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If there is anything I have learned in my travels across the planes, it is that many things may change the nature of a man. Whether regret, or love, or revenge, or fear - whatever you believe can change the nature of a man, can. I've seen belief move cities, make men stave off death, and turn an evil hag's heart half-circle. This entire Fortress has been constructed from belief. Belief damned a woman, whose heart clung to the hope that another loved her when he did not. Once, it made a man seek immortality and achieve it. And it has made a posturing spirit think it is something more than a part of me.

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I AM THAT WHICH WALKS WITH ALL LIFE. MY VOICE IS A DEATH RATTLE, A LAST BREATH IN THE THROAT, THE WHISPER OF A DYING MAN. I HAVE BEEN FREED FROM THE PRISON OF YOUR FLESH.
ALL THAT LIVES IS HUNTED. THE PREDATOR IS DEATH. IT HUNTS US NO LONGER.

TheUltimateOneDnD
MANY WERE THE CRIMES THAT WERE COMMITTED WHEN MY MORTALITY AND I WERE SPLIT. THOSE CRIMES CARRY A... PRICE. YOU MAY NOT GO WHERE I WILL SOON BE.

Fear names. Names have power in identity. Others can use names as weapons. Names are a hook that can be used to track you ... Remain nameless, and you shall be safe. I am the Nameless One.
~ Inscription in the Tomb of the Nameless One

Summary

What can change the nature of a man?

The Nameless One wakes up one day on a mortuary slab, with no memories. He is not dead, but almost looks the part, being completely covered in scars from head to toe. All he knows is that, for reasons unknown to him, he is completely unable to die and that on his back are a set of tattoos that act as vague indications in the case of amnesia. After escaping the Mortuary with the help of an odd but friendly floating skull named Morte, he finds himself in Sigil, the City of Doors that contains portals to much of the multiverse.

Much effort is needed for little information, but as he continues to investigate with the help of a colorful group of characters who choose to accompany him due to a variety of reasons, it becomes apparent that this is not his first time doing this. In the past, various incarnations of the Nameless One, each essentially completely different people of their own who did not inherit any of their previous selves' memories all left their mark on Sigil and the Planes, sometimes good, but often terrible. Whether he chooses to be a good or evil man, he is forced to face the consequences of his previous selves' actions, being faced with people or descendants of people that he had wronged or crossed in a previous life.

Eventually, he learns that his mortality was stripped away by him by a Night Hag named Ravel Puzzlewell, and upon confronting her, she reveals that she had done so out of deep love for him. The Nameless One was once a powerful man who committed a terrible crime against the Planes, and in the hope of making amends for it through the millennia, knowing that one life would not be enough, convinced Ravel to sever away his mortality. However, she did not know that upon his death, he would lose his memories, and as such, a long, fruitless cycle of death and amnesia would begin.

The Nameless One's investigation continues through the city of Curst, a hive inhabited by criminals, bordering on the prison plane of Carceri. There, he comes to learn that his mortality resides in a demi-plane known as the Fortress of Regrets, where, having taken sentience of its own under the moniker of The Transcendent One, it has been purposefully orchestrating things to keep the Nameless One in the dark, as it fears death and knows that were they to fuse again, they would be damned to an afterlife in the Lower Planes, because of the terrible sin that their first life had once committed. The Nameless One finds a way to the Fortress, but there he is separated from his team, who one by one are picked off and killed by the Transcendent One, before he finally deigns to face his mortal body in person.

Planescape: Torment has several different endings, but in the best one, the Nameless One manages to either convince or threaten the Transcendent One into joining back with him and, ascending into a new being altogether, returns his friends to Sigil, then accepts his damnation to the Blood War with serenity, picking up a weapon and walking into an unknown fate.

Powers and Stats

Tier: At least High 6-A, likely Low 2-C | Varies from 9-B, possibly 9-A up to at least 6-C | At least High 6-A, likely Low 2-C | At least High 6-A, likely Low 2-C | At least 2-C

Key: Previous Incarnations (Practical/Paranoid Incarnations) | Current Incarnation | Current Incarnation (Fortress of Regrets) | The Trascendent One | The Ultimate One

Name: The Nameless One, Lost One, Immortal One, Incarnation's End, Man of a Thousand Deaths, The One Doomed to Life, Restless One, One of Many, The One Whom Life Holds Prisoner, The Bringer of Shadows, The Wounded One, Misery-Bringer, Yemeth, Adahn, Broken One, The Transcendent One, Half-Man

Origin: Dungeons and Dragons - Planescape: Torment

Gender: Male

Age: Unknown, likely dozens of millennia (Stated to have gone through thousands of incarnations[1].)

Classification: Half-Man (Born a human, the Nameless One is not considered such anymore by those in the know of his true self, as he has lost his mortality) | Half-Man | Mortality | Human

Powers and Abilities:

Superhuman Physical Characteristics, Genius Intelligence (No matter the incarnation, the Nameless One is an incredibly intelligent man, capable of consistently reaching amazing levels of power and influence despite starting from little to nothing), Death Manipulation, Supernatural Willpower, Regeneration and Immortality (Type 1, 2, 3, 4, 5, 8 and 9. The Nameless One's mortality[2], which would eventually go on to become the Transcendent One, was stripped away from him to render him immortal, and now resides in a different plane, which is cut off from the rest of the multiverse. Instead, when he dies, his immortality seeks another living being and kills them in his place[3]. This immortality most commonly takes the effect of regeneration, allowing the Nameless One to heal and even remain conscious through many sorts of abuse, such as having various parts of his body torn open and vivisected[4], though with sufficient damage he can be killed, just not permanently, and even if completely consumed, he will seemingly just reappear[5]. Some wounds, such as his many scars, do not heal), Soul Manipulation (Every time the Nameless One's immortality kills a soul in his place, that soul will rise as a Shadow and seek to kill him[6]), Self-Sustenance (All Types. The Nameless One is said to not feel any base hunger[6], and the Transcended One planned to trap or seal him in the Fortress of Regrets, which contains no water or living beings), extreme Resistance to Immortality Negation (Even a weapon designed specifically to permanently kill the Nameless One needs to be used in a place where he is cut off from the Planes, and will otherwise not work[7]), Fate Manipulation and Precognition (The eyes of the Planes slide over the Nameless One, because he lacks a name[3]: he is completely fateless, and as such, his future cannot be read[8]), Conceptual Manipulation (Type 1) and Information Manipulation (The Nameless One's lack of a name protects him from Truename magic[9]), Soul Manipulation, Death Manipulation and Life Manipulation (The Nameless One's soul has been removed; as such, he would be immune to Radiant and Necrotic damage, which manipulate the soul and life essence of beings either positively or negatively[10]. Indeed, he can survive on the outside of the Fortress of Regrets in the Negative Material Plane, which will kill other lifeforms instantly[11])

All inherent abilities, Social Influencing (The Practical Nameless One was a masterful manipulator, once convincing a man that he did not exist so effectively that he actually vanished out of existence[12]), likely far more

All inherent abilities, Sealing (The Paranoid Incarnation left a trap in a Sensory Stone meant to prevent his future selves from ever escaping their connection to it, binding them to it[13][14]), Poison Manipulation (Left a trap that would attack the Nameless One with a powerful magical hemotoxin[15]), Non-Physical Interaction and Immortality Negation (As an enchanted weapon, this incarnation's arm, and likely the rest of him[16], is capable of interacting with creatures in different planes of existence, as well as abstract, intangible, incorporeal, and nonexistent entities[17]), Fire Manipulation (The Brimstone Hammer, which once belonged to this incarnation as it is found in the Maze in which it was once banished to, strikes foes with flames[18]), Acid Manipulation and Electricity Manipulation (Created a trap that would release acid vapor and another that would strike them with magical lightning[19]), Magic, Non-Physical Interaction and Immortality Negation (Magic is capable of interacting with creatures in different planes of existence, as well as abstract, intangible, incorporeal, and nonexistent entities[20]), Reality Warping (All magic is the result of manipulating The Weave, a multiversal construct personified by the Goddess Mystra, which in turn refines the raw power of the entity known as The Serpent), likely far more

All inherent abilities, Weapon Mastery and Martial Arts (Can gain mastery over a great variety of weapons, as well as bare-handed combat, to the point that he can wield any of them as if they were just an extension of his will[21]), Genius Intelligence, Precognition and Information Analysis (A being with an intelligence score of 21 or higher can make correct deductions from incomplete information to the point of always knowing the best course of action in a situation, allowing them to predict foes' actions ahead of time[22]), Accelerated Development (Can have an above average Wisdom value, which grants one slight supernatural luck and allows them to gain more experience and level up faster[13]), Social Influencing (Can reach levels of Charisma that are so high that entire armies would lay their lives at his feet, and were he to want to, he could lead entire Planes into wars), Acrobatics (Can reach greatly superhuman levels of Dexterity, which would allow him to avoid nearly any kind of attack), Damage Reduction (Has trained in the Way of Stone, a combat philosophy that grants him superior prowess in resisting or deflecting an enemy's blows[23]), Resurrection (With Raise Dead, the Nameless One can resurrect those who have died in his presence), Pain Manipulation and Healing (With Sensory Touch, the Nameless One can bring another's pain into you, helping them at the cost of their own health), Telepathy (Stories-Bones-Tell allows the Nameless One to converse with corpses and the undead), Empathic Manipulation (Dead Truce makes it so that unintelligent undead will completely ignore the Nameless One, while intelligent undead may treat him as either a friend or at least an acquaintance on good terms, actively preventing them from attacking as long as he also doesn't attack), Enhanced Senses (Through his experience as a Sensate, the Nameless One can acquire superhuman senses[24]), Stealth Mastery (As long as they are hidden in shadows, Thieves are capable of stealthily passing right next by enemies and backstabbing them), Surface Scaling (All Rogues are extremely skilled climbers and need only the tiniest holds to ascend surfaces[25]), Subjective Reality, Creation and Existence Erasure (The Nameless One is capable of harnessing the sheer power that the belief carries in the Planes to an incredible extent, being capable of accidentally creating a tulpa of himself just by insistingly referring to himself as "Adahn", bringing that "Adahn" to life as a separate being, or even erasing himself from reality to bring an end to the Transcendent One[3]), Body Puppetry and Empathic Manipulation (Babble forces a target to temporarily ceaselessly babble nonsense, which will temporarily any hearing it), minor Power Mimicry (Can learn or improve his technique in pickpocketing just by watching one attempt to pick his[13]. Learned a curse instantly, despite warning that it would take a very long time[26]), extreme Resistance to Fire Manipulation (Can gain extra resistance to Fire and Magical Fire through Ignus' "teachings"[13][27]), Madness Manipulation (Type 3. When faced with information so horrible that it could drive him to insanity, the Nameless One's mind automatically shuts it out[6]), Telepathy (While Vhailor can normally see people's guilt just by looking at them, he is completely incapable of seeing through any of the Nameless One's lies[28])

