough to be complementary, they may even tolerate each other’s existence. However, as creatures thrust along by selfish compulsion, hunger and other hedonisms, these partnerships are scarce to last. After all, it is possible for a dread ghoul to cannibalize another—and they may even discover they like the taste.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul is sterile when transformed; there is little doubt that these are but small mercies in the Realms of Terror.&lt;br /&gt;
&lt;br /&gt;
Likewise, the dread ghoul is unlikely to aspire to create more since there is no way of knowing whether a bitten victim will rise as a subjugated common ghoul or ghast and not competition in another dread ghoul. Therefore societies infiltrated by these deleterious creatures may breath some sigh of relief, as a single dread ghoul should not herald an infestation unless cornered and starving…&lt;br /&gt;
&lt;br /&gt;
… but they are always starving, aren’t they?&lt;br /&gt;
&lt;br /&gt;
=== Pathos/Combat ===&lt;br /&gt;
Though adept dread ghouls cajole and manipulate the living into believing their transformed selves are still like them—some even espouse personalities so separate from the monster within as to be like two people—the truth is far less:&lt;br /&gt;
&lt;br /&gt;
They are slaves to the Craving.&lt;br /&gt;
&lt;br /&gt;
The Craving is their god before all gods; the Craving is the altar upon which only hunger may worship; the Craving is what gives definition to their facsimile of life, and will be there at their side when they reveal—not become—the beast that had always been. But what is the Craving, really?&lt;br /&gt;
&lt;br /&gt;
It is bottomless.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls are ambush predators, advantaging the alone and unwary. They are dexterous, not strong for an undead, and are masters of sudden, overwhelming force. They may employ lesser ghouls and ghasts as minions where required, of whom are dominated by the dread ghoul utterly; it is not uncommon for the dread ghoul to dispose of these minions the same as they would their victims rather than share any part of the kill.&lt;br /&gt;
&lt;br /&gt;
These creatures tend to vacillate between pride for their immortality and turgid, ugly jealousy for the truly alive, usually when excited by the Craving and helpless but to answer it. When a dread ghoul is “in control”, they are coy and glib—when confronted, they are all instinct and vitriol.&lt;br /&gt;
&lt;br /&gt;
Though difficult, dread ghouls normally preserve enough presence of mind to flee when faced with insurmountable odds. This creates elusive beasts who are difficult to rout until their salient weaknesses are understood so to force the ghoul out not on their terms.&lt;br /&gt;
&lt;br /&gt;
=== Weaknesses ===&lt;br /&gt;
The dread ghoul has few common weaknesses or allergens, even less when transformed. They retain discomfort around fire and aversion to platinum in both forms; great, mortal distress may also provoke the ghoul to reveal itself so to prevent destruction.&lt;br /&gt;
&lt;br /&gt;
They are affected more from salient weaknesses—a dread ghoul [[Bard]] may take such offense at another’s performance that they will devour them believing that only this shall maintain their “perfect” voice alone, for example. In presence of their salient weaknesses, it is only a matter of time before any feigned pleasantries dissolve away into the Mists.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls denied feedings become frantic, propelled towards the quickest resolution to their Craving at the expense of sense. They cannot transform until satiated.&lt;br /&gt;
&lt;br /&gt;
They are destroyed through annihilation, as their undeath will restore them however slowly unless utter and total, aided by fire. A dread ghoul who lacks a head or otherwise cannot feed will enter stasis until the first ability and opportunity presents itself. Regeneration from a torso takes weeks; if they are only missing a head, then days.&lt;br /&gt;
&lt;br /&gt;
== Dread Ghouls in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
Dread ghoul is an applied template with no associated [[Mist Tokens|MT]] cost, nor special considerations in the application process. It may be applied to existing player characters who were bitten and are dying or have died of &#039;&#039;ghoul fever&#039;&#039;, or as the result of spontaneous manifest in dishonorable cannibals.&lt;br /&gt;
&lt;br /&gt;
=== Template Adjustments ===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Attributes&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;STR&amp;lt;/code&amp;gt;&#039;&#039;&#039; +2&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;DEX&amp;lt;/code&amp;gt;&#039;&#039;&#039; +6&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;CON&amp;lt;/code&amp;gt;&#039;&#039;&#039; ∅ (10)&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;INT&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;WIS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;PRS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +4&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2197</id>
