diff --git a/ADnD 2E Revised/2ESheet.html b/ADnD 2E Revised/2ESheet.html index d2848685fd..47dde6ec2e 100644 --- a/ADnD 2E Revised/2ESheet.html +++ b/ADnD 2E Revised/2ESheet.html @@ -19360,6 +19360,33 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -19603,6 +19630,33 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -36391,6 +36445,546 @@ pri3['Zone of Sweet Air'] = { 'effect': '*Zone of sweet air* creates an invisible barrier around the area of effect that repels all noxious elements from poisonous vapors, including those created magically (such as a *stinking cloud*). The spell offers no protection against poisonous vapors created by a dragon’s breath weapon (such as the chlorine gas of a green dragon). Noxious gases already within the area of effect when the spell is cast are not affected. Fresh air passes into the area normally.\n If a poisonous vapor is expelled within the area of effect (for example, a *stinking cloud* is cast), the spell takes effect normally but dissipates in half the time normally required.\n The spell affects a cube whose sides equal the caster’s level times 10 feet (for instance, a 10th-level caster could affect a cube whose sides are 100 feet long).' } +pri4['Addition'] = { + 'category': '', + 'level': '4', + 'school': 'Alteration', + 'sphere': 'Numbers, Creation', + 'range': '30 yards', + 'duration': 'Special', + 'aoe': 'Special', + 'components': 'V, S, M', + 'cast-time': '1 round', + 'saving-throw': 'None', + 'materials': 'A small table of numerological formulae inscribed on an ivory plaque, plus a length of silken cord. During the casting, the priest ties the cord into a complex knot. As the magical energy is discharged, the cord vanishes in a flash of light. The plaque is not consumed in the casting.', + 'reference': 'p. 74', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'The philosophy of the Sphere of Numbers holds that the structure of reality--the “equation of the moment”--can be analyzed and modified by someone with sufficient knowledge and power. The *addition* spell allows a priest to add a new mathematical term to the equation of the moment. This effectively allows a new object or even a living creature to be brought into existence temporarily.\n The effect of this spell varies depending on the level of the caster. At 10th level or lower, *addition* can create a single, inanimate object weighing up to 10 pounds. The spell gives the priest only rudimentary control over the creation process, so the object cannot be complex. The object must be described in a single word or short phrase (e.g., “a water pitcher” or “a block of stone”). The caster has no control over elements such as shape or color; thus, the water pitcher might be short, squat, and blue, or tall, slender, and red.\n Objects created with this spell cannot be of any greater mechanical complexity or technological level than a crossbow. If the priest tries to create an object that breaks this prohibition, the spell fails and nothing is created. Thus, if the priest tried to create “a pistol,” assuming he had heard the word somewhere, the spell would fail.\n Objects cannot contain any information in an abstract form such as writing or diagrams. If the priest tries to create an object that breaks this prohibition, there are two possible results: the spell may fail, or the object may be created without the information. Thus, if the priest were to attempt to create “a spellbook,” the result would be either a book similar to a spellbook with blank pages, or nothing at all.\n The object appears at whatever location the caster wills, as long as it is within spell range. The object cannot appear in the same space occupied by another object or creature, or within a hollow object (for example, the priest cannot create an object blocking the trachea of an enemy).\n The object created by *addition* remains in existence for 1 turn per level of the caster. Currently [[@{level-priest}]] turns. During this time, it obeys all the laws of physics as if it were a “real” object. The object cannot be disbelieved and spells such as *true seeing* cannot distinguish it from a naturally-occurring object.\n Priests of 11th to 15th level can create a single inanimate object of up to 20 pounds in mass or two identical objects, each of up to five pounds in mass. The object(s) so created remains in existence for two hours (12 turns) per level of the caster. Currently [[2*[[@{level-priest}]] ]] hours.