Magic, Non-Physical Interaction and Immortality Negation (Magic is capable of interacting with creatures in different planes of existence, as well as abstract, intangible, incorporeal, and nonexistent entities[20]), Reality Warping (All magic is the result of manipulating The Weave, a multiversal construct personified by the Goddess Mystra, which in turn refines the raw power of the entity known as The Serpent), Statistics Amplification (Can increase allies' and/or his own statistics through a wide variety of spells), Weapon Creation (Armor summons a magical suit of armor around the target. Ice Knife allows the caster to rapidly form and throw ice daggers. Ax of Torment summons a flying axe to attack foes and Missile of Patiencesummons, at high enough levels, a rapid-firing energy ballista), Sense Manipulation (Vilquar's Eye, Blindness and Power Word, Blind can be used to take away a target's sight), Empowerment (Missile of Patienceand Chromatic Orb's effect changes depending on the caster's level), Statistics Reduction (Various spells temporarily lower the target's stats, such as various levels of Chromatic Orb), Energy Projection (With various spells, such as Chromatic Orb or Magic Missile), Fire Manipulation (With various spells, such as level 3 Chromatic Orb, Ignus' Terroror Fire and Ice), Status Effect Inducement (Various spells, such as Chromatic Orb, can renders foes Stunned or Unconscious), Paralysis Inducement (Various spells, such as Chromatic Orb, can Paralyze foes. Can immobilize Undead creatures with Hold Undead), Petrification (Various spells, such as Chromatic Orb, can Petrify foes), Biological Manipulation (Fist of Iron renders one's fists as hard as metal, increasing their bare-handed damage), Empathic Manipulation (Friends alters a creature's mind to be more susceptible to persuasion[29]. Pacify immediately calms down foes, eventually lulling them into slumber), Information Analysis (Identify allows one to reveal the effects of an enchanted object), Homing Attack and minor Intangibility (Spells such as Magic Missile and Force Missiles home in onto foes[30] and can pierce through certain defensive spells), Decay Negation (Minor Embalming and Major Embalming can prevent and undo an undead's decay, healing them), Sleep Manipulation (Pacify immediately calms down foes, eventually lulling them into slumber), Forcefield Creation (Spells such as Shield, Cloak of Warding or Guardian Mantle gather protective force around a target), Acid Manipulation (Adder's Kiss summons a powerful acid bolt to melt down foes, while Acid Storm summons entire clouds of it), Plant Manipulation (Black-Barbed Curse causes thorned black plants to grow into the target, while Black-Barbed Shield summons them as protection), Necromancy (With spells such as Blood Bridge), Blood Manipulation, Life Manipulation and Healing (Blood Bridge transfers life force and blood from the user to the target to heal them, at the cost of the some of the caster's health), Illusion Creation (Blur causes one's body and soul to appear blurry, making them harder to hit), Fear Manipulation (Horror inflicts extreme fear upon its targets, causing them to run away), Ice Manipulation (With spells such as Ice Knife or Fire and Ice, or Blade Storm, which summons the blackest ice of Acheron's fourth layer to slash foes, while Stygian Ice Storm attacks with the harshest ice of Baator's fifth layer), Temperature Manipulation (Spells such as Ice Knife or Cone of Cold release intense cold upon areas, while Desert Hell unleashes heat strong enough to set foes aflame), Supernatural Luck (Luck temporarily bestows a target with supernatural luck), Damage Transferal (Pain Mirror and Balance in All Things cause all nearby hostile creatures to suffer the same damage that the caster does), Animal Manipulation (Swarm Curse summons a swarm of insects upon the targets), Fire Absorption (Infernal Shield converts fire damage received into healing), Weapon Control (Ax of Torment summons a flying axe to attack), Electricity Manipulation (With spells such as Ball Lightning and Chain Lightning Storm), Earth Manipulation (Spells such as Meteor Storm Bombardment and Elysium's Tears summon meteors onto foes), Social Influencing (Tasha's Unbearable Derisive Laughter targets male creatures with vicious mockeries, lowering their stats if they are affected), Life Absorption, Soul Manipulation and Death Manipulation (Vampiric Touch drains lifeforce to heal the caster. It inflicts necrotic damage[31], which is comprised of negative energy, the cosmic-stuff that annihilates soul-energy on contact), Explosion Manipulation (Various spells result in explosions, such as Blacksphere), minor Madness Manipulation (With Confusion, which twists and assaults the target's mind, and is often associated with insanity[32]), Curse Negation (With Remove Curse, which can either remove curses from a target, or allow one to take off cursed objects[31]), Invisibility (With Shroud of Shadows, which renders one invisible[33]), Poison Manipulation (Cloudkill attacks foes with powerful clouds of poison), Duplication, Causality Manipulation and Mathematics Manipulation (When Enoll Eva's Duplication is cast, through enforcing an equation upon reality, all of a target's subsequent actions will be duplicated, with their attacks or spells taking place twice at once), Weather Manipulation (Chain Lightning Storm summons a thunderstorm before pelting foes with lightning), Magic Negation (Globe of Invulnerability prevents level 1 to 4 spells from entering it), Memory Manipulation (Stygian Ice Storm causes those who withstand it to lose their memories), Death Manipulation (Deathbolt strikes foes with a bolt of instant death that still inflicts great harm if resisted, while Power Word, Kill instantly kills foes beyond an HP treshold, with no saving throw), Dimensional Travel and Portal Creation (Both Mechanus' Cannon and Meteor Storm Bombardment transfer attacks from other parts of the multiverse on to the target), Law Manipulation (Mechanus' Cannon draws upon Primus' ultimate power to strike them with ultimate logical equalization, preventing any saving throws from lessening the damage suffered), Resistance Negation (Power Word, Blind and Power Word, Kill prevent any saving throw, always affecting foes as long as their HP is low enough), Summoning, Holy Manipulation, Light Manipulation, Deconstruction and Fear Manipulation (Celestial Host summons a variety of celestial phantasms, first of which being an Astral Deva that wields a Mace of Disruption, a shining mace that inflicts extra damage to fiends or undead, either disintegrating them or afflicting them with fear when they are at low health[31]), BFR and Portal Creation (Abyssal Fury dumps the target into the Abyss, to be ravaged by the Tanar'ri. If they succeed their saving throws, they may crawl out, but if they don't, they are left in that place, doomed to a nearly certain death), Curse Manipulation and Sound Manipulation (Learned a unique curse that allows him to deprive others of their voice[26])

Statistics Amplification (Many weapons increase one or several of the wielder's statistics), Magic (Many pieces of equipment are either enchanted or can cast magic), Non-Physical Interaction and Immortality Negation (Magic is capable of interacting with creatures in different planes of existence, as well as abstract, intangible, incorporeal, and nonexistent entities[17]), Reality Warping (All magic is the result of manipulating The Weave, a multiversal construct personified by the Goddess Mystra, which in turn refines the raw power of the entity known as The Serpent), Immortality Negation (The Blade of the Immortal is designed specifically to permanently kill those who are normally immortal, though the Nameless One's immortality is usually even beyond it[34][35]), Weapon Control, Vibration Manipulation, Empowerment, Soul Manipulation, Life Manipulation, Holy Manipulation, Fire Manipulation and Light Manipulation (Celestial Fire can alter its form according to the user's wishes, but only once. No matter the shape, it inflicts fire damage, vibrates when striking human flesh, increases the wielder's durability and, when used against an Evil being, it bursts into a holy radiance that burns them, presumably inflicting Radiant damage, which overflows an opponent's soul/life force[36]. The Entropic Blade is also capable of transforming between different shapes, at will[37]), Berserk Mode (Various weapons inflict berserker fury on the wielder), Acid Manipulation, Soul Manipulation and Mind Manipulation (Blind Terror releases acid into the target's eyes when swung[38]. The Porphatys Dagger's acid not only targets a foe's body, but also their mind and soul), Status Effect Inducement (Club of Nettles and Assassin's Knuckles stun the target upon hit[39][40]), Morality Manipulation (Death of Desire removes all desires from those it strikes), Corrosion Inducement (The Hammer of Comminution causes decay in whatever it hits, no matter the material, breaking it apart and softening it for the next attack[41]), Sound Manipulation (Backbiter muffles most sounds the wielder might make[42], while Assassin's Knuckles prevent the target from speaking upon hit[40]), Poison Manipulation (Weapons such as Ravel's Fingernail and the Widowmaker poison foes[43][44]), Homing Attack (The Phantom Dagger automatically reaches for any creature's weakest spots[45]), Curse Manipulation (Every stab of the Mad Splinter has a chance of cursing the victim[46]), Memory Manipulation (Kaarlac's Knife modifies the wielder's short term memory, allowing them to memorize twice as many level 1 spells[47]), Crystal Manipulation (Shards of Fate unleash thousands of pieces of crystal shrapnel when punching a target, destroying the weapon but inflicting massive damage[48]), Fate Manipulation (Umei Kaihen seemingly changes fate in the user's favor somewhat[49]), Supernatural Luck (Created to offset someone's catastrophically bad luck, the Punch Daggers of Moorin boost their wielder's luck[50]), Poison Manipulation (The Punch Daggers of True Death are coated with a powerful poison[51]), Electricity Manipulation and Durability Negation (Heartgrinder inflicts electrical damage, and also always damages the target's heart, no matter where it strikes, if they have one[52]), Chaos Manipulation (The Axe of the Jester causes random, uncontrollable effects around itself, often leading its user to die in anticlimactic ways or pull off incredible feats[53]), Life Absorption (Butcherer of Innocents and Siphon Knuckles absorb foes' life force as they cut them down, healing the user[54][55]), Temperature Manipulation and Deconstruction (Edge of Oblivion inflicts cold damage and also disintegrates the flesh around the area it strikes[56]), Berserk Mode, Empathic Manipulation and Absorption (Hatred's Gift inflicts hatred in the user's opponents while fillings its wielder with a berserker rage. It also absorbs foes into itself[57])