		<title>Dread Ghoul</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2197"/>
		<updated>2025-11-01T09:08:10Z</updated>

		<summary type="html">&lt;p&gt;August: /* Pathos/Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&#039;&#039;For I had known ever since it had first been upon mine lips:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O hunger, o hunger.&#039;&#039;&amp;lt;/blockquote&amp;gt;There are few members of the so-described Living Dead more canny and cruel than the dread ghoul, a creature unique to the demiplane above that of ghasts and even ghoul lords. They alone may suppress their &#039;&#039;ghoulish mien&#039;&#039; to transform into a form apparently “alive”—for a time. Though this may grant the dread ghoul unprecedented ability to infiltrate into humanoid societies, no dark gift is without consequence beyond the Misty Border and these beasts bear no exception. In these transformations their hunger simmers under the surface; latent, watching and never satisfied. Should the dread ghoul ever fail to fulfill their appetites, the monster formerly lurking bursts from them though destroying a second skin, no less ravenous than the starving carrion feeders they would have decried as “lesser” kin.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
When transformed, the dread ghoul is a vision of who they were in life—they espouse no obvious signs of undeath other than a lack of aging. They undulate, produce breath steam and their blood is likewise “warm”, though becomes cool and black mere seconds after leaving their bodies. Any scar or impairment they had prior to death are also present, though the supernatural strength and dexterity which follows into transformation compensates unless the dread ghoul chooses to feign continued disability. &lt;br /&gt;
&lt;br /&gt;
As the ghoul, their complexion becomes pale, gaunt and severe, with enormous, keratinous claws launching from every fingertip. These beasts are built lean, even emaciated; most identifiable are the white, hateful state of their eyes, burning like bright coals in the dark. Their teeth are inhumanly sharp, designed to rip through flesh though each its own butcher’s blade. Their tongues are likewise long, lashed things, latching on to suck away ichor and marrow.&lt;br /&gt;
&lt;br /&gt;
There is a distinct, malodorous stench about these monsters, no doubt consequence from their kills&#039; savage natures, and never does this come clean. Even when transformed, though the dread ghoul ceases to emit any peculiar odor for others, worrying after them anyway, they are likely to wear heavy perfumes or colognes in an effort to mask this for themselves, only ever to middling effect.&lt;br /&gt;
&lt;br /&gt;
=== Creation ===&lt;br /&gt;
The mechanism by way a dread ghoul occurs is consistent and simple—they are the result whenever a soul sufficiently strong or interesting to the Mists succumbs to &#039;&#039;ghoul fever&#039;&#039;, the same terrible disease that creates the common ghoul and ghast. How an individual may contract &#039;&#039;ghoul fever&#039;&#039; changes—most often, it incubates in victims who survive a ghoul attack and are bitten, yet may also spontaneously manifest an individual who begins feasting on the dead in a dishonorable way, typical of cannibals or, more tragic, desperate survival.&lt;br /&gt;
&lt;br /&gt;
Nevertheless once contracted &#039;&#039;ghoul fever&#039;&#039; is terminal until the sufferer dies or is cured. The primary symptom of this disease other than bloodshot eyes and the fever itself is the wasting hunger precipitated from it—a sufferer is doomed to feel ever starving for red meat until they perish from this imagined “starvation”, no matter their actual intake of food and any physically full belly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ghoul fever&#039;&#039; is a supernatural disease and cannot be cured other than with &#039;&#039;[[restoration]]&#039;&#039;; even upon receipt of &#039;&#039;restoration&#039;&#039;, the sufferer must succeed at a &amp;lt;code&amp;gt;DC 17&amp;lt;/code&amp;gt; Will save as they smother the dark urges bubbling up from within themselves or else their symptoms will only be staved away than the disease cured. Further &#039;&#039;restoration&#039;&#039; attempts will not roll to cure for 48 hours [[Date and Time|IRT]].&lt;br /&gt;
&lt;br /&gt;
Strong willed suffers may survive &#039;&#039;ghoul fever&#039;&#039; for weeks, even a few months, but none ever defeat this pox without intervention. Assuming their body is not destroyed, they will rise as a dread ghoul 3 days later IRT. The dual natures of such creatures work to ensure they rise transformed—stories of spontaneous, miraculous “resurrections” are not uncommon in the Realms of Terror, often framed that way by the nascent dread ghoul themselves, but the Craving is never long behind.&lt;br /&gt;
&lt;br /&gt;
=== Feeding ===&lt;br /&gt;
