A Neverwinter Nights: Extended Edition Persistent World

Table Of Contents

Page Topic
3 Welcome to Netheril Age of Magic
4 Hadrian Player Versus Player Guidelines
5 In Game Messages
6 Netheril; Things to Know Prestige Classes
7 Factions
10-11 Crafting on Netheril
12 A Brief History
14-16 Races of Netheril
17-21 Netheril Spell Changes

Welcome to Netheril Age of Magic

Greetings and welcome to Netheril: Age of Magic, a Neverwinter Nights Enhanced Edition Persistent World. Netheril is a roleplay server where everyone is welcome to log in and begin their characters journey where political intrigue and harsh lands await you. This player handbook will explain everything you need to know about our server and getting started.

This server is based around what the Netherese dubbed "The Golden Age" 1852 marks the beginning of Netheril's Golden Age when the nation was at the very pinnacle of its power. Those familiar with the Forgotten Realms setting would know that this is set in -2207DR which is an ancient time where the world is very different to how it is represented in the original game setting. Our setting is focused mainly on the Floating Enclave dubbed "Valstiir" named after the Lady Archwizard that created it.Common knowledge to all inhabitants of the City is that Lady Valstiir was gifted a vision by a mysterious oracle known as the "Terraseer".

The Seer spoke of a rich and prosperous land to the west, its earth filled with countless precious gems, forests and rivers and snow-topped mountains teeming with life and natural resources, ripe for the taking. The Archwizard council after much disagreement came to the conclusion that their newest of Archwizards, Lady Valstiir, and her city must follow this oracle's guidance and go to these blossoming lands where it now resides over the land-based city of Hadrian.

Roleplaying and you

Roleplaying your character:

Netheril: Age of Magic is, above all else, a roleplaying server. This means the story your character tells/is involved in should be at the forefront of how you play the game and should be the focus of what you do when thinking about your character.

What is "Roleplaying"?

Roleplaying is living your character. It means reacting to the people, places, sights, sounds and smells of the server based on the background you have given your character.

For example:

You are playing a mighty warrior who is a fearless fighter, however when he was young his home burned down - he could be scared of fire, fire-based enemies or even fire based spells, vowing never to have his sword alight as it reminded him of his burning home.

You are playing a dashing rogue thief who, when he was a young boy, became lost in a forest and was chased out by spiders - you would show fear toward spiders, and particularly try and help hunt down people who used poison as a weapon for example.

So keep in mind that you are free to build your character as you like, but play the character to reflect these physical and tangible flaws, as well as strengths.

Huh, showing fear makes my character weak!

There is nothing wrong with showing fear and having that as a part of a character's story. Fears and weaknesses are what make characters feel alive, and some of the best moments of roleplay are when your character has his back against the wall like that. The fear/weakness your character has can help someone else's story develop, which in turn makes the world more interesting for you.

Ok then, what stats do I need to succeed?

If you are playing an 8 Charisma fighter then portray them as a grunt/footsoldier and not as a fearless leader! If you are playing a bard with 1 Perform then have him be rubbish at singing or writing epic stories! If you are playing a crooked guard with 1 Bluff you are probably going to be caught when you lie about what your motives are! All depends on what character you want to play! Succeeding doesn't mean winning, either.

Winning! I want to win Netheril: Age of Magic!!

You can't really win, sadly! Part of the reason people play RP servers is to craft a story, with a start a middle and an end. You have to go into playing with the notion that at some point your character will die, and his story will be over. But the impression left on the world is the closest you can get to a win. It's not the final goal you want to achieve that's important, it's the story you tell on the way to getting there.

Player Death and Respawn Penalty

Death Happens; fortunatly you live in a world where death is not the end, but in order to give it some meaning in our setting we have develepd a Death System to represent this.

Level 3 and Under: no penalty and no level or xp loss on respawning

Level 4 and Above: 15% deduction of your total experience points to respawn (can't go below level 4)

Level 4 and Above; Raise Dead Spell: 10% deduction of your total experience points to get raised

Level 4 and Above; Resurection Spell 5% deduction of your total experience points to get resurrected

Hadrian Player Versus Player Guidelines

These are the player versus player rules that apply in the town of Hadrian and the lands surrounding it. There are certain aspects of PvP that are just common sense, the main one being:

"Do not do something to others you would not like done to you."

Simple! With that in mind here is a list of rules you must adhere to as a bare minimum when engaging in PvP.

Player versus Player resulting in beatdown:

Players can engage in player versus player the leads to a player being beaten down and gold or an item taken. Dry looting which means the stealing of a players entire belongings is not acceptable. You can engage in a beatdown without a DM but if you can have one watching the encounter it would be prepared. If you are beaten down in PvP, you need to stay downed until after the PvP is over (exceptions are if a DM or the player who downed you gives you permission.)

Beatdown Expectations:

If you are planning to engage in Player Versus Player it is essential that you set the other player to hostile before you attack setting someone to hostile isn’t an IC action, it’s only mechanical and can be done by going to your player tool.

If you find yourself knocked down to the ground you should remain down and not engage in the player vs. player further, this is common courtesy and will be enforced.

Player versus Player resulting in permadeath:

Player versus player resulting in permadeath should be the result of buildup and conflict between characters if you feel you have this character development you need to get the go-ahead from a DM.

Getting a players bag to drop

If you beat someone down in player versus player and wish to take an item or gold from them, this is acceptable. To get a player to drop their bag you are required to hit them while they are on the ground until their loot bag drops. You can take an item or gold but you should not full loot the player.

OOC courtesy:

Please be mindful that you should consider the player on the receiving end of this encounter and you should endeavour to make it enjoyable for not only yourself but for them as well. This is a game where we all come to have some fun, so please remember this when engaging in PvP.

In game messages

How to send a tell:

Sending a tell in game to another player is considered an Out of Character action. Messages sent through tells to another player should not include knowledge you have gained in character about someone else. These messages should not be sent to be abusive or derogatory and if you find yourself on the receiving end of such a message you should screenshot it and send it through to the DM team. No calls for help or game knowledge should be sent through these channels.

How to send a DM message in game:

If you require DM assistance ingame you can do this by sending us a message this can be done by doing /dm followed by the message you want to send. If there is a DM ingame they will return your message, however, if you do not receive a response you should attempt to contact us through discord or the forums.

Sending In Game Messages

Sendings/Proclamations can be made in-game through the Netherese Proclaimer. These messages are always considered as in character and the person who is sending the message is known, these messages will travel throughout the server and also be displayed on our discord channel.

Party Chat

Party chat is not designed to be used for in character communication, speaking in party chat occasionally is acceptable but it should not be used to talk about what is happening in character. Be mindful as well that DM's see all party chat and while running an event it can get distracting if everyone is talking in it.

