Updated 6th level spells
This commit is contained in:
@@ -5547,13 +5547,13 @@ pri6['Age Creature'] = {
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'components': 'V, S, M',
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'cast-time': '1 round',
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'saving-throw': 'Negate',
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'materials': '*Age Creature:* A pinch of powdered emerald. *Restore Youth:* A pinch of powdered ruby.',
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'materials': '*Age Creature:* A pinch of powdered emerald.\n*Restore Youth:* A pinch of powdered ruby.',
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'reference': 'p. 98',
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'book': 'Tome of Magic',
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'damage': '',
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'damage-type': '',
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'healing': '',
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'effect': 'This spell ages the targeted creature one year per level of the caster. Currently [[@{level-priest}]] years. Unwilling subjects may attempt a saving throw to resist the spell. Subjects affected by *age creature* must make a successful system shock roll to survive the change.\n Subjects cannot be aged beyond their natural life spans. If the priest’s level indicates that a creature would be aged beyond this level, the creature is aged to one year short of his maximum age. The spell cannot cause a subject to die.\n Human and humanoid characters affected by the spell experience changes in appearance associated with increased age, such as gray hair and wrinkles. More significantly, they suffer losses in Strength, Dexterity, and Constitution when they reach certain age levels. These are summarized in Table 12: Aging Effects in the *Player’s Handbook*. The *Player’s Handbook* also provides rules for determining a character’s base age.\n Nonmagical monsters can be affected by *age creature*. The DM determines a monster’s current age and natural life span based on its description in the *MONSTROUS COMPENDIUM appendix* or based on his own judgment. To determine the effects of aging on a monster, assume the following: a monster is middle-aged when it reaches half its natural life span; a monster reaches old age at two-thirds of its natural life span; a monster reaches venerable age in the last one-sixth of its years. A monster suffers the penalties which follow when it reaches these age levels. The penalties are *cumulative and permanent* (unless the affected monster becomes younger).}}{{style=center1}}{{c1-1=**Age**}}{{c2-1=Middle Age}}{{c3-1=Old Age}}{{c4-1=Venerable}}{{c1-2=**Penalty**}}{{c2-2=-1 to all saving throws}}{{c3-2=-1 to all saving throws\n-1 to all attack rolls}}{{c4-2=-1 to all saving throws\n-1 to all attack rolls}}{{effects2= The reverse of this spell, *restore youth*, permanently restores age that has been lost as a result of magic (such as an *age creature* spell). *Restore youth* reduces the age of the targeted creature by one year per level of the caster. The subject must make a successful system shock roll to survive the change. Subjects who become younger regain the lost ability scores described above. A subject cannot become younger than his actual age as a result of this spell.'
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'effect': 'This spell ages the targeted creature one year per level of the caster. Currently [[@{level-priest}]] years. Unwilling subjects may attempt a saving throw to resist the spell. Subjects affected by *age creature* must make a successful system shock roll to survive the change.\n Subjects cannot be aged beyond their natural life spans. If the priest’s level indicates that a creature would be aged beyond this level, the creature is aged to one year short of his maximum age. The spell cannot cause a subject to die.\n Human and humanoid characters affected by the spell experience changes in appearance associated with increased age, such as gray hair and wrinkles. More significantly, they suffer losses in Strength, Dexterity, and Constitution when they reach certain age levels. These are summarized in Table 12: Aging Effects in the *Player’s Handbook*. The *Player’s Handbook* also provides rules for determining a character’s base age.\n Nonmagical monsters can be affected by *age creature*. The DM determines a monster’s current age and natural life span based on its description in the *MONSTROUS COMPENDIUM appendix* or based on his own judgment. To determine the effects of aging on a monster, assume the following: a monster is middle-aged when it reaches half its natural life span; a monster reaches old age at two-thirds of its natural life span; a monster reaches venerable age in the last one-sixth of its years. A monster suffers the penalties which follow when it reaches these age levels. The penalties are *cumulative and permanent* (unless the affected monster becomes younger).}}{{style=center1}}{{c1-1=**Age**}}{{c2-1=Middle Age}}{{c3-1=Old Age}}{{c4-1=Venerable}}{{c1-2=**Penalty**}}{{c2-2=-1 to all saving throws}}{{c3-2=-1 to all saving throws\n-1 to all attack rolls}}{{c4-2=-1 to all saving throws\n-1 to all attack rolls}}{{effects2= The reverse of this spell, *restore youth*, permanently restores age that has been lost as a result of magic (such as an *age creature* spell). *Restore youth* reduces the age of the targeted creature by one year per level of the caster. Currently [[@{level-priest}]] years. The subject must make a successful system shock roll to survive the change. Subjects who become younger regain the lost ability scores described above. A subject cannot become younger than his actual age as a result of this spell.'
