- Updated wall of fire
- Checked priest 3rd level spells
This commit is contained in:
@@ -2521,7 +2521,7 @@ pri5['Wall of Fire'] = {
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'damage': '*Within 10 feet:* 2d4 Heat\n*Within 20 feet:* 1d4 Heat\n*Pass through wall:* 4d4+[[@{level-priest}]]',
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'damage-type': 'Fire',
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'healing': '',
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'effect': 'The *wall of fire* spell brings forth an immobile, blazing curtain of magical fire of shimmering color—yellow-green or amber (different from the 4th-level wizard version). The spell creates an opaque sheet of flame up to one 20-foot square per level of the spellcaster ([[20*[[@{level-priest}]] ]] foot square), or a ring with a radius of up to 10 feet + 5 feet for every two levels of experience of the spellcaster ([[10+floor([[@{level-priest}]]/2)*5]] foot radius), and 20 feet high.\n The wall of fire must be cast so that it is vertical with respect to the caster. One side of the wall, selected by the caster, sends forth waves of heat, inflicting 2d4 points of damage upon creatures within 10 feet and 1d4 points of damage upon those within 20 feet. In addition, the wall inflicts 4d4 points of damage, plus 1 point of damage per level of the spellcaster (4d4+[[@{level-priest}]] damage), to any creature passing through it. Creatures especially subject to fire may take additional damage, and undead always take twice normal damage. Note that attempting to directly catch moving creatures with a newly created wall of fire is difficult. A successful saving throw enables the creature to avoid the wall, while its rate and direction of movement determine which side of the created wall it is on. The wall of fire lasts as long as the priest concentrates on maintaining it, or one round per level of experience of the priest in the event he does not wish to concentrate upon it. Currently [[@{level-priest}]] rounds.'
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'effect': 'The *wall of fire* spell brings forth an immobile, blazing curtain of magical fire of shimmering color—yellow-green or amber (different from the 4th-level wizard version). The spell creates an opaque sheet of flame up to one 20-foot square per level of the spellcaster ([[@{level-priest}]] 20-foot squares), or a ring with a radius of up to 10 feet + 5 feet for every two levels of experience of the spellcaster ([[10+5*floor([[@{level-priest}]]/2)]] foot radius), and 20 feet high.\n The wall of fire must be cast so that it is vertical with respect to the caster. One side of the wall, selected by the caster, sends forth waves of heat, inflicting 2d4 points of damage upon creatures within 10 feet and 1d4 points of damage upon those within 20 feet. In addition, the wall inflicts 4d4 points of damage, plus 1 point of damage per level of the spellcaster (4d4+[[@{level-priest}]] damage), to any creature passing through it. Creatures especially subject to fire may take additional damage, and undead always take twice normal damage. Note that attempting to directly catch moving creatures with a newly created wall of fire is difficult. A successful saving throw enables the creature to avoid the wall, while its rate and direction of movement determine which side of the created wall it is on. The wall of fire lasts as long as the priest concentrates on maintaining it, or one round per level of experience of the priest in the event he does not wish to concentrate upon it. Currently [[@{level-priest}]] rounds.'
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};
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const pri6 = {};
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@@ -3804,7 +3804,7 @@ pri2['Emotion Perception'] = {
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'sphere': 'War',
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'range': '300 yards',
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'duration': 'Instantaneous',
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'aoe': 'One unit/five levels',
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'aoe': '[[{floor([[@{level-priest}]]/5),1}kh1]] unit(s)',
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'components': 'V, S, M',
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'cast-time': '1 turn',
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'saving-throw': 'None',
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@@ -3833,7 +3833,7 @@ pri2['Frisky Chest'] = {
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'damage': '',
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'damage-type': '',
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'healing': '',
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'effect': 'With this spell, the caster can enchant a chest, book, or any other nonliving object no larger than a 10’×10’×10’ cube. When any creature other than the caster comes within three feet of the enchanted object, it instantly sprouts appendages and moves away from the creature as quickly as possible. The enchanted object continues to move until it is at least 10 feet away from the nearest creatures in the area.\n After the enchanted object has moved a satisfactory distance from the nearest creature, the appendages disappear. When a creature again comes within three feet of the enchanted object, the enchanted object sprouts appendages and flees. This process continues until the enchantment is negated (through a *dispel magic* or similar spell) or the enchanted object is subdued or destroyed.\n The enchanted object can sprout feet (MV 24), wings (Fl 24, maneuverability class B), or fins (Sw 24), whichever is most advantageous. Thus, a book on a shelf might sprout wings and fly away, while a table might gallop around a room. The enchanted object can freely and instantly trade appendages as necessary.\n The enchanted object will move only through open spaces. It will not crash through windows, shatter a closed door, or dig through the earth. It cannot attack or take any actions other than movement. If surrounded or cornered, the enchanted object moves in random directions until it is restrained or destroyed.\n The enchantment ends if the caster voluntarily negates it, if the enchanted object is destroyed (the object has the same vulnerabilities as it has in its normal state), or if the enchanted object is restrained for 2-5 ([[1d4+1]]) consecutive rounds. Restraint means that the object is prevented from fleeing; if a creature is able to grapple, lift, or sit on the object, it is considered restrained. A creature capable of lifting the object in its normal state is considered strong enough to restrain it (for instance, a person capable of lifting a 50-pound box is also capable of restraining such a box enchanted by *frisky chest*). The object may also be restrained by tossing a net or heavy blanket over it or by surrounding it with several characters.'
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'effect': 'With this spell, the caster can enchant a chest, book, or any other nonliving object no larger than a 10’ × 10’ × 10’ cube. When any creature other than the caster comes within three feet of the enchanted object, it instantly sprouts appendages and moves away from the creature as quickly as possible. The enchanted object continues to move until it is at least 10 feet away from the nearest creatures in the area.\n After the enchanted object has moved a satisfactory distance from the nearest creature, the appendages disappear. When a creature again comes within three feet of the enchanted object, the enchanted object sprouts appendages and flees. This process continues until the enchantment is negated (through a *dispel magic* or similar spell) or the enchanted object is subdued or destroyed.\n The enchanted object can sprout feet (MV 24), wings (Fl 24, maneuverability class B), or fins (Sw 24), whichever is most advantageous. Thus, a book on a shelf might sprout wings and fly away, while a table might gallop around a room. The enchanted object can freely and instantly trade appendages as necessary.\n The enchanted object will move only through open spaces. It will not crash through windows, shatter a closed door, or dig through the earth. It cannot attack or take any actions other than movement. If surrounded or cornered, the enchanted object moves in random directions until it is restrained or destroyed.\n The enchantment ends if the caster voluntarily negates it, if the enchanted object is destroyed (the object has the same vulnerabilities as it has in its normal state), or if the enchanted object is restrained for 2-5 ([[1d4+1]]) consecutive rounds. Restraint means that the object is prevented from fleeing; if a creature is able to grapple, lift, or sit on the object, it is considered restrained. A creature capable of lifting the object in its normal state is considered strong enough to restrain it (for instance, a person capable of lifting a 50-pound box is also capable of restraining such a box enchanted by *frisky chest*). The object may also be restrained by tossing a net or heavy blanket over it or by surrounding it with several characters.'
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};
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pri2['Hesitation'] = {
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@@ -3928,7 +3928,7 @@ pri2['Moment'] = {
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'damage': '',
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'damage-type': '',
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'healing': '',
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'effect': 'Theoretically, every action has a particular *moment* at which it will have its greatest possible effect. Using the arcane mathematics of this spell, the priest can determine the “ideal *moment*” for any single action in each round that the spell is in effect. This action must be performed by a character other than the priest.\n In practice, another character informs the priest of an action he wants to undertake in a round. The priest concentrates on the action, then informs the character when the “correct *moment*” has come. The character then gains a bonus of 20% (+4 on a d20) to the success of his action. The spell can affect only a single action in a given round. When used in combat, the priest can advise the best *moment* to initiate an action (affecting initiative) or what *moment* offers the greatest success in striking (affecting the chance to hit).\n If the character seeks advice concerning initiative, he gains a -2 modifier to the initiative roll, but only at the cost of -2 on his chance to hit. Characters who seek the best attack frequently delay their actions. These characters suffer a +1 on their initiative roll but gain a +4 on their chance to hit. The spell cannot affect the amount of damage caused, since the act (striking) has already succeeded at that point.\n Characters are not obliged to wait for the *moment* specified by the priest. For example, a fighter might decide that striking first is more important than gaining +4 to hit. The character can act normally, based on his or her unmodified initiative. The character gains no bonus from the *moment* spell, and the priest can affect no other action in that round.\n Noncombat actions can also benefit from the *moment* spell. For example, a thief planning to climb a wall may wait to start her climb until the priest informs her that the *moment* is right. If she waits, she gains a bonus of 20% to her Climb Walls roll (in this case, the bonus is *subtracted* from her roll).\n While concentrating on this spell, the priest can take no other action. A break in the priest’s concentration—taking damage in combat, for example—terminates the spell instantly.'