Netheril Tools

Within Netheril there are three tools, easily accessible by right-clicking on your character, then going to the left radial. These are Netheril Player Tool, Netheril Bug Tool, and Command Companion Tool. It is highly recommended that you set these to a quickslot, as you’ll be using them often!

Netheril Player Tool:

This tool allows you to interact with the world in different ways depending on what you click on it. It can be used to access menus for dice-rolling, performing emotes, accessing reputation, knocking on doors, and various other things. The best way to get accustomed to it is by using it on multiple things, and just seeing what pops up.

Netheril Bug Tool

This tool lets players submit bug reports while in game. Simply click on the buggy thing, type a quick report and keep playing. If a DM needs more information, your identity is logged so we can easily find you. Make as much use of this as you can, from big exploits to typos in conversations.

Command companion tool.

This tool allows a player to command their summoned, or partied henchman to perform different actions. Actions such as recalling to their location, opening locks, opening chests, bashing on objects, attacking and moving are scripted.

Netheril; things to know

Prestige Classes

Prestige Classes should not be taken independently on levelling up, these are reserved for players who are actively working towards them in game through role play. You do not require the mechanical requirements of the PRC’s and lastly, if you are working towards a specific PRC you can send a message to the DM team letting us know what to look out for. You may only have 1 Prestige class at a time as a PRC is supposed to represent years of study and dedication to a single goal.


Assassins are relatively straight forward, for purposes of balancing the team has decided that becoming an assassin requires that your services become somewhat of a commonly known thing before you can receive the prestige class, this may require you to have a few completed contracts under your belt before you can take the class.

Arcane Archer

Arcane Archers can come in many different varieties, especially when the team has removed all mechanical requirements from the PRCs. From flavours ranging from simply being a magical archer, to the point of potentially developing new magic to enhance your marksman abilities to becoming an extremely renowned archer (in the vein of a ranged Weapon Master.) An Arcane Archer does not have to be Elven or even magical. The abilities that are gained via the class skills can be hand-waived as either pseudo magical or completely skilled if one so wished.

The traditional path of becoming the leader of an Elven Warband, or becoming a cultural figurehead in the Elven community remain as valid and possibly even the simplest path to gaining access to this PRC.


A Blackguard is not, despite common belief, an Anti-Paladin. However, the very things a Blackguard gets up to will make them seen as the antithesis of a Paladin in all things. The Blackguard is a mortal fiend, devoting his or her life to evil of the most foul calibre. In almost all circumstances, a Blackguards soul belongs to a Devil or Demon, though there are circumstances where a Blackguard might serve another entity such as a God, or something far more sinister.

To earn the position of Blackguard, the character in question must be rightly known as an evil cretin, on the path to becoming a server villain in their own right. They stand for all things evil and must be known to have few if any redeemable qualities. They should be feared by all, but at the very least feared by the peasantry.

Harper Scout

Harper Scout is not available in Age of Magic.


Mysterious and mercurial in temperament and body, the Shadowdancer is as unknowable as the forces they serve and are one with. To be a Shadowdancer, one must be creative in earning it, there is no specified route to becoming a Shadowdancer and only the most elite, creative and involving players will earn the privilege of becoming one with the shadows.

Divine Champion (of Torm)

The Champion of Torm has been renamed as the Divine Champion for Netheril: Age of Magic. The Champion must represent their God in all aspects, and can be of any alignment. They are upheld to even more rigorous standards than priests of their Gods.

To become a Divine Champion, a character must represent their Gods dogma wholly (or otherwise represent another facet of said God). They are chosen by their Deity itself, and as such must both gain the attention of their Deity and impress them. It is not an easy path and it is fraught with more difficulties than a Paladins due to the fickle nature of the Gods.

Dwarven Defender

A Dwarven Defender is not only the defender of his or her people, but is a cultural guardian and figurehead in the Dwarven community they belong to. They must embody the best aspects of their culture, be it Shield, Gold or Duergar. There are many different routes in going about this, but they all must be well known in their respected community and must be the de facto PC leader of said community.

It will be difficult going about becoming a Dwarven Defender if there are no Dwarves for you to defend, so recruit, recruit, recruit.

Pale Master

The Pale Master is a both a step on the path to Lichdom, and another facet entirely. There are infinite ways one can play a Pale Master and it does not require that one even be evil. There are as many ways to become a Pale Master as there are to become a Shadowdancer, though markedly easier in the simplicity of such.

It should be noted that a pale master doesn't necessarily need to be able to cast magic. A possible Pale Master might be working towards Lichdom, Vampirism, or even constructing an entirely new path in the realm of undead immortality. Creativity is key, and you are locked towards no one path in the pursuit of becoming a Pale Master.

(Red) Dragon Disciple

The Dragon Disciple does not have to be the servant of a Red Dragon on Netheril: AoM. The only (typical) requirement to being on the path of a Dragon Disciple is being in the service of a Dragon of any age, colour or gender. Naturally, this requires that a Dragon both like and trust you enough to share its secrets and its blood with you, which is not an easy task.

There are more creative ways to become a Dragon Disciple, especially involving dragonslaying and blood magic.


This prestige class is probably one of the most difficult to obtain due to both the power they can obtain with our server level range, and the strange circumstances surrounding gaining its power.

A Shifter might be a Druid of renown, a doppelganger monster, an outsider worshipper granted the powers of shapeshifting or any other concept that could fit with the infinite ways of becoming a freak of nature.

Weapon Master

A Weapon Master must be more than simply 'good' with their weapon. They must either be the best, most renowned user of their weapon or studying under someone who is the above.

One must work towards perfecting their skills, they must constantly challenge themselves at skill of arms. They could be a worshipper of Targus, a savage enemy of the Empire seeking to gain the power to destroy their oppressors, or anything along those lines.

A Weapon Master must do more than be a level 15 fighter who kills everything they see on quests and events. Ideally, you will be known for being the best, or at least trying to be the best at what you do.

(Purple Dragon) Knight

One of the more open ended Prestige Classes, the Knight can be anything from a sworn Sword of the Lady, to a knightly champion of the Houses, or even the personal blade of Archmagus Valstiir herself. It is both simple and complex earning this prestige class, but at least it is somewhat straightforward.

Player Factions

Starting up a player faction can be done by anyone in the game, if you are pushing your story and involving a group of players there is no reason you cannot work to establishing your own faction or taking over your own plot of land. When you have three or more members in your group you can request a forum from anyone of the DM team. What DM’s will be looking for are groups that have interesting ideas and stories that they independently push along, involving a wide range of people on the server especially those outside of your group and above all else making it fun for not only yourself but others.

Forum Spying

While forum spying isn't against the rules, there are certain stipulations that must be seen to before it can be deemed to have happened. Firstly, it must be done with the permission of the DM, and it must be done ingame with a DM overseeing, to properly represent the risks that are taken with stealing files from a factions' base.