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};
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pri6['Crushing Walls'] = {
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@@ -5572,7 +5572,7 @@ pri6['Crushing Walls'] = {
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'damage': '*Save vs Death failure:* Death\n*Save vs Death success:* 5d10',
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'damage-type': 'Crushing',
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'healing': '',
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'effect': 'This spell enables the caster to enchant a floor, ceiling, or single wall of a room to crush intruders. The enchanted surface can be no larger than a square whose sides equal the caster’s level times 2 feet (a 13th-level priest could affect a 26’ ✕ 26’ surface). Currently [[2*[[@{level-priest}]] ]] square feet.\n The spell activates 1d4 rounds after any creature other than the caster enters the room. The intruder must be larger than a normal rat (larger than one-half cubic foot or weighing more than three pounds). When activated, the enchanted surface moves toward the opposite surface at a rate of 3 feet per round. Unless the spell is canceled by the caster, the enchanted surface continues to move until one of the following events occurs:\n •A creature with sufficient Strength (minimum score of 19) stops the enchanted surface from moving by succeeding a Strength check. Such a creature suffers no damage from the enchanted surface. If the creature prevents the enchanted surface from moving for three consecutive rounds, the wall returns to its original position and the spell is negated. If multiple creatures attempt to stop the wall, the highest strength score is used as a base score; one point is added to that score for every creature assisting. Thus, a creature with 16 Strength assisted by three creatures could attempt to stop the wall.\n •A strong or heavy object made of stone, wood, or metal is placed in the path of the wall. If the item survives a saving throw vs. crushing blow, the object successfully braces the wall. If the object holds for three consecutive rounds, the surface returns to its original position and the spell is negated. The DM must use discretion in determining the types of objects that will brace the wall.\n •*Dispel magic* or a similar spell or magical item is used to cancel the *crushing wall*.\n\n Creatures can avoid being crushed by using a *potion of diminution*, *potion of gaseous form*, or other devices or spells that reduce size. The *crushing wall* almost never touches the opposite wall, usually being stopped by debris. A gap of two inches or more usually remains between the walls.\n If the wall is not stopped, it causes crushing damage to everyone in the room. All creatures must make a saving throw vs. death. Those who fail are crushed to death. Those who save successfully suffer 5d10 points of damage. When the wall can move no farther, it returns to its original position and the spell is negated.'
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'effect': 'This spell enables the caster to enchant a floor, ceiling, or single wall of a room to crush intruders. The enchanted surface can be no larger than a square whose sides equal the caster’s level times 2 feet (a 13th-level priest could affect a 26’ ✕ 26’ surface). Currently [[2*[[@{level-priest}]] ]] foot square.\n The spell activates 1d4 rounds after any creature other than the caster enters the room. The intruder must be larger than a normal rat (larger than one-half cubic foot or weighing more than three pounds). When activated, the enchanted surface moves toward the opposite surface at a rate of 3 feet per round. Unless the spell is canceled by the caster, the enchanted surface continues to move until one of the following events occurs:\n • A creature with sufficient Strength (minimum score of 19) stops the enchanted surface from moving by succeeding a Strength check. Such a creature suffers no damage from the enchanted surface. If the creature prevents the enchanted surface from moving for three consecutive rounds, the wall returns to its original position and the spell is negated. If multiple creatures attempt to stop the wall, the highest strength score is used as a base score; one point is added to that score for every creature assisting. Thus, a creature with 16 Strength assisted by three creatures could attempt to stop the wall.\n • A strong or heavy object made of stone, wood, or metal is placed in the path of the wall. If the item survives a saving throw vs. crushing blow, the object successfully braces the wall. If the object holds for three consecutive rounds, the surface returns to its original position and the spell is negated. The DM must use discretion in determining the types of objects that will brace the wall.\n • *Dispel magic* or a similar spell or magical item is used to cancel the *crushing wall*.\n\n Creatures can avoid being crushed by using a *potion of diminution*, *potion of gaseous form*, or other devices or spells that reduce size. The *crushing wall* almost never touches the opposite wall, usually being stopped by debris. A gap of two inches or more usually remains between the walls.\n If the wall is not stopped, it causes crushing damage to everyone in the room. All creatures must make a saving throw vs. death. Those who fail are crushed to death. Those who save successfully suffer 5d10 points of damage. When the wall can move no farther, it returns to its original position and the spell is negated.'