Statistics Amplification (Many weapons increase one or several of the wielder's statistics), Magic (Many pieces of equipment are either enchanted or can cast magic), Non-Physical Interaction and Immortality Negation (Magic is capable of interacting with creatures in different planes of existence, as well as abstract, intangible, incorporeal, and nonexistent entities[17]), Reality Warping (All magic is the result of manipulating The Weave, a multiversal construct personified by the Goddess Mystra, which in turn refines the raw power of the entity known as The Serpent), Damage Reduction and Empathic Manipulation (Deionarra's Wedding Ring protects the Nameless One from damage, both emotional and physical[58]), Reality Warping and Causality Manipulation (Capable of casting Wish through a one-time use scroll[59]), Water Manipulation (The Decanter of Endless Water can spew out water infinitely[60]), Empathic Manipulation and Purification (Deva's Tears can cure any form of rage, even that cast upon someone magically[61]), Fissionism (The Elixir of Horrific Separation can be used to split two beings fused into one[62]), minor Temperature Manipulation (The Frost-Ale Mug magically keeps anything within it cold[63]), Petrification Negation (A Gorgon Salve will revert petrification of whatever it's applied to[64]), Teleportation (The Modron Cube can be used to warp to the Modron Maze, and the Portal Lens can be used to teleport to known portals[65]), minor Creation (The Rule of Threes Earring can be used to create a small amount of copper coins[66]), Enhanced Senses and Information Analysis (The Angle-Less Eye lets the Nameless One increases his awareness of angles and shapes, increasing his accuracy and making traps stand out to his eyes[67]. The Fiendish Eye of Kalem'Darr automatically spots and senses opportunities for power[68]), Light Manipulation, Damage Reduction and Energy Manipulation (The Kaleidoscopic Eye can be used as a weapon to wield light against foes, or when worn in an eyesocket, as a means of defense that will automatically absorb some of the energy of attacks aimed at the Nameless One[69]. Obsidian Earrings absorb light, aiding the wearer in hiding in the shadows[70]. The Displacer Ring redirects energy of attacks aimed at the user, rendering them harder to hit and hurt[71]), Minor Mind Manipulation (The Negative Token can be used to exert some control over Shadows, and passively renders it harder for them to attack[72]), Sense Manipulation (The second Anarchist Earring can afflict foes with blindness[73]), Empathic Manipulation and Sleep Manipulation (The fourth Anarchist Earring allows one to cast Pacify, which immediately calms down foes, eventually lulling them into slumber[74]), Fire Absorption (Crimson Sphere Earrings absorb heat and fire near them, partially shielding the wearer), Body Control (The Stinger Earring hardens the wearer's skin as if it was an insect's shell[75]), Forcefield Creation (Mempa's Biting Ring protects the wearer with an aura[76]), minor Invisibility (The Ring of Almost Invisibility renders the wearer partially invisible[77]), Healing and Resistance to Pain Manipulation (The Intestinal Phylactery provides increased pain endurance, and can be used to cast full heals a limited amount of times[78]), minor Light Manipulation and extreme Resistance to Sense Manipulation (Blindsider has a tendency to reflect light onto its foes' eyes, and is also enchanted to protect the wielder from being blinded themselves[79]), Extreme Resistance to Magic and Death Manipulation (The Eye of Vecna increases resistance to magic and death magic greatly[80] The Runeblade and the Punch Daggers of Shar are designed to offer great defense against magic[81][82]), to Poison Manipulation (The Serpent Ring provides complete immunity to poison[83] and Gehraise's Ring protects from it once it's entered the bloodstream[84]), Fire Manipulation and Ice Manipulation (The Fiendish Eye of Kalem'Darr provides a trace of fiendish resistances to the Nameless One[68]), Temperature Manipulation, Paralysis Inducement and Death Manipulation (Dustman Earrings provide resistance to temperatures, paralysis and death[85]), Fear Manipulation (Items such as the third Anarchist's Earring prevent Panic[86], as does Dread Bond, by causing an adrenaline rush[87])

Forcefield Creation (Razor Angel Ink casts Protection from Evil, a magical shield that wards off attacks from evil creatures[88]), Enhanced Senses (The Tattoo of Accuracy increases the user's spatial awareness and balance[89]), Text Manipulation (The Tattoo of Bloodletting comes to life and strikes the foe as the wearer attacks[90]), Resurrection (The Tattoo of Death-in-Life allows one to raise others from the dead three times[91]), Telepathy (The Tattoo of Justice's Eye allows one to cast Detect Evil[92]), Fire Absorption (The Tattoo of Sebastion's End allows one to cast Fire Walk, which absorbs flames and lessens the fire damage suffered by those it's cast on[93]), Social Influencing (The Tattoo of Spite casts Tasha's Unbearable Derisive Laughter, which targets male creatures with vicious mockeries, lowering their stats if they are affected[94]), Empathic Manipulation (The Tattoo of the Joining can cast Friends[95], which alters a creature's mind to be more susceptible to persuasion[96]), Blessing (Can cast Blessing with the Tattoo of the Restless Dead[97]), Instinctive Action (The Tattoo of the Lost Incarnation allows the Nameless One's body to react on its own to wounds, immediately beginning to close them[98]), Darkness Manipulation (The Tattoo of Wasting Darkness allows the Nameless One to shape shadows around himself, as a means of concealment[99]), Summoning and Telepathy (The Tattoo of Cutpurse allows one to pickpocket through space, basically manifesting coins in the user's hand, while also allowing them to peer into their minds[100]), Enhanced Senses and Information Analysis (The Tattoo of Sensation enhances one's senses to the point of allowing them to pick out foes' weak points[101]), minor Paralysis Inducement (The Tattoo of the Bonesinger allows one to temporarily hold all undead in place[102]), Berserk Mode (The Rat Charm, when worn, bestows an insane rush of strength and vitality, allowing them to shrug off attacks[103]), extreme Resistance to Fire Manipulation and Fear Manipulation (The Tattoo of Avernus offers resistance to fire and immunity to Panic[104], as do some others), Acid Manipulation (That Tattoo of Devouring Vermin offers resistance to acid[105]), Death Manipulation (The Tattoo of Graves of Es-Ammon offers resistance to death magic[106]), Paralysis Inducement (The Tattoo of Trist's Savior grants one extreme protection from paralysis and other means of restricting someone, such as chains[107])

Statistics Amplification (Many charms increase one or several of the wearer's statistics), Magic (Many charms can cast magic), Non-Physical Interaction and Immortality Negation (Magic is capable of interacting with creatures in different planes of existence, as well as abstract, intangible, incorporeal, and nonexistent entities[17]), Reality Warping (All magic is the result of manipulating The Weave, a multiversal construct personified by the Goddess Mystra, which in turn refines the raw power of the entity known as The Serpent), Healing (With Healing Scrolls[108]), Blood Manipulation (Blood Charms heal wounds by causing the user's blood to clot around them, preventing blood loss[109], as do Clot Charms, with the added benefit of causing their blood to clot around wounds faster for a while[110]), Poison Manipulation (Abyssal Pipes summon Cloudkill, which attacks foes with powerful clouds of poison[111]), Acid Manipulation (Adder's Kiss, cast by Adder's Tear summons a powerful acid bolt to melt down foes[112], while Acid Storm, summoned by Scent of the Storm, summons entire clouds of it[113]), Plant Manipulation (Black-Barbed Curse causes thorned black plants to grow into the target, while Black-Barbed Shield summons them as protection. The two are cast, respectively, by Black-Barbed Seed and Black-Barbed Charm[114][115]), Blessing (Can cast Blessing with Blessed Candy[116]), Bone Manipulation (Bone Charms increase the strength of the user's bones[117]), Regeneration (Blood Fly Charms temporarily imbue the user with regeneration, or boost pre-existing regenerative abilities[118]), Animal Manipulation (Corpse Fly Charms cast Swarm Curse, which summons a swarm of insects upon the targets[119]), Transformation and minor Elasticity (Cockroach Charms give the user a tough insect hide and render them much harder to squash[120]), Creation and Supernatural Luck (Clipped Copper Pieces increase the user's luck temporarily and create a handful of copper commons[121]), Weapon Creation (Crunchity Candy casts Armor, which summons a magical suit of armor around the target[122]), Decay Negation (Dustman Embalming Charms can cast Minor Embalming and Major Embalming, which prevent and undo an undead's decay, healing them[123]), Resurrection (Divine Censers can resurrect one freshly deceased person[124]), Soul Manipulation (Fanged Mirrors of Yehcir-Eya cause the target's body to split from their soul and attempt to kill them[125]), Forcefield Creation (Holy Candy invokes Protection from Evil, a magical shield that wards off attacks from evil creatures[126]), Empathic Manipulation (Frost Mint Candy can cast Friends[127], which alters a creature's mind to be more susceptible to persuasion[128]), Electricity Manipulation (Mechanus Candy invokes Call Lightning summoning a lightning bolt to strike the target[129], as does Shackles of Light with Chain Lightning Storm[130]), Purification (Quint's Poison Charm cures Poison[131]), Explosion Manipulation (Murk casts the explosive Blacksphere[132]), Illusion Creation (Mirrors of Imaging create copies of the user[133]), Damage Transferal (Sadistic Frame casts Pain Mirror, which causes all nearby hostile creatures to suffer the same damage that the caster does[134]), Magic Negation (Whistles of Warding cast Antimagic Shell, which undoes all magic in its area of effect[135]), Sense Manipulation (Thrice-Blind Charms afflict a target with blindness for several minutes[136]), Resistance to Fire Manipulation (Charcoal Charms protect the user from fire[137]), Fear Manipulation (Kasseg provide resistance to Panic[138])