If you come across something in the game that seems too good to be true it probably is.

Such things could include, but not limited to: A merchant that offers an item at a ridiculously low price or a merchant who will buy an item for more then you paid for it or you find something that drops on a quest that is above what you have seen anywhere else and seems too good to be true you should report it to the DM team. This should be done through the bug reporting tool or you can message one of us in private on Discord.

House Dukarrus

"Security, Warfare, Expansion"

As the most well equipped and highly trained of soldiers in the Enclave, House Dukarrus are at the forefront of the Enclave's expansion into the surrounding wilds and responsible for engaging the Uthgardt barbarians. The family name Dukarrus have spent decades fighting against those that rebel against the empire. In recent years those that wear the blue and gold have reached new heights of fame and glory in the eyes of the populace of Valstiir, whilst their brutality grows infamous amongst the barbarian hordes.

Leader: Lord Turi Dukarrus

Colors: Blue and Gold/Yellow

Demeanour: Militaristic, Battle-Hardened, Glory Seekers

History: Turi Dukarrus' father, Stephen Dukarrus was a general of the Enclave's Legion and had spend most of his adult life fighting against the Uthgardt. After almost two decades of service he was eventually slain by the Barbarian Lord Xurrios; the first man to unite the hordes against the Enclave's legions.

Taking up both his father's blade and position, Turi Dukarrus fought a long and bloody battle against Xurrios' hordes finding that in time he had begun to respect the tenacity and willpower of his worthy opponent. When the day finally came when the barbarian lord surrendered, Turi sent word to Archmage Valstiir of his victory.

Despite the unconditional surrender of the barbarian lord and his remaining warlords, Archmage Valstiir ordered Dukarrus to bring the barbarian to the Enclave to experience the full extent of Netherese Justice. The history records show that Turi Dukarrus followed this order without hesitation nor question and obliged for the glory of the Enclave. He returned home with this vicious enemy and was rewarded a noble title for his efforts.

House Skettus

"Presence, Progress, Pursuit"

House Skettus and its original founder, Jarren Skettus are the newest and arguably most controversial of the noble houses in Valstiir. It is said that within their warded safes and vaults (deemed unbreakable by many), they protect an ancient artefact dubbed "The Wailing Sphere", an item that rivals the Mythallar in power and is the source of the seemingly ever advancing power and number of the Skettus ranks. If you need something found or stored, Skettus are seen as the safest bet in Valstiir.

Leader: Lord Jarren Skettus

Colors: Purple and Silver

Demeanour: Illusive, Possessive, Protective

History: Until recently the Skettus family held no titles and no connections to nobility. However Jarren Skettus began to make a name for himself in the lower parts of the Enclave as a master of obtaining rare and powerful artefacts, spending much of his time delving into ancient tombs and catacombs that few dared tread. It has been said that none in the entire Enclave know the twisted tunnels and remnants of the Valstiir mountaintop like that of Jarren.

Adding to this reputation and the key to his noble title was the day he personally discovered "The Wailing Sphere", a mysterious but extremely powerful orb that was believed to rival even the Mythallar in power. He was gifted a noble station by Lady Valstiir for his discovery and in return the house must make allowances for the Arcanist's guild to study the Sphere.

House Reschotti

"Respect, Wealth, Nobility"

Leader: Lord Viktor Reschotti

Colors: Red and Silver/Black

Demeanour: Reputable, Feared, Ostentatious

History: The Reschotti family name was always one prominent in the courts of the Enclave since the very beginning, Viktor's father was said to be very close to the Archmage Valstiir. However it was not until Viktor took his place as head of the family that the house truly reached its full potential. Whilst many other noble houses see non-humans as a commodity or fodder for the fighting pits, Reschotti spent much of his wealth and power forming lasting trade agreements, with the Dwarves especially.

Whether in response to, or the very reason of his success, Viktor formed the "Golden Shades" an oft-feared group of mysterious enforcers that saw through the success of Reschotti trade deals. Any attempts to break a deal were often met with brutal retaliation. The culprits often finding themselves at best case scenario, completely bankrupt. Reputation and public image are paramount for those of the Reschotti name and there are few happenings behind the Enclave's walls that they haven't a part in.

Knightly Order - Swords of the Lady

The Swords of the Lady, commonly called the Lunatics, were a fanatical knightly order devoted to the goddess Selûne the Moonmaiden. The order was led by a handful of crusaders, mystics, and Silverstars. The group comprised clerics, druids, rangers, and mystic wanderers.

Their actions were widely regarded as strange and eccentric, and people thought them mad, hence their nickname, "Lunatics".

However, when the Swords of the Lady responded to threats from the goddess Shar the Nightsinger, they acted swiftly, logically, and ruthlessly. These zealots were ready to die for their faith. However, thanks to their close association with the church of Selûne, death was usually temporary.

They could travel great distances in a short time, suggesting the order commanded teleportation magic or had access to a network of fey crossroads and backroads. They were a long-standing order, having existed during the time of the ancient empire of Netheril.

The current base of operations is the Moon Glow Keep, located to the south of the new Abbey of the Moon which is at the headwater of the Gillan River. Lord Gillan was a Silverstar of the Knightly Order - Swords of the Lady, who died in the Orc battle defending the emerging town of Hadrian.

Leader: Lady Averil

Colors: Blue and Silver

History: Abbey of the Moon Established in 12 NY as a temple to Selûne, this abbey attracted devout followers from across Netheril. It served as a retreat as well as a place of learning from its perch atop the highest peak in the Abbey Mountains, Selûne’s Crest; it was an icon of peace and restfulness for hundreds of years.

The Nether Age (326-543): As the abbey grew in popularity, more and more written genealogical and religious records were stored there. In 533, however, a forest fire ravaged the nearby mountains, engulfing the religious stronghold in its flames. While many attempts were made to rebuild it, none succeeded.

Over time many adventurers headed to the ruins and recovered artifacts, that were returned and given to the Knight of the Lady of the Sword. These Knights watched over the new Shrine and Gardens made in the image of Selûne. The Knights built a Keep close by to aid in there work and to offer protection to those in the region. To this days the Knights make the pilgrimage to the old ruin site, to recover more artifacts and to make sure adventurers return the artifacts to the church.

Of late the Knights have watched the Town of Hadrian spring up from a fishing village, to supply the Enclave of Valstiir. The Knights were present when the Orcs attacked the Towns Southbank 5 years ago and helped to push them back into the hills. Sadly on this day, the Knights were unable to save the founder and nephew of Lady Valstiir, even though she thanked them for their efforts the lines of communication broke down with little contact over the years. Nothing has been heard of the Orcs since this battle but reports show an increase in numbers again.