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};
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pri6['Disbelief'] = {
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@@ -5629,7 +5629,7 @@ pri6['Gravity Variation'] = {
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'damage': '',
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'damage-type': '',
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'healing': '',
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'effect': 'This spell changes the characteristics of a square region of terrain. The area can be no more than 120 yards on a side. The priest can effectively turn a flat plain into a slope of any direction, or may flatten an existing slope. The spell does not allow the priest to alter the pull of gravity, however.\n This spell lets the priest create or negate a height differential of as much as 20 feet (a 2” slope in BATTLE SYSTEM rules measurements) within the area of effect. This can have various consequences; the best way to discuss the effects is by example.\n **Example 1:** Two units face each other on a flat plain. The priest can alter the slope of the terrain so that one unit is 2” of elevation higher than the other. The unit that is upslope gains the combat benefits for higher ground, and the unit that is downslope must pay the movement cost for moving uphill if it wishes to approach the other unit.\n **Example 2:** One unit is on flat terrain; another unit, 6” away, is on a hill of 2” elevation. Using this spell, the priest can effectively eliminate this difference in elevation (raising the low ground or lowering the high ground). All combat and movement involving these two units is then conducted as if there were no elevation difference (i.e., no movement penalty, no combat benefit for higher ground, etc.). Alternatively, the priest could increase the height differential by 2”. Combat and movement would now be conducted as if the total difference in elevation were 4”.\n **Example 3:** A unit faces a hill of 3” elevation. The priest casts *gravity variation*, decreasing the effective elevation of the hill to 1”. The unit pays a lower movement point cost to climb the hill. Alternatively, if the unit facing the hill were an enemy unit, the priest could increase the effective elevation to 5”.\n\n The priest must specify the degree and direction of change at the moment of casting. These parameters cannot be changed while the spell remains in effect.\n *Gravity variation* can have dramatic effects on siege engines and towers. Most siege engines can be moved only on the most gentle of slopes. By raising or lowering the effective elevation of siege engines by 2”, the priest can totally immobilize them by positioning them on a slope too steep to negotiate. In the case of siege towers, there is a 50% chance that the structures will topple over (totally destroying them).'
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'effect': 'This spell changes the characteristics of a square region of terrain. The area can be no more than 120 yards on a side. The priest can effectively turn a flat plain into a slope of any direction, or may flatten an existing slope. The spell does not allow the priest to alter the pull of gravity, however.\n This spell lets the priest create or negate a height differential of as much as 20 feet (a 2” slope in BATTLESYSTEM rules measurements) within the area of effect. This can have various consequences; the best way to discuss the effects is by example.\n **Example 1:** Two units face each other on a flat plain. The priest can alter the slope of the terrain so that one unit is 2” of elevation higher than the other. The unit that is upslope gains the combat benefits for higher ground, and the unit that is downslope must pay the movement cost for moving uphill if it wishes to approach the other unit.\n **Example 2:** One unit is on flat terrain; another unit, 6” away, is on a hill of 2” elevation. Using this spell, the priest can effectively eliminate this difference in elevation (raising the low ground or lowering the high ground). All combat and movement involving these two units is then conducted as if there were no elevation difference (i.e., no movement penalty, no combat benefit for higher ground, etc.). Alternatively, the priest could *increase* the height differential by 2”. Combat and movement would now be conducted as if the total difference in elevation were 4”.\n **Example 3:** A unit faces a hill of 3” elevation. The priest casts *gravity variation*, decreasing the effective elevation of the hill to 1”. The unit pays a lower movement point cost to climb the hill. Alternatively, if the unit facing the hill were an enemy unit, the priest could increase the effective elevation to 5”.\n\n The priest must specify the degree and direction of change at the moment of casting. These parameters cannot be changed while the spell remains in effect.\n *Gravity variation* can have dramatic effects on siege engines and towers. Most siege engines can be moved only on the most gentle of slopes. By raising or lowering the effective elevation of siege engines by 2”, the priest can totally immobilize them by positioning them on a slope too steep to negotiate. In the case of siege towers, there is a 50% chance that the structures will topple over (totally destroying them).'