All of his previous incarnations' powers (The Nameless One has absorbed the knowledge of the Practical, Paranoid and Good Incarnations[3]), enhanced Resurrection (Capable of resurrecting others with none of the limitations he previously needed to abide to[3]), Pain Manipulation and Soul Manipulation (Rune of Torment allows The Nameless One to force targets to feel all of his pain through all of his lifetimes, causing incredible agony to the body, soul and mind)

All of the Nameless One's non-physiological/equipment powers (The Transcendent One knows almost all of what the Nameless One's many incarnations learned throughout their many lives[3]), Superhuman Physical Characteristics, Empowerment (The Trascendent One's power increases depending on the Nameless One's), Self-Sustenance (All Types), Immortality (Type 1 and 8. As long as the Nameless One lives, the Transcendent One will too[3]), Bodily Weaponry (The Transcendent One inflicts great amounts of Slashing damage with its claws[13]), Flight (Hovers constantly), Teleportation (Shown repeatedly, such as here[3]), Resistance Negation and Summoning (Conflagration sets a target ablaze by summoning a being from the depths of the Earth, and does not allow a saving throw), Magic Negation (Antimagic Shell undoes all magic in its area of effect), Sound Manipulation, Sound Negation, Attack Reflection and Madness Manipulation (Howl of Pandemonium unleashes a madness-infused scream that prevents any other sound-based attack and deflects projectiles), Resurrection, Death Manipulation, Life Manipulation and Abstract Existence (Type 2. The Transcendent One is an embodiment of the Nameless One's mortality that has then transcended into something greater, and as such wields power over life and death, with the ability to resurrect others at will[3]), Incorporeality (The Trascendent One can only be hurt by powerful enchanted weapons), Sealing (Devised a crystal trap to seal the Nameless One within it, paralyzing his body and splitting his psyche[3]), Vibration Manipulation and Madness Manipulation (With the Harp of Pandemonium, which pushes away enemies with a powerful blast and drives them to confusion[139]), Healing and Purification (Heal not only fully heals any target, but also cures blindness and disease), Dimensional Travel (Can move from the Fortress of Regrets to different Planes and back), Damage Reduction and extreme Resistance to Fire Manipulation, Ice Manipulation, Magic, Electricity Manipulation and Acid Manipulation (The Transcendent One, at its maximum strength, has complete immunity to Fire, Cold and Magical Cold, and great resistance to Magical Fire, Electricity, Acid, Magic, and suffers little damage from Piercing, Crushing, Missile and Slashing damage), extreme Resistance to Fate Manipulation and Precognition (Similarly to the Nameless One, the eyes of the Planes slide over the Transcendent One, because he lacks a name[3]: he is completely fateless, and as such, his future cannot be read[8]), Conceptual Manipulation (Type 1) and Information Manipulation (The Transcendent One's lack of a name protects him from Truename magic[9])

All previous non-physiological abilities (The Ultimate One shares both the Transcendent One and the Nameless One's knowledge, however, having finally regained his mortality, he has lost his abilities associated with his immortality) to a much greater degree, Cosmic Awareness (Immediately after reaching this level of power, the Nameless One could sense that certain powers had felt his awakening, and were coming for him[3]), Dimensional Travel (Could transport his party members back to Sigil[3]), extreme Resistance to Corruption (Despite dying and going to the Lower Planes, the Nameless One was not transformed into some type of fiend, and instead maintained his humanity[3])

Attack Potency: At least Multi-Continent level, likely Universe level+ (The Paranoid Incarnation is physically stronger than a low/medium-strength player character, and requires significant investment in strength to defeat. The Practical Incarnation can also be fought, and even plans to kill the Paranoid one if necessary[3]) | Varies from at least Wall level, possibly Small Building level (The Nameless One starts the game as a level 3 Fighter, putting him on the same level of power as Rothé and above casters of Burning Hands) up to at least Island level+ (Capable of fighting against Ravel Puzzlewell) | At least Multi-Continent level, likely Universe level+ (Capable of fighting and defeating the Transcendent One) | At least Multi-Continent level (The Transcendent One can be a level 30/30 Mage/Priest, which grants him an effective level of 40, rendering him much stronger than a Phaethon. Killed Ravel Puzzlewell after easily defeating her[6]), likely Universe level+ (Stated that his power was sufficient to forge entire Planes, and later boasted to be capable of unmaking the Planes[3]) | At least Low Multiverse level (Far more powerful than before. Stated to be capable of bending the Planes to his will[6])

Speed: Up to to at least Relativistic+, with FTL+ reactions (Comparable to an endgame Nameless One, who can then kill them and go on to fight the Trascendent One) | Varies from Subsonic (Even at the start of the game, the Nameless One would be capable of dodging arrows) up to to at least Relativistic+ (Would be capable of reacting to Anger of the Noonday Sun, and fight others who could do the same, such as Ravel Puzzlewell), with FTL+ reactions (Can tag others with the Great Cat's Dodge feat) | At least Relativistic+, with FTL+ reactions | At least Relativistic+, with FTL+ reactions | At least Relativistic+, with FTL+ reactions, possibly far higher

Lifting Strength: Unknown for the Practical Incarnation, at least Class 5, possibly higher (The Nameless One needs a strength level of 21 to overpower the Paranoid Incarnation: a 21 STR Medium creature would be capable of pushing up to 1814 kg in the air) for the Paranoid Incarnation | Varies from Peak Human (The Nameless One's base strength is 9, which as a Medium creature would allow him to push 408 kg in the air) up to at least Class 5 (Can reach a maximum strength level of 25, which as a Medium creature would allow him to push up to 3628.739 kg in the air), possibly far higher (At 25 Strength, the Nameless One is described to be one of the strongest men in the multiverse[140]) | At least Class 5, possibly far higher | Class 5 (The Transcendent One's strength is 18, which as what is likely a Large creature, would allow him to push up to 2721554 kg in the air) | At least Class 5, possibly far higher

Striking Strength: At least Multi-Continent level, likely Universe level+ | Varies from at least Wall level, possibly Small Building level up to at least Island level+ | At least Multi-Continent level, likely Universe level+ | At least Multi-Continent level, likely Universe level+ | At least Low Multiverse level

Durability: At least Multi-Continent level, likely Universe level+ | Varies from at least Wall level, possibly Small Building level up to at least Island level+ | At least Multi-Continent level, likely Universe level+ | At least Multi-Continent level, likely Universe level+ | At least Low Multiverse level

Stamina: Superhuman (The Nameless One's immortality allows him to endure incredible pain, allowing the Nameless One, even at low Constitution, to withstand agonizing experiences such as having various parts of his body torn open and vivisected,[4] though too much pain will eventually cause him to black out)

Range: Standard Melee Range, at least Low Multiversal with Death Manipulation (Taking The Nameless One to a Plane with no living beings is not sufficient to prevent him from making someone else die in his stead: he must be sealed away from any other Plane and living being) | Standard Melee Range, at least Low Multiversal with Death Manipulation, Varies, up to Low Multiversal Magic (Certain spells pull attacks from other dimensions) | Same as before | Same as before | Same as before

Standard Equipment: None notable

  • Optional Equipment: A great variety of weapons, equipment and items. Note that an inventory limit prevents the Nameless One from carrying too many at once.

Intelligence: At least Extraordinary Genius, possibly Supergenius. Can reach an Intelligence value of 25, which indicates him as significantly more intelligent than Elder Brains, who are capable of understanding and storing the entirety of the knowledge of Mind Flayer civilizations within them, including technology capable of merging multiverses. He is also capable of achieving similar values in Charisma and Wisdom, which are far beyond normal human limits. Through his many incarnations, the Nameless One often reaches incredible levels of power through intelligence alone, forming or manipulating alliances with powerful beings or tipping the scales into his favor in many ways, despite pursuing different paths every time. The Nameless One's last three keys inherit the collective knowledge of all his many many lives, reaching a level far greater than before.

Weaknesses: The Nameless One's immortality relies on forcing another being to die instead of him. Despite its amazing range, this ability can potentially be negated if he is cut off from the rest of the multiverse and then killed with absolutely no other living being to die for him. While the Nameless One used to lose his memories with every death, this no longer applies to the current incarnation. However, he loses a tiny, imperceptible bit of his mind every time he dies, which will eventually turn him into a mindless husk[1].