A dread ghoul is unlike the common ghoul and ghast in they cannot sustain themselves solely on carrion. Their simplest hunger persists in needing 20lbs of red meat be it dead, alive or rotting per day. Diligent dread ghouls are able to fulfill this requirement while transformed, though there is always an element of foreign excitement around food that makes keeping appearances difficult, as they oft lack the patience to wait until such food is prepared in a manner tenable to politeness as opposed to raw and still bleeding.&lt;br /&gt;
&lt;br /&gt;
More troublesome is their need for complex, sentient flesh—a dread ghoul must again eat 20lbs of this meat once a week or the ghoul will be forced out and sent into a &#039;&#039;hungry frenzy&#039;&#039; until satiated. Unlike vampires, their quarries need not be alive to honor the Craving, but many dread ghouls find their palates ever-shifting such that rationing victims to last them long is not effective—evidence, perhaps, that the dread ghoul requires thrill in the immediate harvest to pass muster.&lt;br /&gt;
&lt;br /&gt;
Should the dread ghoul be denied in excess of their &#039;&#039;hungry frenzy&#039;&#039; and its immediate fallout, they will enter stasis until food of any kind presents itself, whereupon they will immediately “awaken” and attack until it is eaten or the dread ghoul destroyed. Ironically, once dead these creatures may never actually starve, though the Craving in them forever urges otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Habitat/Society ===&lt;br /&gt;
Due to their dual natures, a dread ghoul is attracted to any environment familiar to them when they were alive, and this is unlike the common ghoul or ghast who range outside their territories around graveyards and other sites of mass death only in search of food. In this way dread ghouls are found wherever society is found, as their more sophisticated appetites urge proximity to quarry.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls, though many times responsible for how others become one outside their own appetites, are not social and do not espouse clannish behavior like the next most humanoid undead, the vampire. Many find the primitive and savage “lifestyle” of the common ghoul and ghast as affronting to their transformed sensibilities, despite that they themselves become far more destructive monsters when allowed to behave as they really are.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul may preternaturally identify another of their “kin” even if both are transformed. Should their palates diverge enough to be complementary, they may even endure each other’s existence. However, as creatures thrust along by selfish compulsion, hunger and other hedonisms, these partnerships are scarce to last. After all, it is possible for a dread ghoul to cannibalize another—and they may even discover they like the taste.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul is sterile even when transformed; there is little doubt that this is but a small mercy in the Realms of Terror.&lt;br /&gt;
&lt;br /&gt;
Likewise, the dread ghoul is unlikely to aspire to create more since there is no way of knowing whether a bitten victim will rise as a subjugated common ghoul or ghast and not competition in another dread ghoul. Therefore societies infiltrated by these deleterious creatures breath some sigh of relief, as a single dread ghoul should not herald an infestation unless cornered and starving…&lt;br /&gt;
&lt;br /&gt;
… but they are always starving, aren’t they?&lt;br /&gt;
&lt;br /&gt;
=== Pathos/Combat ===&lt;br /&gt;
Though adept dread ghouls cajole and manipulate the living into believing their transformed selves are still like them—some even espouse personalities so separate from the monster within as to be like two people—the truth is far less:&lt;br /&gt;
&lt;br /&gt;
They are slaves to the Craving.&lt;br /&gt;
&lt;br /&gt;
The Craving is their god before all gods; the Craving is the altar upon which only hunger may worship; the Craving is what gives definition to their facsimile of life, and will be there at their side when they reveal—not become—the beast that had always been. But what is the Craving, really?&lt;br /&gt;
&lt;br /&gt;
It is bottomless.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls are ambush predators, keen to advantage the alone and unwary. They are dexterous, not strong for an undead, and unless forced to let go of any lingering pretense such to be feral, destructive engines of hunger doing away with any question about who they are and what they want, they are masters instead of sudden, overwhelming force. They also employ lesser ghouls and ghasts as minions as required, of whom are dominated by the dread ghoul utterly; it is not uncommon for the dread ghoul to dispose of these minions the same as they would their victims rather than share any part of their kill.&lt;br /&gt;
&lt;br /&gt;
These creatures tend to vacillate between pride for their immortality and turgid, ugly jealousy for the truly alive, usually when excited by the Craving and helpless but to answer it. When a dread ghoul is “in control”, they are coy and glib—when confronted, they are all instinct and vitriol.&lt;br /&gt;
&lt;br /&gt;