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};
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pri6['The Great Circle'] = {
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@@ -5646,7 +5646,7 @@ pri6['The Great Circle'] = {
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'materials': '',
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'reference': 'p. 100',
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'book': 'Tome of Magic',
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'damage': '',
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'damage': '*The Great Circle*\n*Undead ≤ 8 HD*: Die instantly\n*Undead > 8 HD* 1d8/caster\n*Evil creatures:* 1d6/caster\n\n*The Black Circle*\n*Paladins / Good Priest*: 1d10/caster\n*Good creates*: 1d4/caster',
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'damage-type': '',
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'healing': '',
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'effect': '*The great circle* is a powerful cooperative spell that can be used only by four or more priests, each casting the spell simultaneously. Because of the nature of this spell and its casting time, it is often used to cleanse grounds in preparation for the construction of a temple or sanctuary.\n When casting *the great circle*, the priests stand in a circle of no more than 20-foot diameter. Each faces inward; when the spell is completed, each priest faces outward, directing the energy of the spell.\n When the casting is complete, the spell takes the form of a radiant halo of golden light 20 feet above the ground. This halo quickly expands in a shimmering wave. It can pass through objects, with small arcs of the halo disappearing momentarily and reappearing on the far side. As the halo moves, it generates a high-pitched hum that varies in pitch, almost like a chorus. The halo moves slowly at first, but builds speed, reaching its maximum range at the end of one round.\n The radius of the golden halo is dependent on the number of priests casting the spell. Each priest adds 60 feet to the radius. Thus, four priests could generate a halo that extends 240 feet in all directions from the circle of priests. Theoretically, there is no limit to the number of priests who may contribute to this spell, but the need for the priests to be within a 20-foot diameter circle sets a practical limit of 20 casters.\n The halo is pure energy tapped from the Positive Material plane. It causes harm to undead and evil beings within the area of effect. Undead creatures of 8 or fewer hit dice are instantly destroyed and are not allowed a saving throw to avoid the effect. More powerful undead suffer 1d8 points of damage per caster. A successful saving throw vs. death magic reduces this damage to half. Creatures of evil alignment suffer 1d6 points of damage per caster (a saving throw is allowed for half-damage).\n The reverse of this spell, *the black circle*, creates a ring of shimmering black energy. Paladins and priests of good alignment suffer 1d10 points of damage per priest in the circle. All other good creatures suffer 1d4 points of damage per caster. Affected creatures are allowed a saving throw vs. death magic to reduce the damage to one-half.'
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@@ -5687,7 +5687,7 @@ pri6['Land of Stability'] = {
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'damage': '',
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'damage-type': '',
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'healing': '',
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'effect': '*Land of stability* protects the area of effect and all creatures and objects within it from the following natural disasters:\n •Earthquakes—vibrations do not affect the warded area and fissures will not open beneath the warded area;\n •Floods—the warded area remains dry, even if submerged;\n •Windstorms—the warded area suffers no damage from strong winds and objects cannot be blown into the warded area;\n •Lava and ash eruptions—lava and ash flow around the warded area; and\n •Avalanches—stones and snow will not fall on the warded area.\n\n *Land of stability* offers no protection against magically-generated disasters or spells that duplicate natural disasters. Disasters in progress in the area when the spell is cast are not affected.\n This spell affects a cubic area whose sides equal the caster’s level times 10 feet; thus, a 15th-level caster could affect a 150’ ✕ 150’ ✕ 150’ cube.'