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'effect': 'Theoretically, every action has a particular moment at which it will have its greatest possible effect. Using the arcane mathematics of this spell, the priest can determine the “ideal moment” for any single action in each round that the spell is in effect. This action must be performed by a character other than the priest.\n In practice, another character informs the priest of an action he wants to undertake in a round. The priest concentrates on the action, then informs the character when the “correct moment” has come. The character then gains a bonus of 20% (+4 on a d20) to the success of his action. The spell can affect only a single action in a given round. When used in combat, the priest can advise the best moment to initiate an action (affecting initiative) or what moment offers the greatest success in striking (affecting the chance to hit).\n If the character seeks advice concerning initiative, he gains a -2 modifier to the initiative roll, but only at the cost of -2 on his chance to hit. Characters who seek the best attack frequently delay their actions. These characters suffer a +1 on their initiative roll but gain a +4 on their chance to hit. The spell cannot affect the amount of damage caused, since the act (striking) has already succeeded at that point.\n Characters are not obliged to wait for the moment specified by the priest. For example, a fighter might decide that striking first is more important than gaining +4 to hit. The character can act normally, based on his or her unmodified initiative. The character gains no bonus from the *moment* spell, and the priest can affect no other action in that round.\n Noncombat actions can also benefit from the *moment* spell. For example, a thief planning to climb a wall may wait to start her climb until the priest informs her that the moment is right. If she waits, she gains a bonus of 20% to her Climb Walls roll (in this case, the bonus is *subtracted* from her roll).\n While concentrating on this spell, the priest can take no other action. A break in the priest’s concentration—taking damage in combat, for example—terminates the spell instantly.'
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};
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pri2['Music of the Spheres'] = {
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@@ -3947,7 +3947,7 @@ pri2['Music of the Spheres'] = {
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'damage': '',
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'damage-type': '',
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'healing': '',
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'effect': 'With this spell, the priest creates tones and harmonies of such unearthly beauty and complexity that they entrance the listener, making it difficult for the listener to attack or otherwise harm the priest. The listener receives a normal saving throw against this effect. Failure means that the listener is entranced and is unable to attack the priest for the duration of the spell.\n In addition, the music makes the subject gullible and more susceptible to charm magics such as *charm person*, suggestion, and hypnotism. While the music spell is in effect, the subject saves against charm spells with a -3 penalty.\n This spell does not protect other characters in company with the priest; listeners who have fallen prey to the music are free to attack anyone else. The spell effect ends instantly if the priest takes any hostile action against a creature under the influence of the spell.\n *Music of the spheres* can affect one creature per three levels of the priest (one subject at 3rd level, two at 6th level, etc.). Currently [[floor([[@{level-priest}]]/3)]] creatures. Subjects must be within a 20-foot-diameter circle.\n Potential victims must have Intelligence of at least 1 (necessary to understand the concept of music) and must be able to hear the music (i.e., they cannot be deaf and there can be nothing obstructing the victim’s ears). This also means that the level of background noise must be low enough for the music to be audible. The DM should assume that the music is the same volume as an average human’s normal speaking voice. If the potential subject could not hear speech at the appropriate range under prevailing conditions, the spell cannot affect that subject. The spell would be virtually useless in the midst of a full-scale battle or during a hurricane.'
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'effect': 'With this spell, the priest creates tones and harmonies of such unearthly beauty and complexity that they entrance the listener, making it difficult for the listener to attack or otherwise harm the priest. The listener receives a normal saving throw against this effect. Failure means that the listener is entranced and is unable to attack the priest for the duration of the spell.\n In addition, the music makes the subject gullible and more susceptible to charm magics such as *charm person*, *suggestion*, and *hypnotism*. While the music spell is in effect, the subject saves against charm spells with a -3 penalty.\n This spell does not protect other characters in company with the priest; listeners who have fallen prey to the music are free to attack anyone else. The spell effect ends instantly if the priest takes any hostile action against a creature under the influence of the spell.\n *Music of the spheres* can affect one creature per three levels of the priest (one subject at 3rd level, two at 6th level, etc.). Currently [[floor([[@{level-priest}]]/3)]] creatures. Subjects must be within a 20-foot-diameter circle.\n Potential victims must have Intelligence of at least 1 (necessary to understand the concept of music) and must be able to hear the music (i.e., they cannot be deaf and there can be nothing obstructing the victim’s ears). This also means that the level of background noise must be low enough for the music to be audible. The DM should assume that the music is the same volume as an average human’s normal speaking voice. If the potential subject could not hear speech at the appropriate range under prevailing conditions, the spell cannot affect that subject. The spell would be virtually useless in the midst of a full-scale battle or during a hurricane.'
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};
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pri2['Mystic Transfer'] = {
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@@ -3967,7 +3967,7 @@ pri2['Mystic Transfer'] = {
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'damage': '',
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'damage-type': '',
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'healing': '',
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'effect': 'This spell is one of the few cooperative spells that requires one priest to cast the transfer spell, but another priest to use its effect. On one round, a priest (or priests) casts the *mystic transfer*. The spell is then active for the remaining nine rounds of the turn.\n *Mystic transfer* allows a priest to receive spells from another priest of the same ethos. Any priest of the same religion can cast a spell and transfer it to a second priest within that spell’s maximum range. The spell does not take effect; instead, it is channelled through the *mystic transfer* into the receiving priest. This priest must immediately cast the spell or pass it to another priest cloaked in a *mystic transfer* within the spell’s range. Any number of transfers can be made in the same round, provided each new recipient is within spell range of the previous recipient. If the spell is not transferred, the spell takes effect.\n For example, a 3rd-level priest casts a *mystic transfer*. On the following round, a 10th-level priest “passes” a *flame strike* to the 3rd-level priest. The two priests could be 60 yards apart (the maximum range of the *flame strike*). The 3rd-level priest could then use the flame strike to attack any target within 60 yards, or could pass the spell on to another priest who has an active *mystic transfer*.\n The spell passed by the *mystic transfer* has the range, area of effect, damage, and other effects equal to the level of the original caster. In the example above, the *flame strike* would function as if cast by a 10th-level priest.\n The *mystic transfer* does not require concentration. However, on any round in which a priest is receiving and/or transferring a spell, the caster cannot take any other significant action.\n A priest can receive spells only from priests who worship the same deity and who specifically target spells to him. Area effect spells may be passed. A priest can never use *mystic transfer* to pluck an opponent’s spells out of the air.'
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'effect': 'This spell is one of the few cooperative spells that requires one priest to cast the transfer spell, but another priest to use its effect. On one round, a priest (or priests) casts the *mystic transfer*. The spell is then active for the remaining nine rounds of the turn.\n *Mystic transfer* allows a priest to receive spells from another priest of the same ethos. Any priest of the same religion can cast a spell and transfer it to a second priest within that spell’s maximum range. The spell does not take effect; instead, it is channelled through the *mystic transfer* into the receiving priest. This priest must immediately cast the spell or pass it to another priest cloaked in a *mystic transfer* within the spell’s range. Any number of transfers can be made in the same round, provided each new recipient is within spell range of the previous recipient. If the spell is not transferred, the spell takes effect.\n For example, a 3rd-level priest casts a *mystic transfer*. On the following round, a 10th-level priest “passes” a *flame strike* to the 3rd-level priest. The two priests could be 60 yards apart (the maximum range of the *flame strike*). The 3rd-level priest could then use the *flame strike* to attack any target within 60 yards, or could pass the spell on to another priest who has an active *mystic transfer*.\n The spell passed by the *mystic transfer* has the range, area of effect, damage, and other effects equal to the level of the original caster. In the example above, the *flame strike* would function as if cast by a 10th-level priest.\n The *mystic transfer* does not require concentration. However, on any round in which a priest is receiving and/or transferring a spell, the caster cannot take any other significant action.\n A priest can receive spells only from priests who worship the same deity and who specifically target spells to him. Area effect spells may be passed. A priest can never use *mystic transfer* to pluck an opponent’s spells out of the air.'