Notable Attacks/Techniques:

  • Raise Dead: The most precious gift is bestowed upon all who were lost to the living. Three times per day, The Nameless One can resurrect those who have died in his presence.
  • Sensory Touch: With a touch, you can bring another's pain into you, helping them at the cost of your own health. Unlocked by joining the Sensate faction.
  • Dead Truce: This ancient pact with powers of undeath means that unintelligent undead will completely ignore you, while intelligent undead may treat you as either a friend or at least an acquaintance on good terms, actively preventing them from attacking as long as they aren't attacked.
  • Stories-Bones-Tell: A lot of corpses have something to say... if you listen carefully enough. This ability can be used on most undead creatures as well as corpses you may find during your journeys. The spell has no effect on the recently departed.
  • Babble: Upon joining the Chaosmen, can can learn to cast Babble[24], an incantation that forces one to speak nonsense which will temporarily fascinate any hearing it.
  • Detect Traps: While this mode is active, a Thief Nameless One will search for nearby traps. Upon spotting them, Thieving Skills can be used to disarm them.
  • Thieving Skills: An umbrella of skills that comprehends Open Locks, Remove Traps and Pick Pockets.
  • Stealth: Using this ability, a Thief Nameless One can disappear into the shadows. Any action that isn't movement will end stealth, but an attack performed while stealthy will be an especially powerful backstab.