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'effect': '*Land of stability* protects the area of effect and all creatures and objects within it from the following natural disasters:\n • Earthquakes—vibrations do not affect the warded area and fissures will not open beneath the warded area;\n • Floods—the warded area remains dry, even if submerged;\n • Windstorms—the warded area suffers no damage from strong winds and objects cannot be blown into the warded area;\n • Lava and ash eruptions—lava and ash flow around the warded area; and\n • Avalanches—stones and snow will not fall on the warded area.\n\n *Land of stability* offers no protection against magically-generated disasters or spells that duplicate natural disasters. Disasters in progress in the area when the spell is cast are not affected.\n This spell affects a cubic area whose sides equal the caster’s level times 10 feet; thus, a 15th-level caster could affect a 150’ ✕ 150’ ✕ 150’ cube.'
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};
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pri6['Legal Thoughts'] = {
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@@ -5744,7 +5744,7 @@ pri6['Physical Mirror'] = {
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'damage': '',
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'damage-type': '',
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'healing': '',
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'effect': 'This spell causes a localized folding of space. The folded space takes the form of an invisible disk up to 20 feet in diameter. Any missile weapon or spell that intersects this disk is instantaneously reversed in direction. Melee factors such as speed, range, and damage are unaffected; the direction of the object or force is simply rotated through a 180 degree arc. The sender of the spell or missile finds himself the target of his own attack.\n The *physical mirror* operates from only one direction; that is, only one side of the mirror reflects attacks. The caster of the mirror may direct spells and missile attacks normally through the space occupied by the mirror.\n In the case of physical attacks, the attacker must roll to hit himself (without the armor class benefits of Dexterity or shield). Spells turned back may require the caster to make a saving throw vs. his own spell. In both of these cases, range is important. If the distance between the initiator of the attack and the *physical mirror* is more than twice the range of the attack, the attacker is safe; the attack has insufficient range to travel from the attacker to the mirror and back again.\n When the priest casts the spell, he must specify the location and orientation of the *physical mirror* disk. Once it is created, the disk cannot be moved.\n If two *physical mirror* disks touch or intersect, they destructively interact and both immediately vanish. The resulting “ripples” in the space-time continuum are exceedingly destructive and inflict 3d10 hit points of damage on any creature within 35 yards (a saving throw is allowed for half-damage). This always includes the casters of the *physical mirror* spells.'
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'effect': 'This spell causes a localized folding of space. The folded space takes the form of an invisible disk up to 20 feet in diameter. Any missile weapon or spell that intersects this disk is instantaneously reversed in direction. Melee factors such as speed, range, and damage are unaffected; the direction of the object or force is simply rotated through a 180° arc. The sender of the spell or missile finds himself the target of his own attack.\n The *physical mirror* operates from only one direction; that is, only one side of the mirror reflects attacks. The caster of the mirror may direct spells and missile attacks normally through the space occupied by the mirror.\n In the case of physical attacks, the attacker must roll to hit himself (without the armor class benefits of Dexterity or shield). Spells turned back may require the caster to make a saving throw vs. his own spell. In both of these cases, range is important. If the distance between the initiator of the attack and the *physical mirror* is more than twice the range of the attack, the attacker is safe; the attack has insufficient range to travel from the attacker to the mirror and back again.\n When the priest casts the spell, he must specify the location and orientation of the *physical mirror* disk. Once it is created, the disk cannot be moved.\n If two *physical mirror* disks touch or intersect, they destructively interact and both immediately vanish. The resulting “ripples” in the space-time continuum are exceedingly destructive and inflict 3d10 hit points of damage on any creature within 35 yards (a saving throw is allowed for half-damage). This always includes the casters of the *physical mirror* spells.'