\n Priests of 16th to 19th level can create a single inanimate object of up to 50 pounds in mass or up to 10 identical objects, each of up to five pounds in mass. The object(s) is permanent unless destroyed. Since these objects are not magical constructs, but real *addition*s to the “equation of the moment,” *dispel magic* has no effect on them. Alternatively, the caster can create a single normal (nonmonstrous) living creature of up to 20 pounds in weight. The creature, once created, behaves as a normal member of its species; the caster has no control over its actions. This creature remains in existence for 5 rounds per level of the caster. Currently [[5*[[@{level-priest}]] ]] rounds.\n Priests of 20th level and above can create a single inanimate object of up to 100 pounds in mass or up to 10 identical objects, each of up to 10 pounds in mass. The object(s) are permanent. Alternatively, the caster can create a single normal (nonmonstrous) living creature of up to 100 pounds in weight and up to 2 hit dice. The creature, once created, behaves as a normal member of its species; the caster has no control over its actions. This creature remains in existence for 2 turns per level of the caster. Currently [[2*[[@{level-priest}]] ]] turns.' +} + +pri4['Age Plant'] = { + 'category': '', + 'level': '4', + 'school': 'Alteration', + 'sphere': 'Time', + 'range': '30 yards', + 'duration': 'Permanent', + 'aoe': '[[@{level-priest}]] plants, seeds, or trees', + 'components': 'V, S, M', + 'cast-time': '1 round', + 'saving-throw': 'None', + 'materials': 'The priest’s holy symbol and the petal from an apple blossom.', + 'reference': 'p. 74', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell enables the caster to affect the aging of any plant, seed, or tree. The process can operate either forward or backward, causing flowers to blossom, seeds to sprout and grow, and trees to bear fruit; or fruit to turn to blossoms, trees to become saplings, and new shoots to turn to seeds.\n The change in age, either forward or backward, is chosen by the priest at the time of casting. The changes associated with normal or reversed growth occur instantaneously. Plants can be altered in age up to 10 years per level of the caster. Currently up to [[10*[[@{level-priest}]] ]] years. The caster can stop the aging at any point within the limits imposed by his level; he could cause a tree to grow from a sapling until it withers and dies from old age or he could stop the tree’s growth at a stage at which it would shelter his home.\n The spell does not alter the appearance or characteristics of a plant except those that result from normal aging (or regression). *Age plant* has no effect on magically-generated plants or plant-type monsters.' +} + +pri4['Blessed Warmth'] = { + 'category': '', + 'level': '4', + 'school': 'Alteration', + 'sphere': 'Sun', + 'range': 'Touch', + 'duration': '[[@{level-priest}]] rounds', + 'aoe': 'Special', + 'components': 'V, S', + 'cast-time': '4', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'p. 75', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When this spell is cast, a narrow shaft of light shines down upon the priest, making him immune to the effects of natural cold (such as a blizzard) and granting him a +3 bonus to saving throws vs. magical cold (such as a white dragon’s breath weapon).\n For each level of the priest above 7th, an additional beam of light may be created to protect another creature, who must be standing within 3’ of the priest. Thus, a 10th-level priest could protect four other creatures in a 3’ radius. Currently [[ [[@{level-priest}]]-6]] additional beams.' +} + +pri4['Body Clock'] = { + 'category': '', + 'level': '4', + 'school': 'Alteration', + 'sphere': 'Time', + 'range': 'Touch', + 'duration': '[[@{level-priest}]] hours', + 'aoe': 'One creature', + 'components': 'V, S, M', + 'cast-time': '4', + 'saving-throw': 'None', + 'materials': 'A kernel of corn, a drop of water, and a stoppered glass bottle.', + 'reference': 'p. 75', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': '*Body clock* affects a subject in the following ways.\n • The subject’s need for sleep is reduced. For every hour that a subject sleeps, he is as refreshed as if he slept 10 hours. For every two hours that a subject sleeps during the spell (20 hours of rest), he regains hit points as if he spent a day of complete rest. However, wizards are not able to memorize spells; “real” time must pass for this to occur.\n • The subject’s need to breathe is reduced. He breathes only 10% as often as normal for the duration of the spell, enabling him to hold his breath 10 times longer than normal and use less air in enclosed situations.\n • The subject can set an internal “alarm clock” to alert him when a specific amount of time has passed. The subject then hears a brief ringing in his ears, audible only to him. The ringing is loud enough to wake the subject. He can set as many internal alarm clocks as he wishes, as long as they all occur within the duration of the spell.