Arcanist Guild

The Arcanist Guild is an elite organisation that fosters research, discovery and the recovery of magical artefacts and lore.

Guild ranks

  • Neophytes
  • Arcanist
  • Master Arcanist
  • Archmage

Neophytes: Newly joined arcanists in the guild who have proven their ability to learn by passing a test, largely a magical test to determine their skill level. Neophytes have no power or authority and are largely ignored by much of the guilds internal politics. They are here to learn and must do so. If they prove themselves they can take their exam to become a full Arcanist in the guild. Outside of the guild walls they are thought of highly and carry the name of the guild with them.

Arcanist Guild Entrance exam:

Only human Wizard's and planetouched can take the entrance exam.

Arcanists wishing to join the guild must pass a form of magical and or mental test. The guild determines their tests based on the arcanists abilities and tests them on those to see if they are skilled enough to join. Students that pass this test gain the rank of a neophyte. The test is not without it’s dangers and if they fail it is usually because they have died.

Crafting On Netheril

Below is a list of what is currently functional in game.

We will update this handbook as we roll out new crafting methods.


For mining you can find the tools you need in the Hadrian: Crafting Guild, if you wish to go mining you require the miners pick for a greater chance of getting more ore you can use the heavy pick. The pick-axes do not sustain damage and you can retain them for the life of your character. Mining is simple, find a location right click and bash away until you get some more.

Once you return to the Crafting Guild you can smelt the ore you have found, this is all done by placing the ore into the forge and the system does the rest. You can pick a temperature at which to smelt the ore at, beginners should start at a high heat or a medium heat. Thanks to the auto-smelt feature, once you place your first piece of ore in the smelter, the system will automatically continue to add ore until your inventory no longer has any ore in it.

For the next step in the metalworking you require clay molds, these can be purchased from the crafting guild or you can go out and dig for clay and make your own.

Working with Clay

Clay can be found in various regions and can be acquired by equipping your shovel and digging at the clay. Once you have enough you return to the guild and you will need to purchase a set of Tinkertools sold by the crafting merchant.

You then head to the Kiln where you can click on it and it will display various patterns if you pull one of these into your packs the system will automatically do the rest and begin making the moulds.


Turning your ingots and moulds into items can be done by clicking upon the anvil and seeing the various patterns and examining them to see if any other items are required, you then pull a pattern into your pack and the process of crafting the item will take place.

You will gain skill points that are tracked in your logbook you will receive these for successes and failed attempts.

Digging Sand

Sand can be found in many areas around Netheril and can be collected by using your shovel to dig it up. Once you have an adequate amount of sand, you can return to the crafting guild and either turn it into glass using the kiln or use the alchemist workbench to create polishing grit for polishing gemstones.

Collecting Sulfur

Sulfur is found throughout Netheril, however, it isn’t as easily found as sand and clay. The sulfur once collected, should be taken back to the crafting guild where you can use the alchemist workbench to create weak or strong acid. Currently, the weak acid is used in the Gem Polishing crafting skill.

Gem Polishing

Now that you have raw gems from your mining expedition, you can start by dipping them in the mineral bath. The mineral bath uses acid to remove impurities around the gem itself. Then you can head over to the gemstone tumbler where they will be tumbled and polished using grit created from sand.

Gem Cutting

Once you have polished gems, you are ready to try your hand at cutting them! This requires a steady hand and patience, so don’t give up! Just keep at it and you’ll be cutting precious diamonds soon enough!


In order to begin your lumberjack lifestyle, you will need to purchase a saw from the crafting guild. Once you have your saw in hand, you’ll be able to roam around the wooded areas looking for mature trees. Once you’ve found a nice tree, right click and begin bashing it with the saw equipped in your main hand. You’ll be able to return to the guild with your logs and begin using them in various other crafting skills.


With logs in hand, make your way to the Bowyer’s Station inside of the crafting guild. You’ll be able to turn the logs into items and start your journey to grandmaster bow maker!


So you want to be an angler? Grab a fishing rod from the Crafting Guild and set out into the world looking for the perfect fishing spot! Ideal fishing spots can be found near bodies of water all over Netheril! All you need to do is equip your rod and left-click the fishing spot! If you want, you can also grab a Filet Knife from the Crafting Guild. Once you have plenty of fish in your inventory, you can equip the knife and begin to Filet them in order to gain skill in Skinning.


If you want to begin skinning pelts from animals around Netheril, head on over to the Crafting Guild and purchase a Skinning Knife. Once you have the knife, venture into the wilderness and find wild animals. After you kill these animals you will be able to click on their corpse and use the knife to collect the pelt.


There are a few different types of thread that you will be able to spin while you are in Netheril. They are Wool, Silk, and Cotton Cloth. Gathering wool will require you to shear Sheep. Sheep can be found in the various farms around the world. Cotton can be gathered from Cotton Plants. Silk can be gathered from spiders. After you have gathered the raw materials you can take them to the Crafting Guild and begin using the spinning wheel. Drag the raw material into the wheel and it will begin to spin thread automatically.


Once you have turned your raw material into thread you’re ready to head over to the loom. At the loom you’ll, be able to turn your thread into bolts of cloth, wool, or silk. These bolts of cloth can be used to help you get started on your path to becoming a master tailor!


When you have found some meat that you wish to turn into a tasty dish, take it to the Crafting Guild and use the Bakers Oven. Upon using the Oven you’ll be able to select from a variety of recipes. Find the one that matches the type of meat that you have and click it, the Oven will do the rest! Soon you’ll be making dishes that are good enough to serve to Lady Valstiir!


There are many types of Mushrooms that you will encounter during your adventures through Netheril. As long as you are careful, you are able to collect them without needing any special tools. If you plan to eat them be careful! Some of them might have some nasty effects!


If you want to try and become a farmer, you’ll need to head over to the Crafting Guild to grab an Empty Bucket and an Orchard Blade. In order to obtain seeds for your farm, you will need to find crops growing in the wild or buy them from other players. After you have an ample amount of seeds, you can head out to the farmlands. Fill up your bucket with water and plant your seeds!

Gem Quarrying

If you’re lucky enough to find a Gem Quarry while you’re adventuring all you need to do is click the vein to begin chiseling away. Trying to chisel these gems out of a vein can be very time consuming, but well worth the effort!


Venturing around Netheril, you might run into a couple of Beehives. If you want to try your hand at Beekeeping simply walk up to the hive and carefully attempt to extract the Honey or Honeycomb. Be careful though! If you disturb the nest, you’re likely going to get stung by a swarm of angry bees!


Grab yourself a Tinker Toolkit and head over to the Tinker’s Workbench, located inside of the Crafting Guild. Using your Tinkering skills, you’ll be able to turn Iron Ingots into the various tools that you need to perform the other crafting skills. Once you’re an expert Tinkerer, you’ll be able to create some pretty interesting things!