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};
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pri2['Nap'] = {
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@@ -4005,7 +4005,7 @@ pri2['Rally'] = {
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'damage': '',
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'damage-type': '',
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'healing': '',
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'effect': 'This spell allows the subject unit to make an immediate rally check. It allows the check during the Magic Phase, rather than forcing the unit to wait for the Rally Phase in the BATTLESYSTEM™ rules. If the priest casting the spell is of 12th level or higher, the subject unit receives a +1 bonus to its *rally* check die roll. The priest must have an uninterrupted line of sight to the unit.'
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'effect': 'This spell allows the subject unit to make an immediate rally check. It allows the check during the Magic Phase, rather than forcing the unit to wait for the Rally Phase in the BATTLESYSTEM rules. If the priest casting the spell is of 12th level or higher, the subject unit receives a +1 bonus to its rally check die roll. The priest must have an uninterrupted line of sight to the unit.'
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};
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pri2['Sanctify'] = {
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@@ -4018,13 +4018,13 @@ pri2['Sanctify'] = {
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'components': 'V, S, M',
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'cast-time': '1 turn',
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'saving-throw': 'None',
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'materials': '*Sanctify:* The priest’s holy symbol and a handful of dirt from the grounds of an existing temple of the same faith. *Defile:* the priest’s holy symbol and a handful of earth from a grave.',
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'materials': '*Sanctify:* The priest’s holy symbol and a handful of dirt from the grounds of an existing temple of the same faith.\n*Defile:* the priest’s holy symbol and a handful of earth from a grave.',
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'reference': 'p. 62',
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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 cooperative spell allows the priests to create a beneficial atmosphere within a specified area. Companions of similar alignment to the casters will feel fortified and encouraged while in the sanctified area. The spell can be cast by a single priest or a group of priests.\n After casting *sanctify*, the affected area is imbued with the deity’s majesty. For followers of that deity, the area radiates a holy aura. These followers gain a +2 bonus to saving throws against all fear- and charm-based powers (a +2 to morale for BATTLESYSTEM™ rules units). Persons of the same alignment as the caster but of different faiths gain a +1 to saving throws (+1 in BATTLESYSTEM rules). The effect applies only as long as the characters remain in the sanctified area.\n Creatures intent on harming the priest or his followers suffer a -1 on saving throws vs. fear and charm (-1 to morale for BATTLESYSTEM rules units) when on sanctified ground.\n Undead creatures within the area are easier to turn; any priest standing on sanctified ground turns undead as if he were one level higher.\n Although this spell can be cast by a single priest, it is most effective when cast by several priests at once. The duration of the spell is equal to one round per level of the caster. Currently [[@{level-priest}]] rounds. When several priests cast the spell, the level of the most powerful priest is used, with two rounds added for every contributing priest. Thus, one 8th-level and three 6th-level priests would give the spell a duration of 14 rounds (8+2+2+2).\n *Sanctify* is often used in conjunction with *focus* to protect the grounds of a temple or encourage men defending a castle.\n The reverse of this spell, *defile*, functions in an identical manner with respect to saving throws for charm and fear. However, priests standing on defiled ground who attempt to turn undead do so at one level lower than their current level.'
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'effect': 'This cooperative spell allows the priests to create a beneficial atmosphere within a specified area. Companions of similar alignment to the casters will feel fortified and encouraged while in the sanctified area. The spell can be cast by a single priest or a group of priests.\n After casting *sanctify*, the affected area is imbued with the deity’s majesty. For followers of that deity, the area radiates a holy aura. These followers gain a +2 bonus to saving throws against all fear- and charm-based powers (a +2 to morale for BATTLESYSTEM rules units). Persons of the same alignment as the caster but of different faiths gain a +1 to saving throws (+1 in BATTLESYSTEM rules). The effect applies only as long as the characters remain in the sanctified area.\n Creatures intent on harming the priest or his followers suffer a -1 on saving throws vs. fear and charm (-1 to morale for BATTLESYSTEM rules units) when on sanctified ground.\n Undead creatures within the area are easier to turn; any priest standing on sanctified ground turns undead as if he were one level higher.\n Although this spell can be cast by a single priest, it is most effective when cast by several priests at once. The duration of the spell is equal to one round per level of the caster. Currently [[@{level-priest}]] rounds. When several priests cast the spell, the level of the most powerful priest is used, with two rounds added for every contributing priest. Thus, one 8th-level and three 6th-level priests would give the spell a duration of 14 rounds (8+2+2+2).\n *Sanctify* is often used in conjunction with *focus* to protect the grounds of a temple or encourage men defending a castle.\n The reverse of this spell, *defile*, functions in an identical manner with respect to saving throws for charm and fear. However, priests standing on defiled ground who attempt to turn undead do so at one level lower than their current level.'
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};
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pri2['Zone of Truth'] = {
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@@ -4075,13 +4075,13 @@ pri3['Adaptation'] = {
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'components': 'V, S, M',
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'cast-time': 'Special',
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'saving-throw': 'None',
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'materials': '*Way 1:* A pinch of clay dust. *Way 2:* The priest’s holy symbol.',
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'materials': '*Way 1:* A pinch of clay dust.\n*Way 2:* The priest’s holy symbol.',
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'reference': 'p. 62',
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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 can be cast in two different ways. The first, appropriate for battlefield use, has a range of 180 yards, a casting time of one turn, and duration of 1d4+2 turns. During this period, the affected unit can fight in one specific type of terrain (specified by the caster) as if it were the favored terrain (per BATTLESYSTEM™ rules) for that unit. While this spell is in effect, the unit gains no benefit when fighting in their actual favored terrain; the magically-enforced favored terrain takes precedence. The priest can cancel the spell before the duration expires if desired.\n The second effect requires preparation in advance. The priest and unit must be within 100 yards of a place of worship dedicated to the casting priest’s deity. The casting time is 5 turns.\n At the conclusion of the casting, the unit gains the benefit described above, with two main differences. First, the unit does not lose the benefit of fighting in its own actual favored terrain (the unit effectively has two favored terrains). Second, the spell endures until the next sunset. Only priests of 12th level and higher can cast this variation.'
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'effect': 'This spell can be cast in two different ways. The first, appropriate for battlefield use, has a range of 180 yards, a casting time of one turn, and duration of 1d4+2 turns. During this period, the affected unit can fight in one specific type of terrain (specified by the caster) as if it were the favored terrain (per BATTLESYSTEM rules) for that unit. While this spell is in effect, the unit gains no benefit when fighting in their actual favored terrain; the magically-enforced favored terrain takes precedence. The priest can cancel the spell before the duration expires if desired.\n The second effect requires preparation in advance. The priest and unit must be within 100 yards of a place of worship dedicated to the casting priest’s deity. The casting time is 5 turns.\n At the conclusion of the casting, the unit gains the benefit described above, with two main differences. First, the unit does not lose the benefit of fighting in its own actual favored terrain (the unit effectively has two favored terrains). Second, the spell endures until the next sunset. Only priests of 12th level and higher can cast this variation.'