\n The spell has no effect on movement, spellcasting, or any other normal activities.' +} + +pri4['Chaotic Combat'] = { + 'category': '', + 'level': '4', + 'school': 'Invocation/Evocation', + 'sphere': 'Chaos', + 'range': '30 yards', + 'duration': '[[@{level-priest}]] rounds', + 'aoe': 'One creature', + 'components': 'V, S', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'p. 75', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When *chaotic combat* is cast on a fighter, he is inspired beyond his years of training and is suddenly struck with numerous insights for variations on the standard moves of attack and defense. The spell affects only warriors.\n Unfortunately, these insights are helpful in only two-thirds of the warrior’s attacks. In the remaining attacks, the spell actually impairs the warrior’s standard performance. At the beginning of each round, after the player has declared his character’s actions, 1d6 is rolled for the affected warrior. On a roll of 1, 2, 3, or 4, the warrior gains bonuses of +2 to attack rolls and +2 to armor class. On a roll of 5 or 6, the warrior suffers a -2 penalty to attack rolls and a -2 penalty to armor class. This must be determined at the beginning of the round so that both the warrior and his opponents can apply the necessary changes.\n The insight imparted by this spell is lost after the spell expires. The insight is generated by chaos, which is nearly impossible to contain. After the spell expires, the warrior remembers the battle but not the specifics of his actions. He is unable to duplicate the maneuvers.' +} + +pri4['Chaotic Sleep'] = { + 'category': '', + 'level': '4', + 'school': 'Alteration', + 'sphere': 'Chaos', + 'range': 'Touch', + 'duration': 'Permanent', + 'aoe': 'One creature', + 'components': 'V, S, M', + 'cast-time': '1 turn', + 'saving-throw': 'Negate', + 'materials': 'A pinch of sand and three coffee beans.', + 'reference': 'p. 76', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'After casting this spell, the priest must successfully touch his victim. The victim is then allowed a saving throw to avoid the spell’s effect. If the saving throw is failed, the spell takes effect at the next sunrise or sunset (whichever comes first).\n From the time the spell takes effect until the spell is negated, the sleeping pattern of the victim is randomly disrupted. At sunset and sunrise of every day, a check is made to determine the effects of *chaotic sleep*. In the 12-hour period that follows the check, there is an equal chance that the character will be unable to sleep or unable to remain awake (roll 1d6; on a roll of 1-3, the character is awake, on a roll of 4-6, he sleeps). This condition lasts until the next sunrise (or sunset) when the check is made again.\n For example, a fighter fails to save against *chaotic sleep*. For the next few hours, the spell has no effect. At sundown, the first check is made, resulting in a 2. The fighter does not notice anything until he tries to sleep that night, at which time he is wide awake, fidgeting and restless. At sunrise, another die roll is made, resulting in a 6. The fighter is suddenly exhausted and sleeps until sunset.\n Characters who sleep as a result of this spell can be roused only by physical stimuli--a slap or a wound, for example. Once awake, the character remains conscious only as long as there are active stimuli around him, such as a fight. Walking through caves or riding a horse will not keep the character awake. Unlike a *sleep* spell, characters affected by *chaotic sleep* doze off as soon as they are left relatively undisturbed. Keeping an affected character awake is difficult at best.\n Lack of sleep will eventually take a physical toll on any character under the influence of the spell. For every 12-hour period that a character remains awake beyond the first, he suffers a -1 penalty to THAC0. Such characters do not regain hit points as a result of normal healing. Spellcasters cannot memorize spells until they have had sufficient sleep.\n *Chaotic sleep* can be removed with a *remove curse*.' +} + +pri4['Circle of Privacy'] = { + 'category': '', + 'level': '4', + 'school': 'Alteration', + 'sphere': 'Travelers', + 'range': 'Special', + 'duration': '[[@{level-priest}]] hours', + 'aoe': '50-foot-diameter circle', + 'components': 'V, S, M', + 'cast-time': '4', + 'saving-throw': 'None', + 'materials': 'A hair from a skunk, a whisker from a mouse, and enough salt to make a 50-foot-diameter circle.', + 'reference': 'p. 76', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell helps to discourage predators and trespassers from disturbing a campsite. The caster sprinkles salt in a circle enclosing an area up to 50 feet in diameter. For the duration of the spell, all sounds and scents generated within the