Glassblowing and Pottery Making

Take your sand and clay over to the Kiln inside of the Crafting Guild and you’ll be able to turn it into various objects to help you out with the other skills. Bottles, Vials, Moulds, and much more! Becoming an expert at blowing glass will allow you to create glass ammunition!

Crafting FAQ

Here are a few of the frequently asked questions.

Q: "Do I need the Neverwinter Nights crafting skills?"

A: No. The crafting system, a heavily modified version of UOA's Crafting System, is completely independent of level and uses its own skill progression.

A Brief History

Netheril’s history began nearly 5,000 years ago at the site of seven fishing villages during the time of the First Flowering. Those who follow Dalereckoning would place the date at -3859DR, but to the Netherese, it was the dawn of the new age.

The Nether Age

A little over 320 years after the founding of the Empire a most important discovery was made; one that marked a new era for them. The discovery of the nether scrolls.

This set of 100 scrolls provided the Netherese with an incredible jump in spellcraft unseen in the history of Toril. This was an age of tremendous learning in Netheril that lasted until the birth of its greatest archwizards.

Mythallar Era

With the discovery of the nether scrolls behind them, the Netherese now concentrated on spellcasting.

The Mythallar Era provided the one invention that would shape Netheril’s future in ways no one could possibly foresee. It took its creators to amazing heights of power and, amongst other things, made it possible for the creation of floating cities.

Before mythallar was created, Netherese arcanists could place only simple spells (dweomers) on small objects with limited abilities—at the supreme cost of a mage’s vitality.

With the advent of the mythallar, arcanists were able to create magical items that would, in effect, be permanent incantations as long as they stayed within the one-mile-radius effect of the mythallar or had a small shard of mythallar with them (until that ran out of power, at least)

The Nether Scrolls

This set of 50 scrolls (which were then and ever after named after the Empire that found them) was the foundation for magic use by the Netherese, perhaps by all of the sentient races that developed on Faerûn. Some races, like the elves, brought their own magic with them when they migrated to Toril‚ and it’s doubtful that their style of magic use was influenced much by the nether scrolls. But for the Netherese, their ability to use magic and the wisdom contained within the nether scrolls were forever entwined.

It’s unknown who created the nether scrolls. Some believed that they were gifts left by the Creator Races to the humans of Toril. Others believe that they were a gift from Mystryl, the goddess of magic. Other beliefs hold that the nether scrolls are of unworldly origin, perhaps from the outer planes or from some crystal sphere beyond Realmspace.

The Silver Age

Badly in need of resources, the Netherese began sending scouts throughout the region to look for mining opportunities. Their primary source of raw materials was discovered when Dekanter, a Netherese miner, unearthed a huge load of gold, iron, mercury, silver and platinum in 1101 NY.

During this time of expansion, a small outpost that rested on the banks of the mighty Netheril River became an important trading post after rich, untapped mineral deposits were found in the mountains that ran along the North and south edge of the adjoining Gillan River. This river was also the location of the Abbey of the Moon, a place where Selûnites stored every piece of information about their goddess that could be recalled from their former abbey and took detailed notes of her waning and waxing powers.

The discovery of high-quality gems in the sands and gravel around the slow-moving Gustaf River also helped the outpost to grow, soon becoming a small city in its own rights.

The Golden Age

1652 marks the beginning of Netheril’s Golden Age, when the nation was at the very pinnacle of its power, and the beginning of our story. Netheril began lifting one enclave into the sky per year. Soon, dozens of these magnificent monoliths of magic rode the air currents or moved in orbital patterns around the loosely defined borders of the Netheril empire.

Each archwizard who created his enclave heeded Ioulaum’s example, setting up his or her own laws and guidelines that the enclave’s residents had to follow.

Taking advantage of the resource-rich area around Hadrian, the Lady Valstiir moved her enclave just with the insight of the port trading city and declared herself the protector of the lands and people of the area.


The arcanist Ioulaum proved his importance in the year 845, when he created the mythallar. This magical device dug deep into the weave of magic (controlled by the goddess Mystryl) and gave access to raw, unfiltered magic. It allowed Netherese arcanists to create magical items without the need of a permanency spell and provided the constant magical force that allowed entire mountains to hover in the air.

This magical device looked much like a crystal ball but was about 150 feet in diameter. The globe shed a very bright light—almost as blinding as looking directly into the disc of the sun—with dimmer shadows and shapes moving across its surface. An ornate stand kept the perfectly spherical device in place

Races of Netheril

There are many different races available to the players of Netheril: Age of Magic. Here will be listed the core races that can be played, later in this primer, we will go into the various sub-races that are available.


Humans of the Netherese Empire believed themselves to be the chosen race based on their ability to control magic like no other race upon the face of the world. Those who were unable to wield magic were considered less cultured and treated accordingly, seen as nothing more than primitive beings. The Netherese, however, had a certain amount of respect for the Dwarves even with their inability to use magic, this was made up by their abilities in various trades, from stonemasonry to metal work.

Non-Netheries Humans

The numerous Barbarians were an exception to the Humans of the Netherese Empire, many residing within the vast open lands of the Patrician Plains. Many of these tribes were very superstitious and fearful of the use of magic, only trusting in their own shamans and primitive priests. There were various tribes of barbarians who lived a semi-nomadic life throughout the wide grasslands west of the Netheril River, each tribe having its own strange customs and rites. The barbarians rarely posed much of a threat directly to the empire because of these divisions and would often war amongst themselves more often than not.

A single exception to this rule was a decade ago when a barbarian Warlord "Lord Xurrios" united many of the barbaric hordes to resist the Netherese expansion. A long and bloody war followed. Eventually, the Legions of House Dukarrus left the barbarians defeated but many wildmen reminisce about a time when they could challenge even the Netherese.

Today, however, all of the barbarians hold, at best, a great mistrust towards the Humans of the Netherese, at worst, they would kill them on sight.


The Netherese human’s traded with the dwarves and loved the resources that this provided for the Enclave. An early relationship was forged between the two races creating a bond that benefitted both. Most Dwarves encountered within the Netherese lands hail from Delzoun, and many have set up trading hubs in most of the port cities. Through their alliance their mining and stonemasonry skills have been enhanced by the magical trinkets and items that were traded to them by the Netherese People, this ensured a stronger bond between the two.

Shield Dwarves

The standard Neverwinter Nights dwarf is a Sheild Dwarf. Shield Dwarves are the taller of the dwarves standing an average of a half a foot taller. They are a cynical and gruff people, but they are not, despite a reputation to the contrary, fatalistic, still possessing some hope for the future. Typically, shield dwarves take time to trust and even longer to forgive. Like their dwarf counterparts, the shield dwarves are expert craftsmen their wares tend to be finely crafted weaponry and war-related. The lands surrounding Hadrian prove to be a haven for the dwarves with many seeking various riches and adventures in the lands beyond the town limits, many can be seen upon their mounts such as lizards, rams, donkeys or sturdy steeds.