  • Magic: Spell descriptions are cited here. Note that the precise statistics reported are gameplay mechanics, and are merely kept to indicate relative scopes of power.
    • Level 1
      • Armor: Physical attacks shall be better thwarted as protection is granted to those who have none. This spell grants an Armor Class of 6 to the target. It is cumulative with Dexterity bonuses, but nothing else. The spell lasts until the wearer sustains cumulative damage totaling more than 8 pts. + 1 / level of the caster. Note that the armor does not absorb this damage; it only disintegrates after that much damage has been inflicted on it.
      • Blindness: How frail is the body when it depends upon its eyes! When sight is removed, things become harder to hit, and the sufferer becomes an easier target. The creature will be struck with blindness and suffer a -4 penalty to its attack rolls and a +4 penalty to its AC.
      • Chromatic Orb: Long are the debates about the spectrum of color in the multiverse. "This Blue is better than Yellow!" "Pike it, berk! Of course White is the true color!" And while in the end, many generally agree that a color's greatness is in the eye of the beholder, this spell establishes the fact that some colors are deadlier than others. This summons a large, magical Orb of Color, which can then be hurled at a target using the caster's normal Attack roll +3. The color of the Orb changes depending on the caster's level. Its power (generally) increases and its effect changes as the level increases, too.
        • Level 1 (White): For 10 sec: -4 Attack, -4 S.T., +4 AC
        • Level 2 (Red): For 10 sec: -1 Strength, -1 Dexterity
        • Level 3 (Orange): Additional 1-4 pts. of fire damage.
        • Level 4 (Yellow): For 10 sec: -4 Attack, -4 S.T., +4 AC
        • Level 5 (Green): Stun for 10-25 sec.
        • Level 6 (Turquoise): Unconscious for 10-25 sec.
        • Level 7-9 (Blue): Paralyzed for 30-100 sec.
        • Level 10-11 (Violet): Paralysis, Petrification, no damage.
        • Level 12+ (Black): Paralysis for 10-40 sec.
      • Fist of Iron: This spell gives the caster's fist the strength and durability of iron, turning it into a living weapon. Any punches the caster does will do more damage than normal. When cast, all their normal punch attacks are +3 to hit and +6 to damage. The caster cannot cast spells while the Fist of Iron is in place.
      • Friends: One's charm, one's beauty and one's charisma are oftentimes the key to gaining the trust of strangers and creating new friends. When cast, the caster temporarily gains 2-8 points of charisma, which could be helpful in making new friends, or opening new paths.
      • Identify: This spell reveals the mysteries of an enchanted object, allowing you to know its exact abilities.
      • Magic Missile: This spell shapes arcane energies into unerring missiles. The greater your skill, the more missiles you can hurl from your body. The spell summons a magical missile that strikes its target unerringly for 2-5 pts. of damage with no saving throw possible. In addition, the caster gains 1 extra missile every 2 levels, for a total of 5 missiles at level 9.
      • Minor Embalming: Embalming preserves the flesh of the dead. . . as such, this spell can preserve the flesh of the Nameless One, mending tears, off-setting decay, and making your skin more resilient to damage. This spell works only on the Nameless One or any undead. When cast, the target gains +2-8 temporary hit points and a temporary bonus of +1 AC for a "half-hour". The extra hit points behave exactly like an Aid spell... they will heal the caster if he is less than max hit points or they will give him bonus hit points for a half-hour.
      • Pacify: Violence is not always the best solution. This spell seeks to quell the boiling blood, the anger and malice through peaceful means. As per the name, this spell will magically pacify 2-8 creatures of 6 HD or less in the area of effect; this affects all types of creatures except for undead. When cast, creatures must immediately make a saving throw vs. spell. If they fail, they stop all activities that require any exertion, including arguments, combat, etc. From here, the affected creatures will fall into a deep slumber. The affected creatures will remain in this state for the duration of the spell if left unharmed. If attacked, they automatically gain a new saving throw to try and break the spell.
      • Shield: This spell summons a globe of force that protects the caster from physical attacks. When cast, a magical orb of protective energy arises and protects the recipient from attacks from all directions. It bestows an AC 3 against all attacks and +1 to all Saving Throws for 25 seconds / level of the caster.
      • Reign of Anger: The Flame scorches and burns. Its hatred arcs and swirls as it strikes the enemy without error. This spell summons a missile of flame that strikes its target unerringly for 2-5 pts. of magical fire damage with no saving throw possible. In addition, the caster gains 1 extra missile every 2 levels, for a total of 5 missiles at level 9.
      • Missile of Patience: Could this spell be any more useless??!" cried Eelnek, mage of Amnar. The bane of mages everywhere, could this be the practical joke of an arch-mage, or living dis-proof of the old Prime Material axiom that "good things come to those who wait"? [Increases in power as the caster does, ultimately resulting into a rapid-fire energy Ballista]
      • Scripture of Steel: One of the earliest teachings of Zerthimon, this incantation reflects what knowing that flesh yields to steel achieves: bestowing a greater advantage to strike and the strength to resist damage. Scripture of Steel grants +1 to hit and +1 to saves to all creatures that are "Friendly" to the caster in a 50 feet radius from the casting point.
      • Submerge the Will: When the will is submerged, new strength is gained: The strength to endure and protect against adversity. With knowing the teachings of the Third Circle of Zerthimon, comes greater protection against all forms of attacks. When cast, a magical orb of protective energy arises and protects the recipient from attacks from all directions. It bestows an AC 2 against all attacks and +1 to all Saving Throws for 12 seconds / level of the caster.
      • Vilquar's Eye: Vilquar's Eye is branded upon the one who is foolish enough to cross the caster. Vilquar's shortsightedness becomes the target's vision, and soon the world is muddled and dark. If the targeted creature fails its saving throw at -1 penalty, the creature will be struck with blindness and suffer a -4 penalty to its attack rolls and a +4 penalty to the target's AC
      • Seeking Flames: As the maintainer of life, fire is a true blessing. Yet as it warms, it also burns; while it is a blessing, it is also a curse. Its scorching flames distract and weaken all enemies who succumb to its effects. The Seeking Flames grant all enemy targets in a 50-ft. radius, -1 to Attacks and -1 to their saving throws for 30 seconds.
    • Level 2
      • Adder's Kiss: It is said an adder's kiss can scald even the most fearsome of fiends. This spell calls forth an acidic bolt to shower an opponent with its vile green acid. If the caster is skilled enough, the adder's kiss lingers after the initial strike, continuing to sink into an opponent's skin with its acidic teeth. When cast, the caster chooses any target within 150 ft. and the Adder's Kiss will strike for 2-8 hit points of acid damage. For every three levels of the caster, the acid lasts 5 seconds longer, inflicting another 2-8 points of acid damage / 5 second segments.
      • Black-Barbed Curse: Ravel's maze seeks new fields in which to grow. This spell summons some of the barbed seeds from the maze to burrow inside the target's flesh. When cast, the player can select any target within 30 feet. When a target is selected, the spell summons a swirling mass of black barbs that grow and burrow into any target for 4-16 hit points of piercing physical damage.
      • Blood Bridge: A bizarre compact of the healer's heart and the merchant's mind, this necromantic spell transforms your very body into a marketplace that barters life and death. Your life essence can be given to others... at a cost to yourself. When cast, the mage can select any living (non-undead) target within touch range and drain life from himself (2 hit points + 1 hit point per level of the caster) and give it to the target.
      • Blur: The blurring of form and spirit causes one to be hard to see or touch, granting a great advantage in battle. Blur causes the wizard's form to shift and blur, making it much more difficult to attack the caster: It causes all incoming attacks to be made at -3 penalty and grants the wizard +1 on all saving throws.
      • Major Embalming: Embalming preserves the flesh of the dead... as such, this spell can preserve the flesh of the Nameless One, mending tears, off-setting decay, and making your skin more resilient to damage. This spell is a more potent version of Minor Embalming, and the mending and damage resistance it bestows lasts longer. This spell works only on the Nameless One or any undead. When cast, the target gains +2 HP/level of the caster and +2 AC for one hour. The extra hit points behave exactly like an Aid spell... they will heal the caster if he is less than max hit points or they will give him bonus hit points for an hour.
      • Horror: Pure horror is perhaps the greatest equalizer in existence, causing both the weakest and the strongest to lose their courage and flee in cowardice. This spell causes all non-undead creatures within a 30-foot radius of the target point to flee in terror from the area, if they fail their saving throw.
      • Ice Knife: Daggers of ice can be conjured that not only strike the intended target but can spread cold as ice in water. This spell fires a magical ice dagger at a target. The caster must successfully hit with his normal missile attack roll. A successful hit causes 2-8 pts. of damage per dagger. When the ice knife strikes a solid object or a creature, the knife shatters, releasing a wave of numbing cold. All creatures w/in a 5' radius must make a successful saving throw vs. paralyzation or suffer 1-4 pts. of cold damage and have a -2 penalty to their attack rolls. If the attack roll misses, the Ice Dagger will 'fall to the ground' 2 feet past (using the same trajectory that it originally took) the intended target. The Ice dagger will then remain on the ground for 2 seconds. If any creature touches this ice dagger during that time it will immediately shatter, and emit a cold wave (as above). If not, then after the elapsed time it will melt away. Finally, the caster gains 1 additional Ice Dagger for every 2 levels after 3rd level, for a maximum of 5 Daggers. The subsequent Daggers can be fired off by a subsequent 'click' on the same (or another) target.
      • Knock: The inaccessible, the locked, can be freed and within one's grasp with this incantation. With Knock, all locked doors, chests, boxes, or shackles shall be unlocked, but it doesn't affect barred gates and the like. In addition, it can only affect up to 2 impediments per spell.
      • Luck: Fortune. Chance. Kismet. Whatever its name, this spell grants a boost in one's Luck for a short duration. This spell grants a 2-8 point bonus to the target's Luck for 5 seconds per level of the caster. This bonus increases the chance for success in various efforts such as Attacking, Thieving Skills, or Saving Throws and the like.
      • Pain Mirror: A near-forgotten legacy of an ancient empire, this spell reminds those who wish to harm the caster that they must be willing to suffer as well. If the caster is hurt, the same damage is inflicted on any creatures close to the caster. This spell only affects the caster. Whenever the caster is attacked while the spell is in effect, all hostile creatures within a 10-foot radius take equal damage. It only works for one attack, and the effects are not cumulative (you cannot have more than one mirror erected). If the spell is not triggered, it lasts for 5 seconds per level of the caster.
      • Strength: Grants immense strength to the weak - or greater strength to the strong. This spell increases the target's Strength score by a certain number of points (or tenths of points above 18) which will still be qualified by race/class restrictions. The spell cannot bestow a Strength of 19 or greater. The bonus is as follows. Priest/Rogue: 1d6 points, Warrior: 1d8 points, Wizard: 1d4 points.
      • Swarm Curse: All that scuttles, creeps, and swarms shall be invited to dine... on a victim of your choosing. Brings a swarm of insects to attack all those in the area of effect. Brings a swarm of insects to attack all those in the area of effect. They inflict 1-4 + (caster level/3) points of damage every 5 seconds. No one can cast a spell while within the swarm.
      • Power of One: And from Gith, the warrior-queen, came the knowing of oneself. And from the knowing, came immense power." This spell increases the target's Strength score by a certain number of points (or tenths of points above 18) which will still be qualified by race/class restrictions. The spell cannot bestow a Strength of 21 or greater. The bonus is as follows: Fighter: 1d8+1 points. Mage: 1d4+1 points. Priest/Thief: 1d6+1 points.
      • Ignus' Terror: Terror exists in many forms throughout the multiverse. This incantation calls upon one of the most basic, universal forms of terror, the Fire of Destruction, to destroy courage and strike fear into all adversaries. This spell causes all non-undead creatures within a 30-foot radius of the target point to flee in terror from the area, if they fail their saving throw at a -1 penalty.
      • Infernal Orb: A sphere of Fiery Red is called upon to weaken and slow the enemy. The caster summons a large, magical Orb of Fire Red Color, which can then be hurled at a target using the caster's normal Attack roll. The caster gains a +3 To Hit bonus to his attack roll. The orb does 1-6 points of damage, and afflicts a -1 penalty to the enemy's Strength and Dexterity for 10 seconds.
    • Level 3
      • Balance in All Things: From the Separation of the People, came the knowing of Two Skies. From the knowing of Two Skies came the realization that hurting others, hurts oneself. This spell only affects the caster. Whenever the caster is attacked while the spell is in effect, all hostile creatures within a 10-foot radius take equal damage. It lasts for 1 attack per 4 levels of the caster, and the effects are not cumulative (you cannot have more than one Balance spell erected). If the spell is not triggered, it lasts for 5 seconds per level of the caster.
      • Infernal Shield: Even the Great Destroyer is halted by this mystical barrier. When cast, all fiery effects are absorbed and altered into healing energies. Works on caster only. The spell creates a fiery shield that bestows a 150% Normal Fire Resistance and 150% Magical Fire Resistance. The spell will expire after 5 seconds / level of the caster.
      • Black-Barbed Shield: Those who have walked the forest paths of Ravel's maze can summon its branches to help shield them from damage.This spell (which affects only the caster) calls forth a series of black barbs that protect and shield the caster from harm for 10–30 seconds. The player gains +2 to AC for the duration of the spell, and any creature that attacks the player with a melee attack should suffer 1-6 hit points of damage every time they successfully hit the character. Can only be cast through items, not learned.
    • Level 3
      • Ax of Torment: As if from the depths of Baator, Torment shall be brought upon your enemies, and with time, its strength will only grow. This spell summons a mystical giant Battle Ax. The Ax strikes a specified individual target for 1-8 pts. of damage. In addition, as a final blow, the Ax will cause a magical effect to occur (at random): Suffer an additional 1-8 pts. of damage 2-16 pts. of damage Paralyzed for 5–15 seconds. At Level 9+, the following new effects can occur: 5-40 pts. of Fire damage 6-48 pts. of Ice damage Randomly teleported 1-100 yds. away Turned to stone 8-64 pts. of pure damage.
      • Ball Lightning: Spheres of electrical force shoot forth and strike your nearest foes. Caster can create up to 4 glowing spheres of lightning when the spell is cast. They are roughly 3 ft. in diameter. The damage varies depending on the number of balls created: 4 = 2-8 each, 3 = 2-12 each, 2 = 5-20 each and 1 = 4-48.
      • Cloak of Warding: This spell summons a magical cloak of force around your body that absorbs damage. The spell creates a "shield" effect similar to the shield spell that absorbs 3-12 points of damage + 1 point per level of the caster. Once it has absorbed this amount of damage, it shatters or "powers down". The spell will also expire after 5 seconds per level of the caster.