circle are muted, making the area less noticeable to those outside the circle. Therefore, the group’s chance of encounter is reduced by 50% for the duration of the spell. The spell provides no protection against infravision or other forms of magical detection.' +} + +pri4['Compulsive Order'] = { + 'category': '', + 'level': '4', + 'school': 'Enchantment/Charm', + 'sphere': 'Law', + 'range': '10 yards', + 'duration': 'Permanent', + 'aoe': 'One creature', + 'components': 'V, S, M', + 'cast-time': '5', + 'saving-throw': 'Negate', + 'materials': 'A perfect cube made of metal.', + 'reference': 'p. 76', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'The victim of *compulsive order* is compelled to place everything he encounters into perfect order. If he discovers treasure, he divides it into tidy piles or containers of silver, gold, and copper. He is reluctant to enter a dungeon because it is a messy place, but once inside, he is obsessed with cleaning it. A character under the power of this spell will sweep dirt from dungeon corridors into neat piles, arrange the corpses of a defeated orc band according to size, dash forward to remove a bit of lint on clothing, and insist that the party organize themselves alphabetically, then by size, and then by age. While the spell does not affect a character’s abilities, the overwhelming desire for order impairs the character’s usefulness in most adventures.\n When a character afflicted by this spell attempts to undertake a new event (begin a battle, haggle with the merchant, etc.), the player must rationalize the action on the basis of his compulsion for order. Thus, the character cannot simply attack a goblin; he must announce a condition such as attacking the tallest goblin and fighting his way down according to size. Once stated, the character must follow through with this plan.\n If the player cannot conceive a rationale for his character’s behavior, the character is forced to delay his actions for 1d6 rounds, with the time spent in preparation for the subsequent action. The character spends time arranging spell components artistically, deciding how to hold his sword, cleaning his weapon, etc.\n Anyone affected by *compulsive order* may become violent if he is prevented from being neat. He will do what he must to make the world around him more orderly. If he is allowed to organize his surroundings, he will quickly calm down again. The victim will constantly petition the people around him to be neat and organized.\n The victim is allowed a saving throw to avoid the effects of the spell. *Compulsive order* can be removed with a *dispel magic* spell.' +} + +pri4['Defensive Harmony'] = { + 'category': '', + 'level': '4', + 'school': 'Enchantment/Charm', + 'sphere': 'Law', + 'range': '5 yards', + 'duration': '[[1+2d4]] rounds', + 'aoe': '[[floor([[@{level-priest}]]/2) creatures', + 'components': 'V, S', + 'cast-time': '1', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'p. 77', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell must be cast on at least two creatures. The priest may affect one creature per two levels of his experience, and all creatures to be affected must be within three feet of each other at the time of casting. After the spell is completed, affected characters may move about freely.\n *Defensive harmony* grants affected creatures a defensive bonus by bestowing an enhanced coordination of their attacks and defenses. The affected creatures must be involved in a single battle so that their efforts harmonize to the benefit of all involved. For example, the affected creatures can attack one dragon or a group of orcs in a single area. They can also attack additional enemy forces that arrive in the same combat. If the enemy forces divide and flee, the affected creatures can follow, continue to attack, and benefit from the spell. If the affected group is split into two smaller groups when attacked, however, it gains no benefit from *defensive harmony*.\n While the spell is in effect, each affected creature gains a +1 bonus to armor class for every other creature benefitting from the spell, to a maximum bonus of +5 (although more than five characters may be affected by the spell). Thus, if four creatures are affected by *defensive harmony*, each creature gains a +3 bonus to armor class.