Shield Dwarves

Standard Neverwinter Nights Dwarf

  • +2 Constitution, —2 Charisma: Dwarves are stout and tough but tend to be gruff and reserved
  • Darkvision
  • +2 Saves vs. Poison
  • +2 Saves vs. spells
  • +2 Lore
  • +2 Search in Subterranean Areas
  • +1 Racial Bonus on Attack Rolls Against Orcs
  • +1 Racial Bonus on Attack Rolls Against Goblinoids
  • +4 Dodge Bonus to AC Against Giants


The elves don’t hate the Netherese, yet they don’t have a great appreciation for them either. They see these humans as careless and wanton in their magic use. The elves were at first impressed with Netherese floating cities and the leaps in Netherese spellcraft, but they nonetheless felt uncomfortable in or near Netheril’s cities.

Moon Elf

Moon Elves, also referred to as silver elves were the most common of the elven race. They were known for their tolerance of the Netherese humans with most half-elves being direct ancestors of the moon elves. Moon elf skin is pale, often with an icy blue hue. Moon elf hair is commonly black, blue, or silvery white, although human-like colours are heard of as well, though very rare. Moon elf eyes, like those of other elves, are very commonly green, although some are blue as well. All exhibit a characteristic best described as golden flecks speckled through the iris. The moon elves were impulsive, with a strong distaste for complacency or isolation. Often found traversing the wilds and untamed locations.

All standard Neverwinter Nights Elves are Moon Elves.

Moon Elf

Standard Neverwinter Nights Elf

  • +2 Dexterity −2 Constitution: Elves are quick, agile and slender yet somewhat inherently fragile
  • Low-Light Vision
  • Keen Sense
  • Immunity to Sleep: Elves do not need to sleep, but they do need to enter a meditative state to stay refreshed
  • +2 vs. Mind-Affecting
  • +2 Listen
  • +2 Search
  • +2 Spot


The Netherese viewed gnomes as little more than useful slaves until granting them their independence during the latter half of the Silver Age. Before that time, gnomes were “paid” with toys, tools, and trinkets that were intended to increase the gnomes’ productivity in Netherese society.

Ironically, it was when the gnomes began refusing to work that the Netherese granted them their freedom. Revolt after revolt by the gnomes was ruthlessly suppressed, but their refusal to work was something the archwizards couldn’t deal with. Mind-controlling magic—while successful at keeping the gnomes in line— proved ineffectual at producing quality inventions, so the archwizards relented and released the gnomes in 1472.

Once they were free, many of the gnomes migrated south, as far from the Netherese as they could. Gnomes are still treated very poorly in the empire, as are most demi-humans.

Rock Gnome

Standard Neverwinter Nights Gnome

  • +2 Constitution -2 Strength: Gnomes are tough but not knowen for their phisical abilities
  • Low-Light Vision
  • Small Stature
  • Spell Focus (Illusion)
  • +1 Attack Bonus
  • +1 Attacking Reptilians and Goblinoids
  • +1 Armor Class
  • +4 Armor Class vs. Giants

Netheril Spell changes

Cantrips (0 Level)

  • Resistance -- General Matick’s Resistance
  • Ray of Frost -- Veridon’s Frost Ray
  • Acid Splash -- Primidon’s Acid Splash
  • Valstiir's Arcane Mark
  • Daze -- Enollar’s Daze
  • Light -- Brightfinger’s Light
  • Flare -- Primidon’s Flare
  • Electric Jolt -- Volhm’s Jolt
  • Inflict Minor Wounds
  • Dethed's Disrupt Undead
  • Volhm's Touch of Fatigue
  • Valstiir's Mage Hand
  • Zahn's Message
  • Ptack's Open / Close

Primidon’s Acid Splash

0-level Conjuration

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V
  • Duration: Instantaneous

Now inflicts 1d4 + 1 damage instead of d3

Valstiir's Arcane Mark

0-level Enchantment

  • Casting Time: 1 action
  • Range: Touch (Personal)
  • Components: V, S
  • Duration: Instant

You create a sigil on the target item that is unique to you. (Adds a line of blue text to the description, bearing your mark.)

Brightfinger’s Light

0-level Evocation

  • Casting Time: 1 action
  • Range: Touch
  • Components: S. V
  • Duration: 1 hour

Light now creates a ball of light that follows the spell target around. It is harmless, and will not attack anything, nor block any spells or projectiles.

Volhm’s Jolt

0-level Evocation

  • Casting Time: 1 action
  • Range: Medium (20 meters)
  • Components: V, S
  • Duration: Instant

Now inflicts 1d4 + 1 damage instead of d3

Inflict Minor Wounds

0-level Necromancy

  • Casting Time: 1 action
  • Range: Touch
  • Components: S, V
  • Duration: Instant

Now inflicts 1d4 + 1 damage instead of 1

Dethed's Disrupt Undead

0-level Necromancy

  • Casting Time: 1 action
  • Range: Short (10 meters)
  • Components: S, V
  • Duration: Instant You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

Volhm's Touch of Fatigue

0-level Necromancy

  • Casting Time: 1 action
  • Range: Touch (Personal)
  • Components: V, S,
  • Duration: Round/Level

You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target.

The subject is immediately fatigued for the spell’s duration. (-2 STR, -2 CON for 1 round/2 caster levels, -15% Movespeed for 1 round/caster level.)

Valstiir's Mage Hand

0-level Transmutation

  • Casting Time: 1 action
  • Range: Medium (20 meters)
  • Components: S, V
  • Duration: Instant

You point your finger at an object and can lift it and move it to your inventory. If cast at the ground, will get the nearest unattended item in 3 meters.

Zahn's Message

0-level Transmutation

  • Casting Time: 1 action
  • Range: Medium (20 meters)
  • Components: S, V
  • Duration: Instant

You can send messages back and forth with designated persons within line of sight.

Ptack's Open / Close

0-level Transmutation

  • Casting Time: 1 action
  • Range: Medium (20 meters)
  • Components: V, S
  • Duration: Instant

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. Traps are not disarmed by this spell.

