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The Dawn Cataclysm > Forgotten Realms. 2.8.

The Dawn Cataclysm > Forgotten Realms

Where can I get more information about the Dawn Cataclysm? Nowhere, at present. It's one of the abiding mysteries of the Realms. Sorry we can't be more help with this one. :-) [Steven Schend, in a post to Realms-L, said that to his knowledge, there are no plans to expand on the Dawn Cataclysm in any further Realms products.] Many list members have speculated, though.

Simon Gibbs does a good job of summarizing what’s known: A quick note on the date of the Dawn Cataclysm: it's a perennial thorn for those interested in Realms Timelines. To soothe the debate, Steve Schend wrote: Not to disappoint, but this will probably never happen, simply because it's irrelevant to mortal Realms history. I'm not narrowing it down further than that right now, and frankly, I've no desire to do so, as it should be a vague time at best. WesclinMythology - Kraken. Kusadasi.tv is the Best Guide of Turkey Tourism and Mythology Knowledge Base. The leading source for indie RPGs. Forgotten Realms - What happened to Tilverton in DR 1372? Original Adventures. The Acaeum. The Hypertext d20 SRD (v3.5) Cleric Spells. 0-Level Cleric Spells (Orisons) Create Water: Creates 2 gallons/level of pure water.

Cleric Spells

Cure Minor Wounds: Cures 1 point of damage. Detect Magic: Detects spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or object. Guidance: +1 on one attack roll, saving throw, or skill check. 1st-Level Cleric Spells Bane: Enemies take -1 on attack rolls and saves against fear. 2nd-Level Cleric Spells Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). 3rd-Level Cleric Spells Animate Dead M: Creates undead skeletons and zombies. 4th-Level Cleric Spells Air Walk: Subject treads on air as if solid (climb at 45-degree angle). 5th-Level Cleric Spells Atonement F X: Removes burden of misdeeds from subject. 6th-Level Cleric Spells Animate Objects: Objects attack your foes. 7th-Level Cleric Spells Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.

d20 Encounter Calculator. Choose the number of monsters (or traps) encountered.

d20 Encounter Calculator

Select the challenge rating (CR) of the monsters (or traps). Choose the number of player characters involved in the encounter. Select the effective character level (ECL) of the characters. This field indicates the appropriate experience point (XP) award for characters who overcome this encounter. See page 36 of the Dungeon Master's Guide for details. Derived from versions by John Dells, Tiera Starr, and Arcady. SRD3e:System Reference Document. UA:Variant Rules. Introduction Warning: Get Ready to drink from the fire hose.

UA:Variant Rules

Unearthed Arcana exposes you to more variant rules and alternative methods of gaming than anyone can hope to use in a single campaign. On top of those, a bunch of House Rule sidebars written by various members of the Wizards of the Coast R&D department describe personal variants they’ve used in their home campaigns. In fact, there’s probably more in here than you could reasonably use in a dozen campaigns, and some of it you probably won’t ever get around to actually introducing to your game.

Take a deep breath—it’s okay. Just as no player actually casts all the new spells in the latest rulebook, and no DM actually uses all the new creatures in the latest manual of monstrosities, you shouldn’t feel any compulsion to use all these variants, even in a lifetime of gaming. Instead, pick and choose the ones that feel right for your style of gaming, your players, and your campaign. When you turn to the next page, the inundation begins.

So saith Ed! The work contained on this page has been penned over time by the creator of the Forgotten Realms - Ed Greenwood, and kindly provided to us here at Candlekeep by The Hooded One on the Candlekeep Forum.

So saith Ed!

Ed’s replies are copyright and remain the property of Wizards of the Coast, Inc. Almost all of Ed Greenwood’s replies here at Candlekeep are posted by The Hooded One. She has told us, previously, that she is actually one of Ed’s players who participates in his campaigns as one of the Knights of Myth Drannor. But the Lady Hooded One has kindly asked that we do not question her as to which Knight she plays, and thus, won't say anything more on the issue. The collection presented here is a digest version which has been collated by Scott Kujawa, presenting all Ed's responses and omitting other posters discussions which followed. (Answers and Realmslore from Ed Greenwood) Karsus's Folly. Karsus' Folly was a climactic event which caused the end of the Netherese empire in -339 DR.[1] History Edit.

Karsus's Folly

Karse. Karse was a city built at the base of a "tall butte of red stone".

Karse

History Edit References Sources Edit 2nd Edition D&D. The Children Of Netheril - Pete's Forgotten Realms. "We do not dislike magic.

The Children Of Netheril - Pete's Forgotten Realms

The Karse Stone - Pete's Forgotten Realms. Wulgreth (Ascalhorn) Jhingleshod. Description Edit He was covered from head to toe in exotic plate mail and draped himself in an old forest green tunic and cloak.

Jhingleshod

Up close, one could see he was an undead creature appearing to be a cross between a corpse and an animated suit of armor. 3.5e NPCs.