\n This bonus represents a mystical coordination of effort on the part of all affected creatures. A fighter will naturally wage his attack to distract the troll attacking the thief. The ranger will instinctively block the swing of an orc, thereby protecting the wizard. Creatures affected by the spell are not consciously aware of these efforts, and they are unable to create specific strategies and tactics.' +} + +pri4['Dimensional Folding'] = { + 'category': '', + 'level': '4', + 'school': 'Alteration', + 'sphere': 'Numbers', + 'range': '5 feet', + 'duration': '1 round', + 'aoe': '10-foot circle', + 'components': 'V, S, M', + 'cast-time': '1 round', + 'saving-throw': 'None', + 'materials': 'A sheet of platinum “tissue” worth at least 15 gp, which the priest folds intricately during the casting. The tissue is consumed when the gate closes.', + 'reference': 'p. 77', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell allows the caster to selectively warp the fabric of space, folding it into higher dimensions.\n This effect can be best explained through an example. If an ant crawling along the west edge of a map decided to travel to the east edge of the map, it would have to crawl the full width of the map. But if the map were folded in two so that the east and west edges were touching, the ant would travel almost no distance at all. The ant’s world (the map) would have been folded through the third dimension. The *dimensional folding* spell does something similar with the three-dimensional world: it folds it through a higher dimension (the fourth), allowing instantaneous travel between two locales on the same plane of existence.\n Although this effect may seem similar to the wizard spell *teleport*, in practice, it is much different. The *dimensional folding* spell opens a gate that allows instantaneous, bidirectional access to a distant locale on the same plane. This gate is circular, of any size up to 10’ in diameter, and remains in existence for up to 1 full round. The caster and any other creatures can pass through the gate in either direction while it remains open. Missile weapons and magic spells can also pass through the gate.\n The gate appears as a shimmering ring, glowing with a faint light equivalent to starshine. Vision through the gate is clear and unobstructed in both directions, allowing the priest to “look before he leaps.” However, anyone on the other side of the gate is able to see the priest and his point of origin.\n The “near side” of the gate always appears within 5 feet of the priest. The location of the “far side” of the gate always opens within 5 feet of the place the priest desires. Thus, there is no chance of arriving at the wrong destination, as with the wizard spell *teleport*.\n There is a risk involved in using *dimensional folding*, however. Many philosophers believe that what we know as time is simply another dimension, and the behavior of this spell seems to support this thesis. Unless the priest is extremely familiar with the destination, there is a significant chance that any creature passing through a *dimensional folding* gate will suffer instantaneous aging. Theorists believe that this is the same kind of “slippage” that can cause a *teleporting* wizard to land high or low, except that in this case, the slippage is in the time dimension.\n The chance of this instantaneous aging occurring depends on how familiar the priest is with the destination. The table that follows outlines the conditions and effects of aging.}}{{style=bottom2 sheet-spell-center2 sheet-spell-bottom3 sheet-spell-center3}}{{cc1-1=bottom}}{{c1-1=**Destination is:**}}{{c2-1=Very familiar*}}{{c3-1=Studied carefully}}{{c4-1=Seen casually}}{{c5-1=Viewed once}}{{c6-1=Never seen}}{{c1-2=**Chance of**\n**aging**}}{{c2-2=2%}}{{c3-2=5%}}{{c4-2=10%}}{{c5-2=15%}}{{c6-2=25%}}{{c1-3=**Amount of**\n**aging**}}{{c2-3=1 year}}{{c3-3=1d2 years}}{{c4-3=1d3 years}}{{c5-3=1d6 years}}{{c6-3=1d10 years}}{{effects2= * Use this row if the desired location is within view of the priest.\n\n If the die roll indicates that aging occurs, every creature that passes through the gate in either direction suffers the aging effect. Multiple creatures passing through the gate in the same direction all age by the same amount determined by a single die roll. Although the chance of aging is low and the potential amount of aging is minimal for familiar destinations, the effects can add up and become significant over time.\n Although the word “destination” is used to refer to the “far end” of the gate, the priest need not be the one doing the traveling. For example, a priest may open the gate near a distant ally so he may travel instantaneously to join the priest.' +} + +pri4['Fire Purge'] = { + 'category': '', + 'level': '4', + 'school': 'Abjuration', + 'sphere': 'Wards', + 'range': '[[10*[[@{level-priest}]] ]] yards', + 'duration': '[[@{level-priest}]] turns', + 'aoe': '10-yard square/priest', + 'components': 'V, S, M', + 'cast-time': '1 turn', + 'saving-throw': 'None', + 'materials': 'The priest’s holy symbol and a scorched sliver of wood.', + 'reference': 'p. 78', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'An area enchanted with *fire purge* is protected against all types of normal and magical fires. Normal fires (including camp fires, torches, and oil fires) cannot burn in the area of effect. Magical fires (including fiery dragon breath, other creature-generated fires, and spell-related fires such as *burning hands* and *fireball*) cause only 50% of their normal damage. Additionally, creatures within the area of effect receive a +4 bonus to saving throws made vs. fire attacks, regardless of whether the attacks originate inside or outside the warded area.