1st Level

  • Valstiir's Alarm
  • Endure Elements -- General Matick’s Endure Elements
  • Protection from evil -- M’dhal’s Dispel Evil
  • Protection from Good -- M’dhal’s Protection from Good
  • M'dhal's Protection from Chaos
  • M'dhal's Protection from Law
  • Shield -- General Matick’s shield
  • Ironguts -- Quantoul’s Iron Stomach
  • Grease -- Shan’s Tallow
  • Mage Armor -- General Matick’s Armor
  • Summon Creature 1 -- Lucke’s 1st Monster Summons
  • Identify -- Trebbe’s scry identify
  • Charm Person --Keonid’s Charm Human
  • Doom -- Keonid’s Doom
  • Sleep -- Efteran’s Sleep
  • Lucke's Floating Disk
  • Volhm's Shocking Grasp
  • Magic Missle -- General Matick’s Missile
  • Shelgarns persistent blade -- General Matick’s Persistent Blade
  • Ice Dagger -- Veridon’s Ice Dagger
  • Color spray -- Nalevac’s Spray
  • Ray of enfeeblement -- Hamring’s Enfeeblement
  • Negative Energy Ray -- Volhm’s Negative Ray
  • Burning Hands -- Primidon’s Burners
  • Amplify -- Zahn’s Amplify
  • Expeditious Retreat -- Quantoul’s Boots of Escaping
  • Magic weapon -- Fourfinger’s Magic Weapon

Valstiir's Alarm

1st-level Abjuration

  • Casting Time: 1 action
  • Range: Ground
  • Components: V, S
  • Duration: Medium (20 meters)

You place a rune on the ground which conceals itself within 1 round and arms. After arming, any creature who walks through the area will alert the caster with a mental warning.

Lucke’s 1st Monster Summons

1st-level conjuration

  • Casting Time: 1 action
  • Range: Short
  • Components: V, S
  • Duration: 1 turn/caster level

Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.

Lucke's Floating Disk

1st-level Evocation

  • Casting Time: 1 action
  • Range: Medium (20 meters)
  • Components: V, S
  • Duration: Hour/Level

You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 25 pounds of weight per caster level.

Volhm's Shocking Grasp

1st-level Evocation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor.

2nd Level

  • Lesser Dispell Magic -- Oberon’s Lesser Dispell
  • Resist Elements -- General Matick’s Resist Elements
  • Valstiir's Glitterdust
  • Melfs acid arrow -- Primidon’s Acid Arrow
  • Summon Creature 2 -- Lucke’s 2nd Monster Summons
  • Web -- Shan’s Web
  • See Invisibility -- Trebbe’s Scry Invisibility
  • Daze Monster
  • Noanar's Scorching Ray
  • Darkness -- Fahren’s Darkness
  • Combust -- Noanar’s Combustion
  • Flame Weapon -- Fourfinger’s Flame Weapon
  • Darkfire
  • Cloud of Bewilderment -- Tolodine’s Cloud of Confusion
  • Invisibility -- Pockall’s Invisibility
  • Ghostly Visage -- Smolyn’s Blurring
  • Continual Flame -- Brightfinger's Continual Flame
  • Sadebreth's Command Undead
  • Sadebreth's False Life
  • Ghoul Touch -- Veridon’s Chiller
  • Death Armor -- Volhm’s Armor
  • Bulls Strength -- Quantoul’s Strength
  • Cats Grace -- Quantoul’s Grace
  • Endurance -- Quantoul’s Endurance
  • Knock -- Ptack’s Knock
  • Eagle Splendor -- Quantoul’s Splendor
  • Owls Wisdom -- Quantoul’s Wisdom
  • Foxs cunning -- Quantoul’s Cunning
  • Stone Bones -- Dethed’s Stone Bones

Valstiir's Glitterdust

2nd-level Conjuration

  • Casting Time: 1 action
  • Range: Medium
  • Components: S, V
  • Duration: 1hr/level

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded for the duration of the spell, and removing any invisibility effects. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.

Any creature covered by the dust takes a –40 penalty on Hide checks.

Lucke’s 2nd Monster Summons

2nd-level Conjuration

  • Casting Time: 1 action
  • Range: Short
  • Components: V, S
  • Duration: 1 turn/caster level

Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.

Daze Monster

2nd-level Enchantment

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S

This enchantment clouds the mind of a living creature with 8 or fewer Hit Dice so that it takes no actions. Creatures of 9 or more HD are not affected.

Noanar's Scorching Ray

2nd-level Evocation

  • Casting Time: 1 action
  • Range: Close 25 ft
  • Components: V, S
  • Duration: Instant

You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.

Fourfinger’s Flame Weapon

2nd-level Transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 2 minutes / level

Now does 1d4 damage under level 6, 1d6 damage 6-12, and 1d8 damage 12 and over.


2nd-level Transmutation

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 2 minutes / level

Now does 1d4 damage under level 6, 1d6 damage 6-12, and 1d8 damage 12 and over.

Sadebreth's Command Undead

2nd-level Necromancy

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1hr/level

This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way. The undead may roll a will save against you, but if it fails it is considered charmed.

Sadebreth's False Life

2nd-level Necromancy

  • Casting Time: 1 action
  • Range: Personal
  • Components: S, V
  • Duration: 1hr/level

You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).

3rd Level

  • Dispel Magic -- Oberon’s Dispell
  • Magic Circle against Evil -- M’dhal’s Circle against Evil
  • Magic Circle against Good -- M’dhal’s Circle against Good
  • Negative Energy Protection -- M’dhal’s Negative Energy Shield
  • Protection from Elements -- General Matick’s Elements Protection
  • Flame Arrow -- Primidon’s Arrow
  • Stinking Cloud -- Tolodine’s Stinking Cloud
  • Summon Creature 3 -- Lucke’s 3rd Monster Summons
  • Clairaudience and Clairvoyance -- Zahn’s Hearing and Seeing
  • Find Traps -- Zahn’s Find Snares
  • Dominate Animal -- Prug’s Dominate Animal
  • Hold person -- Prug’s Hold Human
  • Fireball -- Noanar’s Fireball
  • Gust of wind -- Tolodine’s gust of wind
  • Lightning bolt -- Volhm’s bolt
  • Scintillating Sphere -- Volhm’s Electric Ball
  • Invisibility Sphere -- Pockall’s Wide Invisibility
  • Displacement -- Smolyn’s Displacement
  • Clarity -- Zahn's Clear Mind
  • Vampiric Touch -- Gwynn’s Vampirism
  • Negative energy burst -- Fjord’s Negative Energy Burst
  • Haste -- Quantoul’s fastmorph
  • Slow -- Quantoul’s slowmorph
  • Keen Edge -- General Matick’s Keen Edge
  • Greater magic weapon -- Fourfinger’s Enchanted Weapon

Lucke’s 3rd Monster Summons

3rd-level Conjuration

  • Casting Time: 1 action
  • Range: Short
  • Components: V, S
  • Duration: 1 turn/caster level

Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.