Though difficult, dread ghouls normally preserve enough presence of mind to flee when faced with insurmountable odds. This creates elusive beasts who are difficult to rout until their salient weaknesses are understood so to force out the ghoul not on their terms.&lt;br /&gt;
&lt;br /&gt;
=== Weaknesses ===&lt;br /&gt;
The dread ghoul has few common weaknesses or allergens, even less when transformed. They retain discomfort around fire and aversion to platinum in both forms; great, mortal distress may also provoke the ghoul to reveal itself so to prevent destruction.&lt;br /&gt;
&lt;br /&gt;
They are affected more from salient weaknesses—a dread ghoul [[Bard]] may take such offense at another’s performance that they will devour them believing that only this shall maintain their “perfect” voice alone, for example. In the presence of their salient weaknesses, it is only a matter of time before any feigned pleasantries dissolve away into the Mists.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls denied feedings become frantic, propelled towards the quickest resolution to their Craving at the expense of sense. They cannot transform until satiated.&lt;br /&gt;
&lt;br /&gt;
They are destroyed through annihilation, as their undeath will restore them however slowly unless utter and total, aided by fire. A dread ghoul who lacks a head or otherwise cannot feed will enter stasis until the first ability and opportunity presents itself. Regeneration from a torso takes weeks; if they are only missing a head, then days.&lt;br /&gt;
&lt;br /&gt;
== Dread Ghouls in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
Dread ghoul is an applied template with no associated [[Mist Tokens|MT]] cost, nor special considerations in the application process. It may be applied to existing player characters who were bitten and are dying or have died of &#039;&#039;ghoul fever&#039;&#039;, or as the result of spontaneous manifest in dishonorable cannibals.&lt;br /&gt;
&lt;br /&gt;
=== Template Adjustments ===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Attributes&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;STR&amp;lt;/code&amp;gt;&#039;&#039;&#039; +2&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;DEX&amp;lt;/code&amp;gt;&#039;&#039;&#039; +6&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;CON&amp;lt;/code&amp;gt;&#039;&#039;&#039; ∅ (10)&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;INT&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;WIS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;PRS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +4&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2196</id>
		<title>Dread Ghoul</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Dread_Ghoul&amp;diff=2196"/>
		<updated>2025-11-01T09:03:29Z</updated>

		<summary type="html">&lt;p&gt;August: /* Habitat/Society */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&#039;&#039;For I had known ever since it had first been upon mine lips:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O hunger, o hunger.&#039;&#039;&amp;lt;/blockquote&amp;gt;There are few members of the so-described Living Dead more canny and cruel than the dread ghoul, a creature unique to the demiplane above that of ghasts and even ghoul lords. They alone may suppress their &#039;&#039;ghoulish mien&#039;&#039; to transform into a form apparently “alive”—for a time. Though this may grant the dread ghoul unprecedented ability to infiltrate into humanoid societies, no dark gift is without consequence beyond the Misty Border and these beasts bear no exception. In these transformations their hunger simmers under the surface; latent, watching and never satisfied. Should the dread ghoul ever fail to fulfill their appetites, the monster formerly lurking bursts from them though destroying a second skin, no less ravenous than the starving carrion feeders they would have decried as “lesser” kin.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
When transformed, the dread ghoul is a vision of who they were in life—they espouse no obvious signs of undeath other than a lack of aging. They undulate, produce breath steam and their blood is likewise “warm”, though becomes cool and black mere seconds after leaving their bodies. Any scar or impairment they had prior to death are also present, though the supernatural strength and dexterity which follows into transformation compensates unless the dread ghoul chooses to feign continued disability. &lt;br /&gt;
&lt;br /&gt;
As the ghoul, their complexion becomes pale, gaunt and severe, with enormous, keratinous claws launching from every fingertip. These beasts are built lean, even emaciated; most identifiable are the white, hateful state of their eyes, burning like bright coals in the dark. Their teeth are inhumanly sharp, designed to rip through flesh though each its own butcher’s blade. Their tongues are likewise long, lashed things, latching on to suck away ichor and marrow.&lt;br /&gt;
&lt;br /&gt;