\n *Fire purge* has no effect on fires that are within the area of effect when the spell is cast, (i.e., it does not extinguish existing fires).\n *Fire purge* can be cast as cooperative magic. If a number of priests cast this spell simultaneously, its effectiveness is significantly increased. The duration of the spell is then equal to 1 turn per level of the most powerful priest plus 1 turn for every other contributing priest. The area of effect is a square whose sides equal the number of priests times 10 yards (thus, six priests could create a 60-yard by 60-yard square of protection).' +} + +pri4['Focus'] = { + 'category': '', + 'level': '4', + 'school': 'Invocation', + 'sphere': 'All', + 'range': '10 feet', + 'duration': 'Special', + 'aoe': 'Special', + 'components': 'V, S, M', + 'cast-time': '1 day', + 'saving-throw': 'None', + 'materials': 'Many, including special vestments, incense, oils, waters, and other equipment the DM deems appropriate. The cost of these materials is never less than 1,000 gp plus 100 gp per level of spell being amplified. These items are given up as offerings to the deity (perhaps to be distributed to the poor), and new ones must be obtained each time the spell is cast.', + 'reference': 'p. 79', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell creates the necessary conditions for devotional energy to be used. For faith magic to work, the priest must create a focus to harness the necessary devotional energy. This spell creates that focus. *A focus cannot function without a source of devotional energy*.\n The focus gathers devotional energy and reshapes it in order to amplify other spells cast by the priest (or priests). The same energy keeps the focus in existence. If the spell is cast and there is no immediate source of devotional energy within 100 feet, the *focus* immediately fails.\n Once created, most foci cannot be moved. This condition and the need for a constant supply of devotional energy tends to limit the use of foci to temples, churches, monasteries, shrines, and seminaries--permanent structures where followers of the religion gather on a regular basis. Sometimes a focus is created for a special gathering such as a holy day, conclave, grand wedding, or yearly festival.\n Not all foci are identical. The particular form of the focus depends on the power and nature of the spell being amplified. All foci can be seen by *detect magic*. There are three basic types of foci: site, item, and living.\n **Site foci** are connected to a place, whether a room, building, field, or forest. Once cast, the foci cannot be moved. It causes no disturbance in the surroundings; it is invisible and intangible.\n **Item foci** are centered on a single object. Customarily, this object is large and immovable, such as an altar, but it is possible for the focus to be as small as is practical. The item can be as elaborate or plain as desired, but should have some significance to the religion.\n **Living foci** are the rarest of all types. In this case, the focus is created on a living plant, animal, or person. *Detect charm* reveals the person is somehow enchanted, although not under the influence of a typical charm spell.\n The type of focus created (site, item, or living) depends on the religion and nature of the spell amplified. These choices are listed in Table 3: Focused Spell Effects.\n Casting the *focus* spell is a long and complicated process, accompanied by many ceremonies and rituals. During the day spent casting the spell, the priest will need the assistance of at least two other priests of the same faith. These aides need not memorize the spell (or even be capable of casting it). Their duty is to provide the extra hands and voices needed at specific points of the casting. A large number of worshipers must also be present since the focus requires their energy. Not surprisingly, the casting of this spell is often incorporated into important holy festivals or special occasions.