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};
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pri3['Astral Window'] = {
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@@ -4100,7 +4100,7 @@ pri3['Astral Window'] = {
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'damage': '',
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'damage-type': '',
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'healing': '',
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'effect': 'When this spell is cast, a “window” appears in the air before the priest, through which he (and any others present) can see into the Astral plane. The *astral window* ranges in size from one square foot up to a 10’×10’ square, at the caster’s choosing. The window is not mobile, and if the priest moves more than 5 yards away from it, it immediately vanishes and the spell ends.\n By stating a subject’s name, the priest may view a specific creature or object in the window. More than one subject may be viewed during the spell’s duration. Each time a new subject is chosen, the window becomes streaked with grey as the Astral plane flies past. This continues for 1d4 rounds, until the window finally focuses upon the chosen subject. If the person is not in the Astral plane, the window instead chooses a random location.\n The window operates from both sides; creatures in the Astral plane can see the priest as easily as he can see them. Verbal communication is not possible, however.\n Normally, creatures cannot pass through the window. If an attempt is made, there is a base 5% chance of success. This is modified by +1% per level or Hit Dice of the individual. In order to pass through, the creature or object must be small enough to fit through the window; otherwise, only a portion of the subject may reach through (such as a monster’s arm or searching tongue).\n By casting the *astral window* spell, a character who subsequently casts the 7th-level *astral spell* may choose to arrive in the Astral plane at the place shown in the window.\n '
|
||||
'effect': 'When this spell is cast, a “window” appears in the air before the priest, through which he (and any others present) can see into the Astral plane. The astral window ranges in size from one square foot up to a 10’×10’ square, at the caster’s choosing. The window is not mobile, and if the priest moves more than 5 yards away from it, it immediately vanishes and the spell ends.\n By stating a subject’s name, the priest may view a specific creature or object in the window. More than one subject may be viewed during the spell’s duration. Each time a new subject is chosen, the window becomes streaked with grey as the Astral plane flies past. This continues for 1d4 rounds, until the window finally focuses upon the chosen subject. If the person is not in the Astral plane, the window instead chooses a random location.\n The window operates from both sides; creatures in the Astral plane can see the priest as easily as he can see them. Verbal communication is not possible, however.\n Normally, creatures cannot pass through the window. If an attempt is made, there is a base 5% chance of success. This is modified by +1% per level or Hit Dice of the individual. In order to pass through, the creature or object must be small enough to fit through the window; otherwise, only a portion of the subject may reach through (such as a monster’s arm or searching tongue).\n By casting the *astral window* spell, a character who subsequently casts the 7th-level *astral spell* may choose to arrive in the Astral plane at the place shown in the window.'
|
||||
};
|
||||
|
||||
pri3['Caltrops'] = {
|
||||
@@ -4157,7 +4157,7 @@ pri3['Create Campsite'] = {
|
||||
'damage': '',
|
||||
'damage-type': '',
|
||||
'healing': '',
|
||||
'effect': 'With this spell, the caster generates a squadron of tiny invisible servants who create a campsite for the caster and his companions. The caster indicates the desired area for the campsite (an area of 50-foot radius or less) and the number of persons the campsite is to accommodate (a number of persons equal to three times the level of the caster, currently [[3*[[@{level-priest}]] ]] persons).\n The servants clear the area of debris, set up tents and bedrolls, start a campfire, fetch water, and prepare a bland meal. The campsite is so skillfully prepared that it blends with the surrounding terrain, reducing the chance that the camp could be noticed by 50%. Campfires, loud noises, and other activities can negate this.\n The entire process takes 4-16 ([[4d4]]) rounds to complete.\n The servants make camp with the gear and equipment provided for them; otherwise, the servants will improvise with materials available in the immediate area (50 yards of the designated campsite). For instance, if the party has no tents or beds, the servants will construct crude but comfortable beds of weeds and grass and temporary shelters of leaves and branches. If no materials are available, such as in the desert or similarly barren terrain, the servants will do their best to make the party as comfortable as possible within the environmental limitations.\n The servants cannot fight for the party, deliver messages, or take any other actions other than creating the campsite.\n The reverse, break camp, causes the invisible servants to strike a campsite (an area of 50-foot radius or less). The servants extinguish fires, dispose of debris, and pack gear for a number of people equal to three times the level of the caster. The entire process takes 4-16 ([[4d4]]) rounds to complete. When completed, all traces of the campsite are eliminated. The material components are the same as those for *create campsite*.'
|
||||
'effect': 'With this spell, the caster generates a squadron of tiny invisible servants who create a campsite for the caster and his companions. The caster indicates the desired area for the campsite (an area of 50-foot radius or less) and the number of persons the campsite is to accommodate (a number of persons equal to three times the level of the caster, currently [[3*[[@{level-priest}]] ]] persons).\n The servants clear the area of debris, set up tents and bedrolls, start a campfire, fetch water, and prepare a bland meal. The campsite is so skillfully prepared that it blends with the surrounding terrain, reducing the chance that the camp could be noticed by 50%. Campfires, loud noises, and other activities can negate this.\n The entire process takes 4-16 ([[4d4cs1cf4]]) rounds to complete.\n The servants make camp with the gear and equipment provided for them; otherwise, the servants will improvise with materials available in the immediate area (50 yards of the designated campsite). For instance, if the party has no tents or beds, the servants will construct crude but comfortable beds of weeds and grass and temporary shelters of leaves and branches. If no materials are available, such as in the desert or similarly barren terrain, the servants will do their best to make the party as comfortable as possible within the environmental limitations.\n The servants cannot fight for the party, deliver messages, or take any other actions other than creating the campsite.\n The reverse, break camp, causes the invisible servants to strike a campsite (an area of 50-foot radius or less). The servants extinguish fires, dispose of debris, and pack gear for a number of people equal to three times the level of the caster. The entire process takes 4-16 ([[4d4cs1cf4]]) rounds to complete. When completed, all traces of the campsite are eliminated.'
|
||||
};
|
||||
|
||||
pri3['Efficacious Monster Ward'] = {
|
||||
@@ -4195,7 +4195,7 @@ pri3['Emotion Control'] = {
|
||||
'damage': '',
|
||||
'damage-type': '',
|
||||
'healing': '',
|
||||
'effect': 'This spell can be cast in one of two ways: in a manner that affects the priest, or in a manner that affects a subject other than the priest.\n The first method affects only the priest and allows him to shield his true emotions from magical examination. Thus, it can block wizard spells such as *ESP* or priest spells such as *emotion read*. While *emotion control* is in effect, anyone using one of these spells will sense the emotion designated by the priest rather than his true emotions. When the priest casts *emotion control*, he designates the false emotion he wishes to be revealed.\n This use of *emotion control* also gives the priest a +2 bonus to saving throws against the following spells: *spook, taunt, irritation, know alignment, scare, emotion, fear,* and *phantasmal killer*. When any of these spells are cast on the priest, he is immediately aware of the attempt, although he does not learn the source of the spell.\n If another character casts *emotion read*, *ESP*, or a similar spell on the priest, the priest must make a saving throw vs. spells with a +1 bonus for each 5 levels of the priest. If the priest successfully saves, the other spellcaster reads the false emotion; if the priest fails the saving throw, the spellcaster reads the priest’s true emotion.\n The second use of this spell allows the priest to create a single emotional reaction in the subject(s) (similar to the wizard spell *emotion*). Some typical emotions follow, but the DM may allow other similar effects.\n *Courage:* The subject becomes berserk, gaining +1 to attack rolls and +3 to damage, and temporarily gaining 4 hit points (damage against the subject is deducted from these temporary points first). The subject need never check morale, and receives a +5 bonus to saving throws against the various forms of fear. Courage counters (and is countered by) *fear*.\n *Fear:* The subject flees from the priest for the duration of the spell, even if this takes him out of spell range. Fear counters (and is countered by) courage.\n *Friendship:* The subject reacts positively to any encounter; in game terms, any result of a roll on the Encounter Reactions table (Table 59 in the *DMG*) is moved one column to the left. Thus, a threatening PC becomes cautious, an indifferent PC becomes friendly, etc. Friendship counters (and is countered by) hate.\n *Happiness:* The subject experiences feelings of warmth, well-being, and confidence, modifying all reaction rolls by +3. The subject is unlikely to attack unless provoked. Happiness counters (and is countered by) sadness.\n *Hate:* The subject reacts negatively to any encounter; in game terms, any result of a roll on the Encounter Reactions table is moved one column to the right (i.e., a friendly PC becomes indifferent, a cautious PC becomes threatening, etc.). Hate counters (and is countered by) friendship.\n *Hope:* The subject’s morale is improved by +2. His saving throw rolls, attack, and damage rolls are all improved by +1 while this emotion is in effect. Hope counters (and is countered by) hopelessness.\n *Hopelessness:* The subject’s morale suffers a -10 penalty. In addition, in the round in which the emotion is initially established, all subjects must immediately make a morale check. Hopelessness counters (and is countered by) hope.\n *Sadness:* The subject feels uncontrollably glum and is prone to fits of morose introspection. All attack rolls suffer a -1 penalty and initiative rolls suffer a +1 penalty. The subject’s chance of being surprised is increased by -2. Sadness counters (and is countered by) happiness.\n\n All subjects of the second version, even willing targets, must save vs. spell to resist the emotion. In addition to all other modifiers, the saving throw is modified by -1 for every three levels of the priest casting the spell. Currently modified by -[[floor([[@{level-priest}]]/3)]]'