      • Elysium's Tears: The skies of the Upper Planes shed tears when evil is done. These tears can burn even the most armored of foes. The caster chooses any single target within range. Then, a stream of small meteors rain down and strike the target and surrounding area - one 'meteor' for each level of experience, up to a maximum of 10. Each missile that hits inflicts 1-2 points of blunt damage and 1-4 points of fire damage. Anyone within 3 feet of the target takes 1 point of fire damage as well.
      • Hold Undead: The restless dead shall be bound and held when this spell is cast. This spell allows the caster to immobilize 1-3 undead creatures, provided that the total HD of the creatures is equal to or less than the caster's level. Furthermore, undead with less than 3 HD are automatically affected. Those with 3 or more HD are allowed a saving throw to negate the spell. Those affected are rendered immobile for the duration of the spell. When cast, the caster can choose the point of origin of the spell (within range), and from there, the 3 closest undead are affected.
      • Tasha's Unbearable Derisive Laughter: What man does not feel their body fill with burning shame when mocked by a woman? Fill the ears of your enemies with the derisive scorn of a woman's laughter. Their bodies shall become clumsy and foolish, easily struck, and confidence shall be leeched from their muscles, weakening their blows. Tasha's Unbearable Derisive Laughter occurs in a 30 ft radius from that spot. All male living creatures with an INT > 4 in range of the spell must make a Saving Throw vs. Spells or get a -2 to their attack, -2 to AC, and -2 to their damage rolls for 5 seconds / level of the caster.
      • Vampiric Touch: This spell steals life from the target and transfers it to you. When the caster touches a non-undead creature, he drains 1-6 HP from the target for every 2 mage levels he has (2-12 HP for Lvl 4). The damage that he drains is then transferred to the caster and added to their total HP. Any HP over the normal maximum is treated as 'temporary hit points' which will be lost after one hour if not used beforehand (absorbing damage).
      • Zerthimon's Focus: Know that through this spell, the focus and discipline of Zerthimon will be granted to you, and your blade shall strike true. This enchantment helps the target remember Zerthimon's teachings on the ways to channel one's mental and physical focus during battle. When cast, the recipient's chances for a Critical Attack are raised for 5 seconds per level of the caster.
    • Level 4
      • Blacksphere: This spell illustrates the power of Force, as a wave of concussive force explodes out in a 10' radius that not only damages but imprisons as well. The spell allows the caster to create a black sphere of force which explodes and causes 1-4 pts. of damage, + 1 pt. per caster level, to all creatures within a 30 ft. radius. Creatures failing a saving throw vs. spell are trapped in a 10-foot radius sphere of force for the duration of the spell. Even if they make the saving throw they still take damage from the blacksphere itself.
      • Confusion: Focus and purpose shall become undone. As per the name, this spell causes 1-4 creatures, +1 creature / level, to become confused and unsure of themselves. They will do one among these: Wander away/Stand confused/Attack nearest creature/Act normal.
      • Force Missiles: Missiles of Force accurately strike down and blast its intended victims. Like the Magic Missile, this spell creates a mystical globe of magical energy, which will successfully hit its target for 2-8 pts. of damage, regardless of saving throw. It then explodes with a concussive blast that does 1 pt. of damage / level of the caster within a 3 ft. radius. If a saving throw is made, then this concussive damage is negated. The wizard creates 1 missile at 7th, + an additional missile every 2nd level after 7th, for a max of 7 missiles.
      • Improved Strength: Superhuman strength can be yours, regardless of prior limitations. This spell can bestow superhuman strength upon a creature. Furthermore, improved strength allows the recipient of the spell to ignore race or class restrictions on his max Strength score, possibly reaching scores as high as 25. Fighters get 1d8+4, Mages get 1d4+4 and Priests/Thieves 1d6+3.
      • Remove Curse: Cursed items shall no longer afflict you when this spell is cast. When cast, this spell removes a curse upon the person targeted. It does not remove the curse from the actual item itself, but it allows the person to successfully unequip and rid themselves of the cursed item.
      • Shroud of Shadows: This spell brings shadows to your aid, enshrouding your body from detection and physical attacks. When this spell is cast, a targeting cursor appears, and the player may select any target within touch range. The recipient of this spell gains the following abilities: +3 to AC, +10% to Stealth, and targets have a -1 penalty to hit the caster.
    • Level 5
      • Cloudkill: Clouds of death stream forth from the caster and send those not strong enough on a free journey to their deserved plane of rest. A billowing cloud of toxic vapor is created that is so deadly that it will slay any creature with fewer than 4+1 HD, cause creatures with 4+1 to 5+1 HD to roll saving throws vs. poison at -4 penalties or be slain, and creatures up to 6 HD to roll unmodified saving throws vs. poison or be slain! Those above 6 HD suffer 1-10 pts.
      • Cone of Cold: Extreme cold blasts forth and welcomes your enemies in its freezing embrace. This spell shoots forth a cone-shaped area of extreme cold from the caster's hand in a 30 ft.-long cone. It deals 1-4 +1 pts. of damage per level of the caster, to a maximum of 10-40 +10 pts.
      • Desert Hell: 'Hell' is an oft-debated term. Some say Hell is Baator. Others, the Abyss. This spell proffers that nothing could be worse than the endless dunes and scorching heat of the desert. This spell summons the scorching heat of the desert planes to scorch all enemies within sight. Enemies within range must save vs. spell or spontaneously combust for 4-40 pts. of damage. Even if they save, they still take half damage from the searing heat.
      • Enoll Eva's Duplication: This 'spell' is actually a complex mathematical equation accidentally discovered by the modron, Enoll Eva, while calculating the multiplication factor on various linear algebraic formulas. The results are devastating: This equation allows all subsequent actions to be doubled or duplicated. Hence it was found that during confrontations, all physical or magical attacks were seemingly doubled - dealing twice the amount of damage. This spell affects a single target. No Saving Throw required. When cast, all subsequent attacks (physical or magical) will be duplicated once. For example, after attacking once with a weapon, the attack will be immediately duplicated - same for spells (cast a Magic Missile, and immediately afterwards, another Magic Missile spell will launch). This spell will last for approximately 2 minutes after launching.
      • Fire and Ice: A red sphere of Fire and a blue sphere of Ice shall streak forth and quickly strike down the target of your choosing. This spell summons 2 crystal spheres (one red, one blue) that strike a specified target. Upon impact, the red sphere explodes into a fireball 30' radius that inflicts 3-18 pts. of fire damage upon all w/in range, while the blue sphere explodes in the same area of effect, causing 3-18 pts. of cold damage to all w/in range. A successful saving throw vs. spell halves the damage.
    • Level 6
      • Chain Lightning Storm: As Man looked up and cried to the heavens, so it responded...' Judgement rains down from the skies when this spell is invoked. Giant Bolts which strike and chain shall comprise the Storm of death. Lightning Bolts strike down all hostile creatures on screen for 7-70 pts. of damage. A successful saving throw reduces it to half damage.
      • Globe of Invulnerability: Similar to its sister spell, Antimagic Shell, this enchantment restricts certain magic from entering its confines. Yet unlike its sibling, this spell allows magic to flow outward from within. This spell creates an immobile sphere of magic that prevents any 1st - 4th level spell effects from penetrating (even area effect spells). Spells of 5th level or higher are not affected by the Globe, but unlike Antimagic Shell, any type of spell can be cast out of the sphere. The Globe lasts for 5 seconds per level of the caster.
    • Level 7
      • Acid Storm: The tempest of acid may come and go, but its sting lingers much longer. This spell creates a massive storm that rains deadly acid to all enemies in a 20 ft radius area that inflicts 1-6 pts. of damage for every 5 seconds per level of the caster. A successful saving throw reduces the damage in half.
      • Bladestorm: The blackest ice from the fourth layer of Acheron is summoned to cut, shear, and slice away all who oppose you. This spell summons rows upon rows of Ocanthyan razor-ice shards that strike all opponents in 10 yards per level radius with a THAC0 of 11 and inflicts 1-8 pts. of damage per level of the caster, in addition to inflicting another 2-20 pts. of damage on a natural roll of 20.
      • Guardian Mantle: All physical hostile attacks can be done away with. This spell creates a magical blanket of energy that envelops the caster's body and deflects all physical attacks for 50 seconds + 5 seconds per level of the caster. All attackers must make a successful saving throw vs. spell at -4 penalty in order to break through, otherwise their attacks are thwarted by the mantle. In addition, while the spell is active, the caster can still attack or use magic. This spell cancels all other protective effects while the spell is active.
      • Stygian Ice Storm: "Few know the true terror of Baator, let alone the gruesome Fifth Layer. This devastating spell summons the harshest cold and bitter ice of the Fifth Layer of Baator, Stygia, to annihilate all enemies within range. As the River Styx flows through the Stygian Ice, so it does in this spell as well. Perhaps if the victims are strong enough to survive this devastation they may live to tell others about the true terror... but the River Styx has a tendency to make people forget." Ice from Stygia is summoned to crush all creatures within sight for 8-64 pts. of ice damage, with no saving throw. Finally, all creatures must save vs. spell or suffer confusion for 5–30 seconds due to the immediate contact with the frozen, forgetful waters of the River Styx.
    • Level 8
      • Deathbolt: Death comes in many forms, but none so painful as this. For even if you evade Death's Touch, it will always leave a mark. This spell calls forth a magical bolt of death energy that kills a specified target, unless it makes a successful saving throw vs. spell. Even on a successful saving throw, the victim suffers 10-60 pts. of damage.
      • Mechanus' Cannon: The true, logical justice of Primus shall be delivered unto the illogical, as pure energy descends from Mechanus. This spell summons the ultimate form of 'equalization' from Primus: A huge energy blast that comes from the very heart of Mechanus and fires toward the target specified by the caster, via a portal. A temporary portal will appear 10 ft. from the target and Mechanus' Logical Justice will be handed down, inflicting 30-90 pts. of damage, with no saving throw.
      • Meteor Storm Bombardment: Meteors from across the multiverse are called to rain destruction upon all who oppose the caster. This spell calls forth a great shower of meteors to bombard all enemies within sight for 10-120 pts. of damage, or half the damage with a successful saving throw vs. spell.
      • Power Word, Blind: "The power of sight shall be removed, and darkness shall enter." This spell blinds up to 100 hit points of creatures within a 15 ft. radius / level of the caster from the specified target point. The blindness spreads outwards from the center, affecting creatures with the lowest HP totals first. Those with more than 100 HP are not affected. The spell effect's duration depends on the number of HP affected: If 25 or fewer HP are affected, then the blindness lasts for 160–400 seconds. If 26-50 HP are affected, the blindness lasts for 80–200 seconds. If 51-100 HP are affected, the blindness lasts for 16–40 seconds. An individual creature can't be partially affected: Unless all of its HP are affected, it is not blind.
    • Level 9
      • Rune of Torment: "Pain, Agony, Suffering, Torment. When the Rune is invoked, even the earth shall resonate its anguish. Torment of the mind. Torment of the body. Torment of the soul. All will be made clear when the Circle is drawn." Effects After the Ultimate Circle is inscribed on the ground and the Rune explodes, all hostile creatures in the 50 ft. x 50 ft. area of effect take 30-100 HP damage. There is no saving throw.
      • Abyssal Fury: When compared to the Tanar'ri, at least the Baatezu are more civilized. There is, perhaps, nothing more horrific than the unbounded fury of the Abyss. By use of this spell, the ground shall split open and the victim dragged into the Tanar'rian Madness. Welcome to Hell. This spell opens a planar portal beneath a specified victim and drags them down into the Abyss. The portal remains open even after the victim is swallowed in. The only sound bystanders hear is the incessant screaming of the victim as he/she is torn apart by the ruthless Tanar'ri. After what seems like only a few seconds (which is more than an eternity for the victim in the Abyss), the victim (or what's left of him) gets spit back out of the portal. If the victim makes a successful saving throw, he will get spit out of the portal in 'one piece', but while the victim senses nothing at first, after a split-second, all the Wrath of the Tanar'ri will surface. The victim will suffer 5-510 pts. of damage as he suffers multiple 'delayed' attacks and slashes from all angles. If the victim fails the saving throw, it is instant death. All that is left are body parts.
      • Celestial Host: While the various proxies and beings of the Celestial Planes are seen as the embodiment of kindness, compassion, and benevolence, their might easily rivals those of Baator or the Abyss. Woe to those who underestimate the power of the Upper Planes! When cast, a group of powerful phantasms are called to help eradicate all enemies in a 50 ft. x 50 ft. area, as their combined attacks inflict 40 - 120 hit points of damage, with no saving throw possible. The phantasms represent some of the most powerful celestial beings from the Upper Planes, each casting a powerful attack:
        • Astral Deva (Mace of Disruption): A shining mace that inflicts extra damage to fiends or undead, either disintegrating them or afflicting them with fear when they are at low health[31].
        • Phoenix (Fire Storm[31]): Summons a powerful storm of flames.
        • Solar Aasimon (Celestial Bow)
        • Gold Dragon (Energy Wave)
      • Power Word, Kill: With a single word, life's energies are snuffed out. When this spell is uttered, one creature of any type within the spell range is instantly killed. It can kill any creature that has up to 120 hit points, with no saving throw allowed.
    • The Trascendent One
      • All previous spells
      • Antimagic Shell: In an ironic twist, all magic in its area of effect shall be undone, with this spell. This spell surrounds the caster with a 'shell of magic' that effectively negates all magic and magical spell effects (including magic items) within its area of effect. Thus, it blocks out magic, yet it also stops all usage within the shell as well! This also includes various special attacks such as breath, gaze or voice attacks. The spell lasts for 5 minutes, and its area of effect is 1 foot per level of the caster.
      • Howl of Pandemonium: The Madness from the Howling Land – Pandemonium's Noise screams forth and bathes everyone in its cacophony. The Winds of Pandemonium shoot forth from the caster's body to stun any enemies on screen. The spell can also nullify all sound-based attacks and deflect normal missile weapons. Creatures of 2HD or less who fail a saving throw vs. spell are incapacitated for 10 – 60 minutes. Those creatures with greater than 2HD but less than the caster's who fail their saving throw become confused (as if a Confusion spell were cast on them)
      • Heal: This spell brings forth the ultimate power of healing. It cures all blindness, all disease, and completely restores the target. Restores all hit points to a target creature and removes all blindness and disease conditions on a character.
      • Conflagration: "Burn, burn, burn." A single creature shall be set aflame with this hideous spell, suffering 2-12 points of damage per 5 seconds, with no saving throw. The spell lasts 5 seconds per level of the caster. Anybody within 10 feet of the target will also suffer 2-12 pts. of damage, but is allowed a saving throw vs. spells to halve the damage.