\n The duration of the focus is one year. If the devotional energy falls below a minimum level, the spell ends sooner. A focus requires the devotional energy of at least 100 devout worshipers. Lay monks (those dedicated to the religion but not priests) count as two worshipers, while priests (of any level) count as ten. A focus could be maintained by a congregation of 100, a monastery of fifty, or a seminary of as few as 10 priests (or any combination of the above). The focus must receive this energy for at least 10 hours out of every day. If these conditions are not met, the focus weakens. The area of effect of the amplified spell decreases by 20% each day until it fades away completely.\n Once the focus is created, the priest or priests have 1 turn in which to cast the desired spell upon the focus. A focus can amplify only one spell, and each item, creature, or place can receive only one focus. Spells that can be cast upon a focus are listed on Table 3.\n\n**Table 3: FOCUSED SPELL EFFECTS**}}{{style=bottom2 sheet-spell-center2}}{{cc1-1=bottom}}{{c1-1=**Spell**}}{{c2-1=*Anti-animal shell*}}{{c3-1=*Anti-plant shell*}}{{c4-1=*Bless*}}{{c5-1=*Control temperature, 10’ radius*}}{{c6-1=*Control winds*}}{{c7-1=*Cure disease*}}{{c8-1=*Cure blindness or deafness*}}{{c9-1=*Detect poison*}}{{c10-1=*Detect lie*}}{{c11-1=*Detect magic*}}{{c12-1=*Dispel evil*}}{{c13-1=*Endure cold/endure heat*}}{{c14-1=*Know alignment*}}{{c15-1=*Negative plane protection*}}{{c16-1=*Protection from evil*}}{{c17-1=*Protection from lightning*}}{{c18-1=*Protections from fire*}}{{c19-1=*Purify food and drink*}}{{c20-1=*Remove fear*}}{{c21-1=*Remove curse*}}{{c22-1=*Repel insects*}}{{c23-1=*Resist fire/resist cold*}}{{c24-1=*Speak with animals*}}{{c25-1=*Tongues*}}{{c26-1=*True seeing*}}{{c1-2=**Possible**\n**Focus**\n**Type**}}{{c2-2=S/I/L}}{{c3-2=S/I/L}}{{c4-2=S/I}}{{c5-2=S*}}{{c6-2=S/I*}}{{c7-2=I/L}}{{c8-2=I/L}}{{c9-2=S/I}}{{c10-2=I}}{{c11-2=I}}{{c12-2=S/I}}{{c13-2=S*}}{{c14-2=I/L}}{{c15-2=S/I}}{{c16-2=S/I}}{{c17-2=S}}{{c18-2=S}}{{c19-2=I}}{{c20-2=S/I/L}}{{c21-2=I}}{{c22-2=S/I}}{{c23-2=S}}{{c24-2=S/I/L}}{{c25-2=S/I}}{{c26-2=S}}{{effects2=** The caster must state a desired range (temperature, wind strength, etc.) within the spell’s normal limitations at the time it is cast.*\n\n Once the spell is cast, the normal duration and area of effect for that spell are ignored. The focus begins to increase these factors of the spell’s power. After one day, the amplified spell reaches its full area of effect. Thereafter, it remains over that area until the focus fails.\n The area affected by the focus (and its amplified spell) depends on the level of the caster. The spell expands in a radius from the focus, 20 feet per level of the caster, although it can deliberately be created smaller. Currently up to [[20*[[@{level-priest}]] ]] foot diameter. Within that area of effect, the amplified spell exerts its normal effect. A 13th-level priest could create a focus up to 260 feet in diameter.' +} + +pri4['Fortify'] = { + 'category': '', + 'level': '4', + 'school': 'Necromancy', + 'sphere': 'Healing', + 'range': '0', + 'duration': 'Special', + 'aoe': 'Creature touched', + 'components': 'V, S, M', + 'cast-time': '6', + 'saving-throw': 'None', + 'materials': 'The priest’s holy symbol.', + 'reference': 'p. 80', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This is a simple cooperative magic spell. Only one priest can cast the spell, but like *mystic transfer*, another priest is required for the spell to have any effect. Through this spell, the priest improves the quality of another priest’s healing spells.\n For the *fortify* spell to work, it must be cast simultaneously with a *cure light wounds*, *cure serious wounds*, or *cure critical wounds*. The priest casting *fortify* must lay his hand on the priest attempting the cure. When both spells are cast, additional energy flows through the second priest and into the creature being healed. *Fortify* automatically causes the cure spell to function at maximum effect. Thus, a *cure serious wounds* would automatically heal 17 points of damage and a *cure critical wounds* would heal 27 points of damage.' +} + +pri4['Genius'] = { + 'category': '', + 'level': '4', + 'school': 'Divination', + 'sphere': 'Thought', + 'range': '0', + 'duration': 'Instantaneous', + 'aoe': 'Caster', + 'components': 'V, S, M', + 'cast-time': '5', + 'saving-throw': 'None', + 'materials': 'A gem of at least 50 gp value.', + 'reference': 'p. 80', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell is similar to *idea*, except that the priest’s player can ask the DM one question about any event occurring at the moment. The question must be somehow related to evaluation of the current situation, such as “What are these monsters?” Speculation about the future, such as “What’s on the other side of the door?” is not permitted.