|
||||
'effect': 'This spell can be cast in one of two ways: in a manner that affects the priest, or in a manner that affects a subject other than the priest.\n The first method affects only the priest and allows him to shield his true emotions from magical examination. Thus, it can block wizard spells such as *ESP* or priest spells such as *emotion read*. While *emotion control* is in effect, anyone using one of these spells will sense the emotion designated by the priest rather than his true emotions. When the priest casts *emotion control*, he designates the false emotion he wishes to be revealed.\n This use of *emotion control* also gives the priest a +2 bonus to saving throws against the following spells: *spook, taunt, irritation, know alignment, scare, emotion, fear,* and *phantasmal killer*. When any of these spells are cast on the priest, he is immediately aware of the attempt, although he does not learn the source of the spell.\n If another character casts *emotion read*, *ESP*, or a similar spell on the priest, the priest must make a saving throw vs. spells with a +1 bonus for each 5 levels of the priest. Currently +[[floor([[@{level-priest}]]/5)]]. If the priest successfully saves, the other spellcaster reads the false emotion; if the priest fails the saving throw, the spellcaster reads the priest’s true emotion.\n The second use of this spell allows the priest to create a single emotional reaction in the subject(s) (similar to the wizard spell *emotion*). Some typical emotions follow, but the DM may allow other similar effects.\n *Courage:* The subject becomes berserk, gaining +1 to attack rolls and +3 to damage, and temporarily gaining 4 hit points (damage against the subject is deducted from these temporary points first). The subject need never check morale, and receives a +5 bonus to saving throws against the various forms of *fear*. Courage counters (and is countered by) *fear*.\n *Fear:* The subject flees from the priest for the duration of the spell, even if this takes him out of spell range. Fear counters (and is countered by) courage.\n *Friendship:* The subject reacts positively to any encounter; in game terms, any result of a roll on the Encounter Reactions table (Table 59 in the *DMG*) is moved one column to the left. Thus, a threatening PC becomes cautious, an indifferent PC becomes friendly, etc. Friendship counters (and is countered by) hate.\n *Happiness:* The subject experiences feelings of warmth, well-being, and confidence, modifying all reaction rolls by +3. The subject is unlikely to attack unless provoked. Happiness counters (and is countered by) sadness.\n *Hate:* The subject reacts negatively to any encounter; in game terms, any result of a roll on the Encounter Reactions table is moved one column to the right (i.e., a friendly PC becomes indifferent, a cautious PC becomes threatening, etc.). Hate counters (and is countered by) friendship.\n *Hope:* The subject’s morale is improved by +2. His saving throw rolls, attack, and damage rolls are all improved by +1 while this emotion is in effect. Hope counters (and is countered by) hopelessness.\n *Hopelessness:* The subject’s morale suffers a -10 penalty. In addition, in the round in which the emotion is initially established, all subjects must immediately make a morale check. Hopelessness counters (and is countered by) hope.\n *Sadness:* The subject feels uncontrollably glum and is prone to fits of morose introspection. All attack rolls suffer a -1 penalty and initiative rolls suffer a +1 penalty. The subject’s chance of being surprised is increased by -2. Sadness counters (and is countered by) happiness.\n\n All subjects of the second version, even willing targets, must save vs. spell to resist the emotion. In addition to all other modifiers, the saving throw is modified by -1 for every three levels of the priest casting the spell. Currently modified by [[-1*floor([[@{level-priest}]]/3)]]'
|
||||
};
|
||||
|
||||
pri3['Extradimensional Detection'] = {
|
||||
@@ -4204,7 +4204,7 @@ pri3['Extradimensional Detection'] = {
|
||||
'sphere': 'Numbers, Divination',
|
||||
'range': '0',
|
||||
'duration': '[[@{level-priest}]] rounds',
|
||||
'aoe': 'One 10’-wide path, 60 feet long',
|
||||
'aoe': 'One 10-feet-wide path, 60 feet long',
|
||||
'components': 'V, S',
|
||||
'cast-time': '3',
|
||||
'saving-throw': 'None',
|
||||
@@ -4287,7 +4287,7 @@ pri3['Line of Protection'] = {
|
||||
'materials': 'The priests’ croziers, staves, or religious standards, held aloft by each caster.',
|
||||
'reference': 'p. 67',
|
||||
'book': 'Tome of Magic',
|
||||
'damage': '*All creatures:* 1d3\n*Evil/Undead:* 1d8\n\n*Line of destruction:* 1d3\n*Line of destruction, Paladin/Good alignment:* 1d8',
|
||||
'damage': '*Line of Protection*\n*All creatures:* 1d3\n*Evil/Undead:* 1d8\n\n*Line of Destruction:*\n*All creatures:* 1d3\n*Paladin/Good alignment:* 1d8',
|
||||
'damage-type': '',
|
||||
'healing': '',
|
||||
'effect': 'This cooperative spell requires at least two priests to cast the spell simultaneously. During the casting, the priests determine whether the line will be stationary or portable.\n If the spell is stationary, each priest must inscribe a magical sigil on parallel facing surfaces, such as facing walls of a gatehouse or two tree trunks. If the spell is portable, the priests must stand at each end of the line, thereby anchoring it.\n After the spell is cast, a shimmering field of force appears between the two anchors (the sigils or priests). The field is 10 feet high and sparkles with energy. Objects on the opposite side of the translucent field, while recognizable, are hazy and indistinct.\n The field causes 1d3 points of damage to all creatures passing through it; evil creatures and undead suffer 1d8 points of damage from the field. Creatures that roll a successful saving throw suffer no damage. Creatures that can fly over the field, burrow under it, or *teleport* to the other side are immune to damage.\n If the spell is cast in its portable form, the priests can move at half their movement rates (limited to the rate of the slower priest). The priests can take no other action, since all their energy is spent in walking and maintaining the field.\n Once created, the field cannot be increased or decreased in length and must remain straight. The priests could maneuver by pivoting, but could not walk toward each other or bend the field around a corner. If the line of sight between the two priests is blocked by any object of greater than 5’ diameter, the spell immediately fails. Thus, creatures, low walls, young trees, pillars, and similar objects will not disrupt the spell.\n As a cooperative spell, several priests can link together to create a longer field. Each priest (or sigil) forms the end of one field and the beginning of another, much like fenceposts. Each section of the spell must extend in a straight line, but the field can be bent at each junction. Four priests could form a long line, a square, or a Z pattern. The restrictions on moving the fields apply as outlined above. The DM may apply movement penalties depending on the complexity of the pattern.\n The reverse of this spell, *line of destruction*, causes 1d3 damage to all creatures passing through it. It causes 1d8 damage to paladins and creatures of good alignment who pass through it. Creatures that roll a successful saving throw suffer no damage.'
|
||||
@@ -4328,7 +4328,7 @@ pri3['Miscast Magic'] = {
|
||||
'damage': '',
|
||||
'damage-type': '',
|
||||
'healing': '',
|
||||
'effect': '*Miscast magic* can be cast only on a wizard. It causes the next spell cast by the affected wizard to be chosen randomly from his memorized spells of the same or lower level. Thus, if a wizard affected by *miscast magic* had four 1st-level spells memorized (*armor*, *feather fall*, *jump*, and *sleep*) and he attempted to cast the sleep spell, the DM would determine the resulting spell randomly from the wizard’s four memorized spells. The wizard has only a 25% chance of casting the *sleep* spell.\n Only spells currently memorized are eligible to be exchanged with the desired spell. If a wizard had only one spell memorized, the *miscast magic* would have no effect and the wizard’s spell would be cast normally.\n The miscast spell operates normally. If a wizard tried to *levitate* a companion but a *web* spell resulted, the companion would be trapped by the webs and subject to all resulting effects. If the target of the spell were in range of the *levitate* spell but not in range of the *web*, the spell would be lost in a fizzle of energy and the *web* spell would be wiped from the caster’s memory.\n The wizard who casts the spell performs the proper verbal and somatic components of the spell he wishes to cast; he does not discover the altered results until the wrong spell takes effect. The wizard will also discover that the material component for the resulting spell has vanished (in addition to the material component for the desired spell).\n Wizards who are targets of *miscast magic* are allowed a saving throw vs. spell to avoid the effect.'