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};
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pri6['Reverse Time'] = {
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@@ -5752,7 +5752,7 @@ pri6['Reverse Time'] = {
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'school': 'Alteration',
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'sphere': 'Time',
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'range': '30 yards',
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'duration': '[[1d4]] rounds',
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'duration': '1-4 rounds',
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'aoe': 'One creature',
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'components': 'V, S, M',
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'cast-time': '6',
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@@ -5763,7 +5763,7 @@ pri6['Reverse Time'] = {
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'damage': '',
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'damage-type': '',
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'healing': '',
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'effect': 'This spell is similar to the 9th-level wizard spell *time stop*. When *reverse time* is cast, time stops within a 30-foot diameter of the subject. All creatures and items in the area of effect stand motionless, rivers stop running, and arrows hang suspended in the air. Any creature, person, or object entering the area of effect is likewise frozen in time. The caster is affected if he is within the area of effect, unless he is the subject of the spell.\n An unwilling subject is allowed a saving throw vs. spell; if successful, the spell is immediately negated. Otherwise, the victim is forced to relive all the actions taken in the previous 1-4 rounds in reverse. Beginning with the most recent round, the subject moves backward, arrows fired by the subject return to his bow, and so on. All effects of these actions are negated. At the end of the spell’s duration, normal time resumes and all creatures immediately continue their activities, picking up right where they had stopped.\n Consider the following example. A party is battling a spellcasting red dragon. In the first round, the dragon breathes fire, roasting the party’s wizard. The rest of the group attacks and injures the dragon. On the second round, the dragon bites and kills the group’s thief. More damage is caused to the beast, but it is still alive in the third round, when it uses magic missile to kill the ranger. At this point, the priest casts *reverse time* on the beast. Fortunately, it fails its saving throw and is forced to reverse the last four rounds. While everyone else freezes, the dragon goes into reverse. The magic missiles zoom back to the dragon (and it regains the ability to cast that spell), it “unbites” the thief (removing that damage from the character), and then inhales its fiery breath (leaving the roasted wizard alive and uncooked). The dragon is then reversed through one more round—the round before it encounterd the party. The spell then ends and actions resume.\n The dragon must now roll for surprise since it is encountering the party for the first time. The party is immune to surprise, since it was fighting the beast previously. All damage suffered by the dragon remains, since these actions were caused by the group and not the beast.'
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'effect': 'This spell is similar to the 9th-level wizard spell *time stop*. When *reverse time* is cast, time stops within a 30-foot diameter of the subject. All creatures and items in the area of effect stand motionless, rivers stop running, and arrows hang suspended in the air. Any creature, person, or object entering the area of effect is likewise frozen in time. The caster is affected if he is within the area of effect, unless he is the subject of the spell.\n An unwilling subject is allowed a saving throw vs. spell; if successful, the spell is immediately negated. Otherwise, the victim is forced to relive all the actions taken in the previous 1-4 rounds in reverse. Beginning with the most recent round, the subject moves backward, arrows fired by the subject return to his bow, and so on. All effects of these actions are negated. At the end of the spell’s duration, normal time resumes and all creatures immediately continue their activities, picking up right where they had stopped.\n Consider the following example. A party is battling a spellcasting red dragon. In the first round, the dragon breathes fire, roasting the party’s wizard. The rest of the group attacks and injures the dragon. On the second round, the dragon bites and kills the group’s thief. More damage is caused to the beast, but it is still alive in the third round, when it uses *magic missile* to kill the ranger. At this point, the priest casts *reverse time* on the beast. Fortunately, it fails its saving throw and is forced to reverse the last four rounds. While everyone else freezes, the dragon goes into reverse. The *magic missiles* zoom back to the dragon (and it regains the ability to cast that spell), it “unbites” the thief (removing that damage from the character), and then inhales its fiery breath (leaving the roasted wizard alive and uncooked). The dragon is then reversed through one more round—the round before it encounterd the party. The spell then ends and actions resume.\n The dragon must now roll for surprise since it is encountering the party for the first time. The party is immune to surprise, since it was fighting the beast previously. All damage suffered by the dragon remains, since these actions were caused by the group and not the beast.'