There is a distinct, malodorous stench about these monsters, no doubt consequence from their kills&#039; savage natures, and never does this come clean. Even when transformed, though the dread ghoul ceases to emit any peculiar odor for others, worrying after them anyway, they are likely to wear heavy perfumes or colognes in an effort to mask this for themselves, only ever to middling effect.&lt;br /&gt;
&lt;br /&gt;
=== Creation ===&lt;br /&gt;
The mechanism by way a dread ghoul occurs is consistent and simple—they are the result whenever a soul sufficiently strong or interesting to the Mists succumbs to &#039;&#039;ghoul fever&#039;&#039;, the same terrible disease that creates the common ghoul and ghast. How an individual may contract &#039;&#039;ghoul fever&#039;&#039; changes—most often, it incubates in victims who survive a ghoul attack and are bitten, yet may also spontaneously manifest an individual who begins feasting on the dead in a dishonorable way, typical of cannibals or, more tragic, desperate survival.&lt;br /&gt;
&lt;br /&gt;
Nevertheless once contracted &#039;&#039;ghoul fever&#039;&#039; is terminal until the sufferer dies or is cured. The primary symptom of this disease other than bloodshot eyes and the fever itself is the wasting hunger precipitated from it—a sufferer is doomed to feel ever starving for red meat until they perish from this imagined “starvation”, no matter their actual intake of food and any physically full belly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ghoul fever&#039;&#039; is a supernatural disease and cannot be cured other than with &#039;&#039;[[restoration]]&#039;&#039;; even upon receipt of &#039;&#039;restoration&#039;&#039;, the sufferer must succeed at a &amp;lt;code&amp;gt;DC 17&amp;lt;/code&amp;gt; Will save as they smother the dark urges bubbling up from within themselves or else their symptoms will only be staved away than the disease cured. Further &#039;&#039;restoration&#039;&#039; attempts will not roll to cure for 48 hours [[Date and Time|IRT]].&lt;br /&gt;
&lt;br /&gt;
Strong willed suffers may survive &#039;&#039;ghoul fever&#039;&#039; for weeks, even a few months, but none ever defeat this pox without intervention. Assuming their body is not destroyed, they will rise as a dread ghoul 3 days later IRT. The dual natures of such creatures work to ensure they rise transformed—stories of spontaneous, miraculous “resurrections” are not uncommon in the Realms of Terror, often framed that way by the nascent dread ghoul themselves, but the Craving is never long behind.&lt;br /&gt;
&lt;br /&gt;
=== Feeding ===&lt;br /&gt;
A dread ghoul is unlike the common ghoul and ghast in they cannot sustain themselves solely on carrion. Their simplest hunger persists in needing 20lbs of red meat be it dead, alive or rotting per day. Diligent dread ghouls are able to fulfill this requirement while transformed, though there is always an element of foreign excitement around food that makes keeping appearances difficult, as they oft lack the patience to wait until such food is prepared in a manner tenable to politeness as opposed to raw and still bleeding.&lt;br /&gt;
&lt;br /&gt;
More troublesome is their need for complex, sentient flesh—a dread ghoul must again eat 20lbs of this meat once a week or the ghoul will be forced out and sent into a &#039;&#039;hungry frenzy&#039;&#039; until satiated. Unlike vampires, their quarries need not be alive to honor the Craving, but many dread ghouls find their palates ever-shifting such that rationing victims to last them long is not effective—evidence, perhaps, that the dread ghoul requires thrill in the immediate harvest to pass muster.&lt;br /&gt;
&lt;br /&gt;
Should the dread ghoul be denied in excess of their &#039;&#039;hungry frenzy&#039;&#039; and its immediate fallout, they will enter stasis until food of any kind presents itself, whereupon they will immediately “awaken” and attack until it is eaten or the dread ghoul destroyed. Ironically, once dead these creatures may never actually starve, though the Craving in them forever urges otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Habitat/Society ===&lt;br /&gt;
Due to their dual natures, a dread ghoul is attracted to any environment familiar to them when they were alive, and this is unlike the common ghoul or ghast who range outside their territories around graveyards and other sites of mass death only in search of food. In this way dread ghouls are found wherever society is found, as their more sophisticated appetites urge proximity to quarry.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls, though many times responsible for how others become one outside their own appetites, are not social and do not espouse clannish behavior like the next most humanoid undead, the vampire. Many find the primitive and savage “lifestyle” of the common ghoul and ghast as affronting to their transformed sensibilities, despite that they themselves become far more destructive monsters when allowed to behave as they really are.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul may preternaturally identify another of their “kin” even if both are transformed. Should their palates diverge enough to be complementary, they may even endure each other’s existence. However, as creatures thrust along by selfish compulsion, hunger and other hedonisms, these partnerships are scarce to last. After all, it is possible for a dread ghoul to cannibalize another—and they may even discover they like the taste.&lt;br /&gt;