|
||||
'effect': '*Miscast magic* can be cast only on a wizard. It causes the next spell cast by the affected wizard to be chosen randomly from his memorized spells of the same or lower level. Thus, if a wizard affected by *miscast magic* had four 1st-level spells memorized (*armor*, *feather fall*, *jump*, and *sleep*) and he attempted to cast the *sleep* spell, the DM would determine the resulting spell randomly from the wizard’s four memorized spells. The wizard has only a 25% chance of casting the *sleep* spell.\n Only spells currently memorized are eligible to be exchanged with the desired spell. If a wizard had only one spell memorized, the *miscast magic* would have no effect and the wizard’s spell would be cast normally.\n The miscast spell operates normally. If a wizard tried to *levitate* a companion but a *web* spell resulted, the companion would be trapped by the webs and subject to all resulting effects. If the target of the spell were in range of the *levitate* spell but not in range of the *web*, the spell would be lost in a fizzle of energy and the *web* spell would be wiped from the caster’s memory.\n The wizard who casts the spell performs the proper verbal and somatic components of the spell he wishes to cast; he does not discover the altered results until the wrong spell takes effect. The wizard will also discover that the material component for the resulting spell has vanished (in addition to the material component for the desired spell).\n Wizards who are targets of *miscast magic* are allowed a saving throw vs. spell to avoid the effect.'
|
||||
};
|
||||
|
||||
pri3['Moment Reading'] = {
|
||||
@@ -4347,7 +4347,7 @@ pri3['Moment Reading'] = {
|
||||
'damage': '',
|
||||
'damage-type': '',
|
||||
'healing': '',
|
||||
'effect': 'This spell allows the priest to determine the “tenor of the now”—in other words, to learn the “force” that is most dominant at the time. To cast the spell, the priest generates a series of random numbers and then studies the pattern contained in that string of numbers. This pattern contains information about current conditions.\n In game terms, when this spell is cast, the DM communicates to the priest’s player a single word or short phrase (no more than five words) describing the “tone” of the situation. Examples of suitable “tones” are “imminent danger” (the DM knows a dragon is approaching the area); “peace and tranquility” (the woods in which the PCS camp may look threatening, but the area is actually free of evil influence); or “betrayal” (one of the PCS’ hirelings is actually a spy of their enemy). The DM can make this comment cryptic, but it should always be accurate and contain some useful information.\n This spell has no specified area of effect. The result of *moment reading* will always concern the priest and anyone else in his immediate vicinity, but the definition of “vicinity” will vary depending on the circumstances. For example, the tenor of the moment might be “severe danger” if the priest is entering the territory of a dragon who attacks interlopers on sight.\n The tenor of the moment is always personally applicable to the priest. For example, even if the priest is in a nation dangerously close to war with its neighbor, this condition will not appear in the tenor of the moment unless the priest is personally involved (if he’s currently in the direct path of an invading army, for instance).\n One casting of this spell tends to “taint” subsequent castings of the same spell unless they are separated by a minimum length of time. If a priest casts this spell twice within 12 hours, the second reading gives the same result as the first, regardless of the actual situation. If a second priest casts the spell within 12 hours of another priest’s use of the spell, he receives an accurate reading.'
|
||||
'effect': 'This spell allows the priest to determine the “tenor of the now”—in other words, to learn the “force” that is most dominant at the time. To cast the spell, the priest generates a series of random numbers and then studies the pattern contained in that string of numbers. This pattern contains information about current conditions.\n In game terms, when this spell is cast, the DM communicates to the priest’s player a single word or short phrase (no more than five words) describing the “tone” of the situation. Examples of suitable “tones” are “imminent danger” (the DM knows a dragon is approaching the area); “peace and tranquility” (the woods in which the PCs camp may look threatening, but the area is actually free of evil influence); or “betrayal” (one of the PCs’ hirelings is actually a spy of their enemy). The DM can make this comment cryptic, but it should always be accurate and contain some useful information.\n This spell has no specified area of effect. The result of *moment reading* will always concern the priest and anyone else in his immediate vicinity, but the definition of “vicinity” will vary depending on the circumstances. For example, the tenor of the moment might be “severe danger” if the priest is entering the territory of a dragon who attacks interlopers on sight.\n The tenor of the moment is always personally applicable to the priest. For example, even if the priest is in a nation dangerously close to war with its neighbor, this condition will not appear in the tenor of the moment unless the priest is personally involved (if he’s currently in the direct path of an invading army, for instance).\n One casting of this spell tends to “taint” subsequent castings of the same spell unless they are separated by a minimum length of time. If a priest casts this spell twice within 12 hours, the second reading gives the same result as the first, regardless of the actual situation. If a second priest casts the spell within 12 hours of another priest’s use of the spell, he receives an accurate reading.'
|
||||
};
|
||||
|
||||
pri3['Random Causality'] = {
|
||||
@@ -4355,10 +4355,10 @@ pri3['Random Causality'] = {
|
||||
'school': 'Alteration',
|
||||
'sphere': 'Chaos',
|
||||
'range': '10 yards',
|
||||
'duration': 'Special',
|
||||
'duration': '[[3+[[@{level-priest}]] ]] rounds',
|
||||
'aoe': 'One weapon',
|
||||
'components': 'V, S, M',
|
||||
'cast-time': '[[3+[[@{level-priest}]] ]] rounds',
|
||||
'cast-time': '6',
|
||||
'saving-throw': 'Negate',
|
||||
'materials': 'A bronze die.',
|
||||
'reference': 'p. 69',
|
||||
@@ -4385,7 +4385,7 @@ pri3['Rigid Thinking'] = {
|
||||
'damage': '',
|
||||
'damage-type': '',
|
||||
'healing': '',
|
||||
'effect': '*Rigid thinking* can be cast only upon a creature with Intelligence of 3 or greater. The creature is allowed a saving throw to avoid the effects.\n The creature affected by *rigid thinking* is in capable of performing any action other than the activity he is involved in when the spell takes effect. The creature’s mind simply cannot decide on another course of action—it becomes frozen into a single thought and cannot change even if new circumstances would suggest otherwise. Thus, a warrior fighting a kobold will ignore the arrival of a beholder, and a thief picking a lock will pay no heed to the arrival of three guards.\n The affected creature does not mechanically repeat the action; he is not an automaton. He will not continue to fire his bow at a dragon if he runs out of arrows, but will choose another means of attacking the dragon to the exclusion of all other activities.\n A spellcaster in the process of casting a spell when *rigid thinking* takes effect will not attempt to repeat the spell (unless the spell has been memorized more than once). The spellcaster will, however, devote his attention to the target of that spell until his goal is met (e.g., if the caster were attacking a creature, he would continue to direct attacks at that creature; if the caster were trying to open a door, he would continue to work on the door until it opens).\n The spell expires when the creature accomplishes his goal (i.e., the kobold is killed or the lock is opened) or when the duration of the spell has ended.'
|
||||
'effect': '*Rigid thinking* can be cast only upon a creature with Intelligence of 3 or greater. The creature is allowed a saving throw to avoid the effects.\n The creature affected by *rigid thinking* is incapable of performing any action other than the activity he is involved in when the spell takes effect. The creature’s mind simply cannot decide on another course of action—it becomes frozen into a single thought and cannot change even if new circumstances would suggest otherwise. Thus, a warrior fighting a kobold will ignore the arrival of a beholder, and a thief picking a lock will pay no heed to the arrival of three guards.\n The affected creature does not mechanically repeat the action; he is not an automaton. He will not continue to fire his bow at a dragon if he runs out of arrows, but will choose another means of attacking the dragon to the exclusion of all other activities.\n A spellcaster in the process of casting a spell when *rigid thinking* takes effect will not attempt to repeat the spell (unless the spell has been memorized more than once). The spellcaster will, however, devote his attention to the target of that spell until his goal is met (e.g., if the caster were attacking a creature, he would continue to direct attacks at that creature; if the caster were trying to open a door, he would continue to work on the door until it opens).\n The spell expires when the creature accomplishes his goal (i.e., the kobold is killed or the lock is opened) or when the duration of the spell has ended.'