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};
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pri6['Seclusion'] = {
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@@ -5836,7 +5836,7 @@ pri6['Spiritual Wrath'] = {
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'materials': '',
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'reference': 'p. 105',
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'book': 'Tome of Magic',
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'damage': '10d6+1d6/priest up to a max of 22d6',
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'damage': '10d6+1d6/priest up to a max of 22d6\n3d10 to the caster',
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'damage-type': '',
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'healing': '',
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'effect': 'This powerful cooperative spell is rarely invoked since it requires the concerted effort of six or more high-level priests. The casting effort severely weakens the priests, discouraging casual use of this spell.\n To cast the spell, six or more priests must be within a 15-foot radius. Each priest must cast *spiritual wrath* at the same time. Before beginning the spell, the priests must decide upon the area of effect. The spell causes 10d6+1d6 points of damage per priest casting the spell. (The minimum damage, therefore, is 16d6.) Creatures within the area of effect are allowed a saving throw vs. spell to reduce the damage to half.\n The spell strikes as a great wave of force that descends from the sky. Small objects must save vs. crushing blow. Structures suffer damage as if hit by a heavy catapult (2d12). The force of this spell often raises a great cloud of dirt and dust, obscuring the area for 1d4+1 rounds.\n The spell’s area of effect is determined by the number of casters. Each priest contributes 10 feet to the radius of the spell. Six casters would create a spell with a radius of 60 feet. No more than twelve casters can cooperate to cast this spell (maximum of 22d6 damage and a 120-foot radius area of effect). This converts to an 8-inch circle in the BATTLESYSTEM rules ground scale.\n The spell is difficult to cast, physically taxing the spellcasters so much that each caster suffers 3d10 points of damage from the effort. There is no saving throw allowed to avoid this damage.'
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@@ -6374,7 +6374,7 @@ priq['Revelation'] = {
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'damage': '',
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'damage-type': '',
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'healing': '',
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'effect': 'The *revelation* spell grants the priest extraordinary divination powers. He gains the following abilities that are effective to a range of 240 yards.\n •The priest gains *true seeing* as per the 5th-level priest spell.\n •The priest can see and identify all priest spell effects in the area (assume a line of sight in a 60° arc).\n •The priest is instantly aware of any creature’s attempt to lie to him.\n •The priest can communicate with animals, creatures, and monsters of all types. He\n can communicate with any number of creatures, but may converse with only one at a\n time.\n •The priest can communicate telepathically with humanoids.\n •The priest may use a suitable item as a *crystal ball* once per hour, as per the magical item described in the *DMG* (including range). He gains a +20% bonus to all rolls to determine success.'
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'effect': 'The *revelation* spell grants the priest extraordinary divination powers. He gains the following abilities that are effective to a range of 240 yards.\n • The priest gains *true seeing* as per the 5th-level priest spell.\n • The priest can see and identify all priest spell effects in the area (assume a line of sight in a 60° arc).\n • The priest is instantly aware of any creature’s attempt to lie to him.\n • The priest can communicate with animals, creatures, and monsters of all types. He\n can communicate with any number of creatures, but may converse with only one at a\n time.\n • The priest can communicate telepathically with humanoids.\n • The priest may use a suitable item as a *crystal ball* once per hour, as per the magical item described in the *DMG* (including range). He gains a +20% bonus to all rolls to determine success.'