Note: The Nameless One's Good Incarnation and Lost Incarnation are not indexed due to a lack of feats.

Others

Notable Victories:

Notable Losses:

Inconclusive Matches:

References

  1. 1.0 1.1 Chris Avellone and Chris McComb, Tales of Torment, Part 2
  2. Planescape: Torment - Lothar, Bones of the Night
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 Planescape: Torment (1999), Fortress of Regrets
  4. 4.0 4.1 Planescape: Torment - Buried Village
  5. Planescape: Torment - Pillar of Skulls
  6. 6.0 6.1 6.2 6.3 6.4 Planescape: Torment - Ravel Puzzlewell, Black-Barbed Maze
  7. Planescape: Torment - Coaxmetal, Siege Tower
  8. 8.0 8.1 Planescape: Torment - Elobrande, Clerk's Ward
  9. 9.0 9.1 Planescape: Torment - Reekwind, Marketplace Area
  10. Planescape: Torment - Sarossa, Great Foundry
  11. Planescape: Torment - Dead Lim-Lim
  12. Planescape: Torment - Dolora, The Brothel for Slating Intellectual Lusts
  13. 13.0 13.1 13.2 13.3 13.4 Planescape: Torment: Official Strategies & Secrets
  14. Planescape: Torment - Civic Festhall
  15. Planescape: Torment - Suspiciously Sealed Scroll
  16. Planescape: Torment - Severed Arm (Yours)
  17. 17.0 17.1 17.2 17.3 Dragon Magazine #8, page 4
  18. Planescape: Torment - Brimstone Hammer
  19. Planescape: Torment - Dodecahedron
  20. 20.0 20.1 Dragon Magazine #8, page 4
  21. Planescape: Torment - Journal
  22. Player Options: Combat and Tactics pg 180
  23. Planescape: Torment - Qui-Sai, Civic Festhall
  24. 24.0 24.1 DnD 2e - Planescape: Campaign Setting
  25. DnD 2e - Player's Handbook
  26. 26.0 26.1 Planescape: Torment - Salabesh the Onyx, Clerk's Ward
  27. Planescape: Torment - Smouldering Corpse Bar
  28. Planescape: Torment - Vhailor
  29. "For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you" - DnD 5e Player's Handbook
  30. "You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage" - ADnD 2e, Core Rulebook pg. 349
  31. 31.0 31.1 31.2 31.3 31.4 DnD 5e Player's Handbook
  32. DnD 3.5e Player's Handbook
  33. DnD 5e Xanathar's Guide to Everything
  34. Planescape: Torment - Blade of the Immortal
  35. Planescape: Torment - Coaxmetal, Siege Tower
  36. Planescape: Torment - Celestial Fire
  37. Planescape: Torment - Entropic Blade
  38. Planescape: Torment - Blind Terror
  39. Planescape: Torment - Club of Nettles
  40. 40.0 40.1 Planescape: Torment - Assassin's Knuckles
  41. Planescape: Torment - Hammer of Comminution
  42. Planescape: Torment - Backbiter
  43. Planescape: Torment - Ravel's Fingernail
  44. Planescape: Torment - Widowmaker
  45. Planescape: Torment - Phantom Dagger
  46. Planescape: Torment - Mad Splinter
  47. Planescape: Torment - Kaarlac's Knife
  48. Planescape: Torment - Shards of Fate
  49. Planescape: Torment - Umei Kaihen
  50. Planescape: Torment - Punch Daggers of Moorin
  51. Planescape: Torment - Punch Daggers of True Death
  52. Planescape: Torment - Heartgrinder
  53. Planescape: Torment - Axe of the Jester
  54. Planescape: Torment - Butcherer of Innocents
  55. Planescape: Torment - Siphon Knuckles
  56. Planescape: Torment - Edge of Oblivion
  57. Planescape: Torment - Hatred's Gift
  58. Planescape: Torment - Deionarra's Wedding Ring
  59. Planescape: Torment - Ancient Scroll
  60. Planescape: Torment - Decanter of Endless Water with Command Word
  61. Planescape: Torment - Deva's Tears
  62. Planescape: Torment - Elixir of Horrific Separation
  63. Planescape: Torment - Frost-Ale Mug
  64. Planescape: Torment - Gorgon Salve
  65. Planescape: Torment - Portal Lens
  66. Planescape: Torment - Rule of Threes Earring
  67. Planescape: Torment - Angle-Less Eye
  68. 68.0 68.1 Planescape: Torment: The Fiendish Eye of Kalem'Darr
  69. Planescape: Torment: Kaleidoscopic Eye
  70. Planescape: Torment - Obsidian Earring
  71. Planescape: Torment - Displacer Ring
  72. Planescape: Torment - Negative Token
  73. Planescape: Torment - Anarchist Earring #2
  74. Planescape: Torment - Anarchist Earring #4
  75. Planescape: Torment - Stinger Earring
  76. Planescape: Torment - Mempa's Biting Ring
  77. Planescape: Torment - Ring of Almost Invisibility
  78. Planescape: Torment - Intestinal Phylactery
  79. Planescape: Torment - Blindsider
  80. Planescape: Torment - Eye of Vecna
  81. Planescape: Torment - Runeblade
  82. Planescape: Torment - Punch Daggers of Shar
  83. Planescape: Torment - Serpent Ring
  84. Planescape: Torment - Gehraise's Ring
  85. Planescape: Torment - Dustman Earring
  86. Planescape: Torment - Anarchist Earring #3
  87. Planescape: Torment - Dread Bond
  88. Planescape: Torment - Razor Angel Ink
  89. Planescape: Torment - Tattoo of Accuracy
  90. Planescape: Torment - Tattoo of Bloodletting
  91. Planescape: Torment - Tattoo of Death-In-Life
  92. Planescape: Torment - Tattoo of Justice's Eye
  93. Planescape: Torment - Tattoo of Sebastion's End
  94. Planescape: Torment - Tattoo of Spite
  95. Planescape: Torment - Tattoo of the Joining
  96. "For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you" - DnD 5e Player's Handbook
  97. Planescape: Torment - Tattoo of the Restless Dead
  98. Planescape: Torment - Tattoo of the Lost Incarnation
  99. Planescape: Torment - Tattoo of Wasting Darkness
  100. Planescape: Torment - Tattoo of Cutpurse
  101. Planescape: Torment - Tattoo of Sensation
  102. Planescape: Torment - Tattoo of the Bonesinger
  103. Planescape: Torment - Rat Charm
  104. Planescape: Torment - Tattoo of Avernus
  105. Planescape: Torment - Tattoo of Devouring Vermin
  106. Planescape: Torment - Tattoo of Graves of Es-Ammon
  107. Planescape: Torment - Tattoo of Trist's Savior
  108. Planescape: Torment - Healing Scroll
  109. Planescape: Torment - Blood Charm
  110. Planescape: Torment - Clot Charm
  111. Planescape: Torment - Abyssal Pipes
  112. Planescape: Torment - Adder's Tear
  113. Planescape: Torment - Scent of the Storm
  114. Planescape: Torment - Black-Barbed Seed
  115. Planescape: Torment - Black-Barbed Charm
  116. Planescape: Torment - Blessed Candy
  117. Planescape: Torment - Bone Charm
  118. Planescape: Torment - Blood Fly Charm
  119. Planescape: Torment - Corpse Fly Charm
  120. Planescape: Torment - Cockroach Charm
  121. Planescape: Torment - Clipped Copper Piece
  122. Planescape: Torment - Crunchity Candy
  123. Planescape: Torment - Lesser/Greater Dustman Embalming Charm
  124. Planescape: Torment - Divine Censer
  125. Planescape: Torment - Fanged Mirrors of Yehcir-Eya
  126. Planescape: Torment - Holy Candy
  127. Planescape: Torment - Frost Mint Candy
  128. "For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you" - DnD 5e Player's Handbook
  129. Planescape: Torment - Mechanus Candy
  130. Planescape: Torment - Shackles of Light
  131. Planescape: Torment - Quint's Poison Charm
  132. Planescape: Torment - Murk
  133. Planescape: Torment - Mirror of Imaging
  134. Planescape: Torment - Sadistic Frame
  135. Planescape: Torment - Whistles of Warding
  136. Planescape: Torment - Thrice-Blind Charm
  137. Planescape: Torment - Charcoal Charm
  138. Planescape: Torment - Cerebral Parasite Kasseg
  139. Baldur's Gate II: Shadows of Amn: Enhanced Edition - Harp of Pandemonium
  140. "Your Strength marks you as one of the strongest men in the multiverse. You have +7 to hit and +14 to damage with all melee attacks."

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