|
||||
};
|
||||
|
||||
pri3['Slow Rot'] = {
|
||||
@@ -4423,7 +4423,7 @@ pri3['Squeaking Floors'] = {
|
||||
'damage': '',
|
||||
'damage-type': '',
|
||||
'healing': '',
|
||||
'effect': 'A surface affected by *squeaking floors* squeaks loudly when any creature larger than a normal rat (larger than one-half cubic foot or weighing more than three pounds) steps on it or touches it. The spell affects a square whose sides equal the caster’s level times 10 feet (a 9th-level priest could affect a square whose sides are 90 feet long).\n The squeaks can be heard in a 100-foot radius, regardless of interposing barriers such as walls and doors. The squeaks occur regardless of the surface, whether wood, stone, dirt, or any other solid material. Listeners automatically know the direction of the sounds.\n Characters who successfully move silently reduce the radius of the noise to 50 feet. Those able to *fly* or otherwise avoid direct contact with the affected surface will not activate the squeaking floor.'
|
||||
'effect': 'A surface affected by *squeaking floors* squeaks loudly when any creature larger than a normal rat (larger than one-half cubic foot or weighing more than three pounds) steps on it or touches it. The spell affects a square whose sides equal the caster’s level times 10 feet (a 9th-level priest could affect a square whose sides are 90 feet long).\n The squeaks can be heard in a 100-foot radius, regardless of interposing barriers such as walls and doors. The squeaks occur regardless of the surface, whether wood, stone, dirt, or any other solid material. Listeners automatically know the direction of the sounds.\n Characters who successfully move silently reduce the radius of the noise to 50 feet. Those able to *fly* or otherwise avoid direct contact with the affected surface will not activate the *squeaking floor*.'
|
||||
};
|
||||
|
||||
pri3['Strength of One'] = {
|
||||
@@ -4480,7 +4480,7 @@ pri3['Telethaumaturgy'] = {
|
||||
'damage': '',
|
||||
'damage-type': '',
|
||||
'healing': '',
|
||||
'effect': 'This spell requires the priest to perform a numerological analysis of a subject’s correct name. The result is that the priest may cast another spell that affects the subject individual at a range much greater than normal. In other words, by gaining deep knowledge of the individual, the priest creates a “channel” to that individual that makes a subsequent spell easier to cast on that subject.\n Only certain spells can benefit from *telethaumaturgy*:\n\n*bless**\n*command*\n*charm person or mammal*\n*detect charm*\n*hold person*\n*know alignment*\n*remove curse**\n*probability control*\n*quest*\n*confusion (one creature only)*\n*exaction*\n\n For spells marked with an asterisk (*), *telethaumaturgy* also increases the range of the reversed spell. Unless indicated, *telethaumaturgy* does not increase the range of the reversed spells.\n The increase in range depends on the level of the priest casting *telethaumaturgy*:}}{{c1-1=**Level**}}{{c2-1=1-6}}{{c3-1=7-11}}{{c4-1=12-16}}{{c5-1=17+}}{{c1-2=**Range Multiplier**}}{{c2-2=✕2}}{{c3-2=✕3}}{{c4-2=✕4}}{{c5-2=✕5}}{{effects2= Thus, a 12th-level priest who has cast *telethaumaturgy* on an individual could subsequently cast *charm person* on that individual at a range of 320 yards, rather than the normal range of 80 yards.\n A spell to be enhanced by *telethaumaturgy* must be cast on the round immediately following the completion of *telethaumaturgy*. Spells that normally affect more than one individual (such as *confusion*) will affect only the selected subject when cast following *telethaumaturgy*.\n When *telethaumaturgy* is cast by a priest of 11th level or higher, it has an additional effect. If the target is within the normal range of the subsequent spell (e.g., 80 yards for *charm person*), the subject’s saving throw suffers a penalty of -2.\n Like the *personal reading* spell, *telethaumaturgy* functions only if the priest knows the correct name of his subject. If the priest casts the spell using an alias, he will not know that *telethaumaturgy* has not taken effect until the subsequent spell fails. The priest does not automatically know why the subsequent spell failed (the subject might simply have made a successful saving throw).'
|
||||
'effect': 'This spell requires the priest to perform a numerological analysis of a subject’s correct name. The result is that the priest may cast another spell that affects the subject individual at a range much greater than normal. In other words, by gaining deep knowledge of the individual, the priest creates a “channel” to that individual that makes a subsequent spell easier to cast on that subject.\n Only certain spells can benefit from *telethaumaturgy*:\n\n*bless**\n*command*\n*charm person or mammal*\n*detect charm*\n*hold person*\n*know alignment*\n*remove curse**\n*probability control*\n*quest*\n*confusion* (one creature only)\n*exaction*\n\n For spells marked with an asterisk (*), *telethaumaturgy* also increases the range of the reversed spell. Unless indicated, *telethaumaturgy* does not increase the range of the reversed spells.\n The increase in range depends on the level of the priest casting *telethaumaturgy*:}}{{c1-1=**Level**}}{{c2-1=1-6}}{{c3-1=7-11}}{{c4-1=12-16}}{{c5-1=17+}}{{c1-2=**Range Multiplier**}}{{c2-2=✕2}}{{c3-2=✕3}}{{c4-2=✕4}}{{c5-2=✕5}}{{effects2= Thus, a 12th-level priest who has cast *telethaumaturgy* on an individual could subsequently cast *charm person* on that individual at a range of 320 yards, rather than the normal range of 80 yards.\n A spell to be enhanced by *telethaumaturgy* must be cast on the round immediately following the completion of *telethaumaturgy*. Spells that normally affect more than one individual (such as *confusion*) will affect only the selected subject when cast following *telethaumaturgy*.\n When *telethaumaturgy* is cast by a priest of 11th level or higher, it has an additional effect. If the target is within the normal range of the subsequent spell (e.g., 80 yards for *charm person*), the subject’s saving throw suffers a penalty of -2.\n Like the *personal reading* spell, *telethaumaturgy* functions only if the priest knows the correct name of his subject. If the priest casts the spell using an alias, he will not know that *telethaumaturgy* has not taken effect until the subsequent spell fails. The priest does not automatically know why the subsequent spell failed (the subject might simply have made a successful saving throw).'