|
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};
|
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|
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priq['Reversion'] = {
|
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@@ -6488,7 +6488,7 @@ priq['Spiral of Degeneration'] = {
|
||||
'damage': '',
|
||||
'damage-type': '',
|
||||
'healing': '',
|
||||
'effect': 'This potent spell affects all creatures hostile to the priest within the area of effect. The Power granting the spell causes the spell’s effects to manifest in one of two ways: the Chaos variation or the Thought variation.\n In the Chaos variation, the fabric of reality is altered to change events. Magical items dysfunction because the fabric of magical reality is changed.\n In the Thought variation, the thoughts of the victims of the spell are distorted and altered so that they find themselves unable to function coherently and effectively. Magical items dysfunction because the thoughts of their users are warped to either convince them that the items cannot function or block thought so that proper commands cannot be given.\n The effects on the victims of the spell are the same for both variations. Each round, there is a 50% chance that a degeneration effect will occur in the area of effect. When this occurs, two events take place. First, spellcasters lose one spell from each level of spell currently memorized (e.g., a spellcaster who has memorized three spells each from levels 1 through 3 loses one spell from each level for a total of three). Lost spells may be regained normally through rest and memorization.\n Second, magical items are affected in the following ways:\n •Weapons and armor lose one level of enchantment (a *sword +3* becomes a *sword +2*, etc.).\n •Magical items that carry charges (wands, rods, staves, etc.) are drained of 1d10 charges.\n •Magical items without pluses or charges must make a saving throw versus spell (using the saving throw of their owner) or become nonmagical.\n •Potions lose all magic and scrolls lose one randomly determined spell.\n •Permanent magical items (swords, boots, armor, etc.) temporarily lose all effects until the spell expires or until the items leave the area of effect and for 1d10 rounds thereafter.\n Single-use and charged items are permanently affected by this spell. A potion destroyed by this spell remains useless even after the spell ends.\n Within the area of effect, magical communication is impossible due to thought blocks and chaotic effects. No communication magic (*ESP*, *sending*, etc.) will function; any spellcaster trying to cast such a spell will be stunned for 1 round per level of the spell he attempts to cast. A reverse of the *tongues* spell operates continuously in the area of effect. Telepathic communication (e.g., with a familiar) is also impossible.\n In the Chaos variation of the spell, the center of the area of effect moves 10’ per round. The direction is randomly determined using 1d8 roll and compass points (1N, 2NE, 3E, 4SE, 5S, 6SW, 7W, 8NW). The radius of the spell effect will never exclude the priest who cast the spell; re-roll any result that leads to this occurrence.'
|
||||
'effect': 'This potent spell affects all creatures hostile to the priest within the area of effect. The Power granting the spell causes the spell’s effects to manifest in one of two ways: the Chaos variation or the Thought variation.\n In the Chaos variation, the fabric of reality is altered to change events. Magical items dysfunction because the fabric of magical reality is changed.\n In the Thought variation, the thoughts of the victims of the spell are distorted and altered so that they find themselves unable to function coherently and effectively. Magical items dysfunction because the thoughts of their users are warped to either convince them that the items cannot function or block thought so that proper commands cannot be given.\n The effects on the victims of the spell are the same for both variations. Each round, there is a 50% chance that a degeneration effect will occur in the area of effect. When this occurs, two events take place. First, spellcasters lose one spell from each level of spell currently memorized (e.g., a spellcaster who has memorized three spells each from levels 1 through 3 loses one spell from each level for a total of three). Lost spells may be regained normally through rest and memorization.\n Second, magical items are affected in the following ways:\n • Weapons and armor lose one level of enchantment (a *sword +3* becomes a *sword +2*, etc.).\n • Magical items that carry charges (wands, rods, staves, etc.) are drained of 1d10 charges.\n • Magical items without pluses or charges must make a saving throw versus spell (using the saving throw of their owner) or become nonmagical.\n • Potions lose all magic and scrolls lose one randomly determined spell.\n • <Permanent magical items (swords, boots, armor, etc.) temporarily lose all effects until the spell expires or until the items leave the area of effect and for 1d10 rounds thereafter.\n Single-use and charged items are permanently affected by this spell. A potion destroyed by this spell remains useless even after the spell ends.\n Within the area of effect, magical communication is impossible due to thought blocks and chaotic effects. No communication magic (*ESP*, *sending*, etc.) will function; any spellcaster trying to cast such a spell will be stunned for 1 round per level of the spell he attempts to cast. A reverse of the *tongues* spell operates continuously in the area of effect. Telepathic communication (e.g., with a familiar) is also impossible.\n In the Chaos variation of the spell, the center of the area of effect moves 10’ per round. The direction is randomly determined using 1d8 roll and compass points (1N, 2NE, 3E, 4SE, 5S, 6SW, 7W, 8NW). The radius of the spell effect will never exclude the priest who cast the spell; re-roll any result that leads to this occurrence.'
|
||||
};
|
||||
|
||||
priq['Stalker'] = {
|
||||
|
||||
Reference in New Issue
Block a user