4th Level

  • Lesser Spell Breach -- Oberon’s Lesser Spell Breach
  • Minor globe of invulnerability -- Trebbe’s Minor Invulnerability
  • Stoneskin -- M’dhal’s Stoneskin
  • Summon Creature 4 -- Lucke’s 4th Monster Summons
  • Evards Black Tentacles -- Valstiir's Black Tentacles
  • Charm Monster -- Keonid’s Charm Monster
  • Confusion -- Hamring’s Confusion
  • Elemental Shield -- General Matick’s Elemental Shield
  • Wall of fire -- Noanar’s wall
  • Ice Storm -- Veridon’s Storm
  • Isaacs lesser missile storm -- General Matick’s Lesser Missile Storm
  • Improved Invisibility -- Pockall’s Invisibility Plus
  • Phantasmal killer -- Carbury’s killer
  • Shadow Conjuration -- Shadow’s Conjuration
  • Contagion -- Lucke’s Contagion
  • Death Ward -- Trebbe’s Death Ward
  • Enervation -- Stoca’s feign
  • Fear -- Keonid’s Fear
  • Bestow Curse -- Hamring’s Curse
  • Polymorph self -- Quantoul’s selfmorph

Lucke’s 4th Monster Summons

4th-level Conjuration

  • Casting Time: 1 action
  • Range: Short
  • Components: V, S
  • Duration: 1 turn/caster level

Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.

5th Level

  • Dismissal -- Oberon’s Dismiss
  • Lesser Mind blank -- Kutson’s Lesser Blank
  • Lesser spell mantle -- M’dhal’s Lesser Spell Mantle
  • Energy Buffer -- General Matick’s Energy Buffer
  • Cloudkill -- Tolodine’s cloudkill
  • Lesser Planar Binding -- Lucke’s Planar Binding
  • Summon Creature 5 -- Lucke’s 5th Monster Summons
  • Feeblemind -- Hamring’s Feeblemind
  • Dominate Person -- Prug’s Dominate Human
  • Hold monster -- Prug’s hold being
  • Mind fog -- Veridon’s Mind Fog
  • Cone of Cold -- Veridon’s cone
  • Firebrand -- Primidon’s Brand
  • Ball Lightning -- Volhm’s Ball Lightning
  • Greater Shadow conjuration -- Shadow’s Conjuration
  • Animate dead -- Fjord’s Animation
  • Circle of Doom -- Dethed’s Circle of Doom

Lucke’s 5th Monster Summons

5th-level Conjuration

  • Casting Time: 1 action
  • Range: Short
  • Components: V, S
  • Duration: 1 turn/caster level

Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.

6th Level

  • Globe of Invulnerability -- Trebbe’s Invulnerability
  • Greater Dispelling -- Oberon’s Greater Dispel
  • Greater Spell Breach -- Oberon’s Spell Breach
  • Acid Fog -- Tolodine’s Acid Cloud
  • Planar Binding -- Lucke’s Planar Binding
  • Summon Creature 6 -- Lucke’s 6th Monster Summons
  • True Seeing -- Smolyn’s Seer
  • Legend Lore -- Jarm’s saga
  • Mass Haste -- Quantoul’s Mass fastmorph
  • Chain Lightning -- Volhm’s chaining
  • Isaacs Greater missile storm -- General Matick’s Greater Missile Storm
  • Ethereal Visage -- Valdick’s Ethereal Form
  • Shades -- Shadow’s Shades
  • Circle of Death -- Dethed’s Circle of Death
  • Undeath to Death -- Dethed’s Undeath to Death
  • Greater stoneskin -- M’dhal’s Greater Stoneskin
  • Tensers Transformation -- Quantoul’s Changer
  • Greater Eagle Splendor -- Quantoul’s Greater Splendor
  • Greater Owls Wisdom -- Quantoul’s Greater Wisdom
  • Foxs Greater cunning -- Quantoul’s Greater Cunning
  • Greater Bulls Strength -- Quantoul’s Greater Strength
  • Greater Cats Grace -- Quantoul’s Greater Grace
  • Greater Endurance -- Quantoul’s Greater Endurance
  • Flesh to Stone -- Mavin’s Flesh-Stone Transmution
  • Stone to flesh -- Mavin’s Stone-Flesh Transmution

Lucke’s 6th Monster Summons

6th-level Conjuration

  • Casting Time: 1 action
  • Range: Short
  • Components: V, S
  • Duration: 1 turn/caster level

Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.

7th Level

  • Spell mantle -- M’dhal’s Spell Mantle
  • Banishment -- Oberon’s Banish
  • Summon Creature 7 -- Lucke’s 7th Monster Summons
  • Power word, stun -- Xanad’s Stun
  • Delayed Blast Fireball -- Noanar’s Delayed Fireball
  • Prismatic spray -- Anglin’s spray
  • Great Thunderclap -- Xanad’s Thunderclap
  • Shadow Shield -- Shadow's Shroud
  • Control Undead -- Sadebreth’s Undead Control
  • Finger of Death -- Dethed’s Death Finger

Lucke’s 7th Monster Summons

7th-level Conjuration

  • Casting Time: 1 action
  • Range: Short
  • Components: V, S
  • Duration: 1 turn/caster level

Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.

8th Level

  • Mind Blank -- Kutson’s Mind Blank
  • Greater planar binding -- Yong’s Truss
  • Summon Creature 8 -- Lucke’s 8th Monster Summons
  • Premonition -- Zahn’s Premonition
  • Mass charm -- Keonid’s Charm Plus
  • Incendiary cloud -- Primidon’s Cloud
  • Sunburst -- Brightfinger's Burst of Day
  • Mass Blindness and Deafness -- Keonid’s Blindness and Deafness
  • Create Greater Undead -- Sadebreth’s Create Greater Undead
  • Create Undead -- Sadebreth’s Create Undead
  • Horrid Wilting -- Dethed’s Horrid Wilting

Lucke’s 8th Monster Summons

8th-level Conjuration

  • Casting Time: 1 action
  • Range: Short
  • Components: V, S
  • Duration: 1 turn/caster level

Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.

9th Level

  • Greater spell mantle -- M’dhal’s Spell Mantle
  • Gate -- Valdick’s Gate
  • Summon Creature 9 -- Lucke’s 9th Monster Summons
  • Power word, kill -- Xanad’s killer
  • Dominate Monster -- Prug’s Dominate Monster
  • Meteor swarm -- Mavin’s Meteors
  • Weird -- Trebbe’s Weird
  • Energy Drain -- Volhm’s Drain
  • Wail of the Banshee -- Dethed’s Banshee Wail
  • Shapechange -- Quantoul’s Shapechange
  • Time stop -- Chronomancer’s Time Stop

Lucke’s 9th Monster Summons

9th-level Conjuration

  • Casting Time: 1 action
  • Range: Short
  • Components: V, S
  • Duration: 1 turn/caster level

Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.