|
||||
};
|
||||
|
||||
pri3['Thief\'s Lament'] = {
|
||||
@@ -4515,7 +4515,7 @@ pri3['Unearthly Choir'] = {
|
||||
'materials': '',
|
||||
'reference': 'p. 73',
|
||||
'book': 'Tome of Magic',
|
||||
'damage': '',
|
||||
'damage': '*Trio (3):* 2d4\n*Quartet (4):* 2d4\n*Quintet (5):* 3d4\n*Ensamble (6-10):* 1d4/priest\n*Choir (11+):* 1d6/priest (max 20d6)',
|
||||
'damage-type': '',
|
||||
'healing': '',
|
||||
'effect': 'This cooperative spell requires at least three priests casting the spell simultaneously. At the time of casting, the priests must be within 10 feet of each other. Upon completion of the spell, the priests sing a single, dissonant chord. The result of the spell depends on the number of voices in the choir.\n**Trio.** In this form, the spell projects a cone of sonic force 120 feet long and 40 feet wide at the base. All creatures within the area of effect must save vs. spells or suffer 2d4 points of damage. Those who successfully save suffer only 1d4 points. Undead suffer a -2 penalty to their saving throws.\n**Quartet.** With four voices, the spell has the same area of effect as described above. However, all those who fail their saving throw suffer 2d4 points of damage and are deafened for one round. Those who successfully save suffer half damage and are not deafened. Undead creatures are not allowed a saving throw.\n**Quintet.** Five singers produce a chord of major power. All within the area of effect suffer 3d4 points of damage (saving throw for half damage). Undead are not allowed a saving throw. All creatures are deafened for one round. Furthermore, pottery, glassware, crystal, and similar breakable goods must save vs. fall or be shattered.\n**Ensemble.** An ensemble of singers consists of six to ten priests. In this case, the area of effect increases to a cone 180 feet long and 60 feet wide at the base. All creatures within this area suffer 1d4 points of damage per priest and are deafened for 1d4 rounds. A successful saving throw vs. spell reduces the damage and duration of deafness by half. Undead creatures of 3 hit dice or less are immediately destroyed. All other undead suffer normal damage, but are not allowed a saving throw. Glass, pottery, crystal, bone, and all wooden items that are the strength of a door or less (chests, tables, chairs, etc.) must save vs. crushing blow or be shattered.\n**Choir.** The most powerful group, a choir, requires eleven or more priests. In this case, the area of effect expands to a cone 300 feet long and 100 feet wide at the base. All within the area of effect suffer 1d6 points of damage per priest to a maximum of 20d6. A saving throw vs. spells reduces the damage to half. Those who fail to save are deafened for 1d10 rounds; those who succeed are deafened only 1d6 rounds. Undead creatures of 5 hit dice or less are immediately destroyed. Undead with more hit dice are not allowed a saving throw. Structures within the area of effect are damaged as if they suffered a direct hit from a catapult (one hit per four priests in the choir). Doors, chests, and other breakable items are instantly shattered.'
|
||||
@@ -4528,7 +4528,7 @@ pri3['Zone of Sweet Air'] = {
|
||||
'sphere-spells-and-magic': 'Elemental (Air), Wards',
|
||||
'range': '[[10*[[@{level-priest}]] ]] yards',
|
||||
'duration': '[[@{level-priest}]] turns',
|
||||
'aoe': '[[10*[[@{level-priest}]] ]]-foot cubes',
|
||||
'aoe': '[[10*[[@{level-priest}]] ]]-foot cube',
|
||||
'components': 'V, S, M',
|
||||
'cast-time': '3',
|
||||
'saving-throw': 'None',
|
||||
@@ -7302,8 +7302,8 @@ pri1['Spectral Senses'] = {
|
||||
'level': '1',
|
||||
'school': 'Divination/Necromancy',
|
||||
'sphere': 'Divination, Necromantic',
|
||||
'range': '[[30*[[@{level-wizard}]] ]] yards',
|
||||
'duration': '[[@{level-wizard}]] hours',
|
||||
'range': '[[30*[[@{level-priest}]] ]] yards',
|
||||
'duration': '[[@{level-priest}]] hours',
|
||||
'aoe': 'Caster',
|
||||
'components': 'V, S, M',
|
||||
'cast-time': '4',
|
||||
@@ -7322,8 +7322,8 @@ pri1['Undead Alacrity'] = {
|
||||
'school': 'Necromancy',
|
||||
'sphere': 'Necromantic',
|
||||
'range': 'Touch',
|
||||
'duration': '1 turn + [[2*[[@{level-wizard}]] ]] rounds',
|
||||
'aoe': '[[@{level-wizard}]] undead(s)',
|
||||
'duration': '1 turn + [[2*[[@{level-priest}]] ]] rounds',
|
||||
'aoe': '[[@{level-priest}]] undead(s)',
|
||||
'components': 'V, S, M',
|
||||
'cast-time': '4',
|
||||
'saving-throw': 'None',
|
||||
|
||||
@@ -504,7 +504,7 @@ wiz1['Magic Missile'] = {
|
||||
'damage': 'M1: [[1d4+1]]}}{{d2t=[[ [[@{level-wizard}]]-2]]}}{{d2=, M2: [[1d4+1]]}}{{d3t=[[ [[@{level-wizard}]]-4]]}}{{d3=, M3: [[1d4+1]]}}{{d4t=[[ [[@{level-wizard}]]-6]]}}{{d4=, M4: [[1d4+1]]}}{{d5t=[[ [[@{level-wizard}]]-8]]}}{{d5=, M5: [[1d4+1]]',
|
||||
'damage-type': '',
|
||||
'healing': '',
|
||||
'effect': 'Use of the *magic missile* spell creates up to five missiles of magical energy that dart forth from the wizard’s fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a magic missile to “Strike the commander of the legion,” unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts 1d4+1 points of damage.\n For every two extra levels of experience, the wizard gains an additional missile—he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a total of five missiles at 9th level. Currently [[1+([[{{floor(([[@{level-wizard}]]-1)/2),4}kl1}]])]] missiles. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.'
|
||||
'effect': 'Use of the *magic missile* spell creates up to five missiles of magical energy that dart forth from the wizard’s fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a magic missile to “Strike the commander of the legion,” unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts 1d4+1 points of damage.\n For every two extra levels of experience, the wizard gains an additional missile—he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a total of five missiles at 9th level. Currently [[1+[[{{ceil([[@{level-wizard}]]/2)-1,4}kl1}]] ]] missiles. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.'
|
||||
};
|
||||
|
||||
wiz1['Mending'] = {
|
||||
@@ -3061,7 +3061,7 @@ wiz4['Wall of Fire'] = {
|
||||
'damage': '*Within 10 feet:* 2d4 Heat\n*Within 20 feet:* 1d4 Heat\n*Pass through wall:* 2d6+[[@{level-wizard}]]',
|
||||
'damage-type': 'Fire',
|
||||
'healing': '',
|
||||
'effect': 'The *wall of fire* spell brings forth an immobile, blazing curtain of magical fire of shimmering color—violet or reddish blue. The spell creates either an opaque sheet of flame up to one 20-foot square per level of the spellcaster ([[20*[[@{level-wizard}]] ]]-foot square), or a ring with a radius of up to 10 feet + 5 feet per two levels of experience of the wizard ([[10+5*floor([[@{level-wizard}]]/2)]] foot radius). In either form, the wall of fire is 20 feet high.\n The wall of fire must be cast so that it is vertical with respect to the caster. One side of the wall, selected by the caster, sends forth waves of heat, inflicting 2d4 points of damage upon creatures within 10 feet and 1d4 points of damage upon those within 20 feet. In addition, the wall inflicts 2d6, plus 1 point of damage per level of the spellcaster, upon any creature passing through it. Creatures especially subject to fire may take additional damage, and undead always take twice normal damage. Note that attempting to catch a moving creature with a newly-created wall of fire is difficult; a successful saving throw enables the creature to avoid the wall, while its rate and direction of movement determine which side of the created wall it is on. The wall of fire lasts as long as the wizard concentrates on maintaining it, or one round per level of experience of the wizard, in the event he does not wish to concentrate upon it. Currently [[@{level-wizard}]] rounds'
|
||||
'effect': 'The *wall of fire* spell brings forth an immobile, blazing curtain of magical fire of shimmering color—violet or reddish blue. The spell creates either an opaque sheet of flame up to one 20-foot square per level of the spellcaster ([[@{level-wizard}]] 20-foot squares), or a ring with a radius of up to 10 feet + 5 feet per two levels of experience of the wizard ([[10+5*floor([[@{level-wizard}]]/2)]] foot radius). In either form, the wall of fire is 20 feet high.\n The wall of fire must be cast so that it is vertical with respect to the caster. One side of the wall, selected by the caster, sends forth waves of heat, inflicting 2d4 points of damage upon creatures within 10 feet and 1d4 points of damage upon those within 20 feet. In addition, the wall inflicts 2d6, plus 1 point of damage per level of the spellcaster, upon any creature passing through it. Creatures especially subject to fire may take additional damage, and undead always take twice normal damage. Note that attempting to catch a moving creature with a newly-created wall of fire is difficult; a successful saving throw enables the creature to avoid the wall, while its rate and direction of movement determine which side of the created wall it is on. The wall of fire lasts as long as the wizard concentrates on maintaining it, or one round per level of experience of the wizard, in the event he does not wish to concentrate upon it. Currently [[@{level-wizard}]] rounds'
|
||||
};
|
||||
|
||||
wiz4['Wall of Ice'] = {
|
||||
|
||||
Reference in New Issue
Block a user