&lt;br /&gt;
A dread ghoul is sterile even when transformed; there is little doubt that this is but a small mercy in the Realms of Terror.&lt;br /&gt;
&lt;br /&gt;
Likewise, the dread ghoul is unlikely to aspire to create more since there is no way of knowing whether a bitten victim will rise as a subjugated common ghoul or ghast and not competition in another dread ghoul. Therefore societies infiltrated by these deleterious creatures breath some sigh of relief, as a single dread ghoul should not herald an infestation unless cornered and starving…&lt;br /&gt;
&lt;br /&gt;
… but they are always starving, aren’t they?&lt;br /&gt;
&lt;br /&gt;
=== Pathos/Combat ===&lt;br /&gt;
Though adept dread ghouls cajole and manipulate the living into believing their transformed selves are still like them—some even espouse personalities so separate from the monster within as to be like two people—the truth is far less:&lt;br /&gt;
&lt;br /&gt;
They are slaves to the Craving.&lt;br /&gt;
&lt;br /&gt;
The Craving is their god before all gods; the Craving is the altar upon which only hunger may worship; the Craving is what gives definition to their facsimile of life, and will be there at their side when they reveal—not become—the beast that had always been. But what is the Craving, really?&lt;br /&gt;
&lt;br /&gt;
It is bottomless.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls are ambush predators, keen to advantage the alone and unwary. They are dexterous, not strong for an undead, and unless forced to let go of any lingering pretense such to be feral, destructive engines of hunger doing away with any question about who they are and what they want, they are masters instead of sudden, overwhelming force.&lt;br /&gt;
&lt;br /&gt;
These creatures tend to vacillate between pride for the immortality their existence affords them and turgid, ugly jealousy for the truly alive, usually when excited by the Craving and helpless but to answer it. When a dread ghoul is “in control”, they are coy and glib—when confronted, they are all instinct and vitriol.&lt;br /&gt;
&lt;br /&gt;
Though difficult, dread ghouls preserve enough presence of mind to flee when faced with insurmountable odds. This creates beasts frustratingly elusive and difficult to rout until their salient weaknesses are understood so to force out the ghoul not on their terms.&lt;br /&gt;
&lt;br /&gt;
=== Weaknesses ===&lt;br /&gt;
The dread ghoul has few common weaknesses or allergens, even less when transformed. They retain discomfort around fire and aversion to platinum in both forms; great, mortal distress may also provoke the ghoul to reveal itself so to prevent destruction.&lt;br /&gt;
&lt;br /&gt;
They are affected more from salient weaknesses—a dread ghoul [[Bard]] may take such offense at another’s performance that they will devour them believing that only this shall maintain their “perfect” voice alone, for example. In the presence of their salient weaknesses, it is only a matter of time before any feigned pleasantries dissolve away into the Mists.&lt;br /&gt;
&lt;br /&gt;
Dread ghouls denied feedings become frantic, propelled towards the quickest resolution to their Craving at the expense of sense. They cannot transform until satiated.&lt;br /&gt;
&lt;br /&gt;
They are destroyed through annihilation, as their undeath will restore them however slowly unless utter and total, aided by fire. A dread ghoul who lacks a head or otherwise cannot feed will enter stasis until the first ability and opportunity presents itself. Regeneration from a torso takes weeks; if they are only missing a head, then days.&lt;br /&gt;
&lt;br /&gt;
== Dread Ghouls in &#039;&#039;[[The Domains of Dread]]&#039;&#039; ==&lt;br /&gt;
Dread ghoul is an applied template with no associated [[Mist Tokens|MT]] cost, nor special considerations in the application process. It may be applied to existing player characters who were bitten and are dying or have died of &#039;&#039;ghoul fever&#039;&#039;, or as the result of spontaneous manifest in dishonorable cannibals.&lt;br /&gt;
&lt;br /&gt;
=== Template Adjustments ===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;Attributes&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;STR&amp;lt;/code&amp;gt;&#039;&#039;&#039; +2&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;DEX&amp;lt;/code&amp;gt;&#039;&#039;&#039; +6&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;code&amp;gt;CON&amp;lt;/code&amp;gt;&#039;&#039;&#039; ∅ (10)&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;INT&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;WIS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +2&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;PRS&#039;&#039;&#039;&amp;lt;/code&amp;gt; +4&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
</feed>