\n As with *idea*, the DM must be careful in adjudicating this spell. The answer to the question should always be relevant and correct, although not necessarily complete, and should not be unbalancing to the situation. The answer can also be cryptic, in the form of a riddle or rhyme, depending on the DM’s assessment of the situation. In general, the answer will be a single word or a short phrase of no more than five words.\n This spell can be cast only once in any 12-hour period. Subsequent attempts to cast the spell result in no answer.' +} + +pri4['Inverted Ethics'] = { + 'category': '', + 'level': '4', + 'school': 'Enchantment/Charm', + 'sphere': 'Chaos', + 'range': '120 yards', + 'duration': '1 turn', + 'aoe': 'Special', + 'components': 'V, S, M', + 'cast-time': '1', + 'saving-throw': 'Negate', + 'materials': 'A miniature golden balance (i.e., similar to the scales of justice).', + 'reference': 'p. 80', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell reverses the ethics of a person or group of people. While under the influence of this spell, a creature behaves in a manner opposite to the way he normally would behave. Thus, a shopkeeper influenced by *inverted ethics* will think it perfectly normal for someone to pick up an item from his shop and walk out the door without paying for it. If someone tried to pay for an item, he would be insulted. If the spell is cast on a shopper in a store, he would find it natural to steal the item, thinking that he is behaving in a proper way. If the spell is cast on a professed thief, he will no longer steal, choosing to pay for his goods instead.\n *Inverted ethics* does not cause a creature to actively commit evil deeds (or good deeds). Thus, an affected creature will not go on a shoplifting rampage; he will steal only as the opportunity presents itself.\n The spell affects one character per level of the caster within a 20’ radius. Currently [[@{level-priest}]] characters. Each target of the spell is allowed a saving throw vs. spell to avoid the effect.' +} + +pri4['Join With Astral Traveler'] = { + 'category': '', + 'level': '4', + 'school': 'Alteration', + 'sphere': 'Astral', + 'range': '0', + 'duration': 'Special', + 'aoe': 'The caster', + 'components': 'V, S', + 'cast-time': '1 turn', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'p. 81', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When a priest casts the 7th-level *astral spell*, he leaves his physical body in suspended animation while his astral body travels. By touching the comatose body and casting *join with astral traveler*, a priest can cause his own astral body to leave his physical body in suspended animation. His astral body then travels along the silver cord of the originally projected priest. The caster joins the projected priest as if he were part of the original casting of the *astral spell*; i.e., his own silver cord is connected to the priest’s silver cord, and he is dependent upon the originally projected priest.\n A priest who casts the 7th-level *astral spell* can project as many as seven other creatures along with himself. However, priests casting *join with astral traveler* are an exception to this limit. Any number of priests may join another priest in the Astral plane by use of this spell.' +} + +pri4['Leadership'] = { + 'category': '', + 'level': '4', + 'school': 'Enchantment/Charm, Alteration (Reversible)', + 'sphere': 'War', + 'range': 'Special', + 'duration': 'Special', + 'aoe': 'One creature', + 'components': 'V, S, M', + 'cast-time': 'Special', + 'saving-throw': 'None', + 'materials': '*Variation 1:* This variation is a pinch of steel dust. *Variation 2:* The priest’s holy symbol.', + 'reference': 'p. 81', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell can be cast in one of two variations. The first, appropriate for battlefield use, has a range of 240 yards, duration of 1d4+6 turns, and a casting time of 1 turn. The priest can cast the spell on any single individual (a commander or hero) within his line of sight.\n While under the influence of this spell, the subject’s command radius is increased by 50% (round fractions up).\n The reverse of this variation, *doubt*, requires the target to make a saving throw vs. spell. If failed, *doubt* halves the command radius (round fractions down) of the targeted individual for 1d3+4 turns.\n The second variation must take place in or within 100’ of a place of worship officially dedicated to the casting priest’s deity. Both the priest and the individual to be affected must be present. The casting time is 5 turns and involves an intricate ritual and many prayers. At the conclusion of the spell, the subject’s command radius is doubled. This effect lasts 2d12 hours.\n The priest can cast either aspect (but not both at once) on himself. No individual can be the subject of more than one casting of this spell at one time, whether different aspects or cast by different priests. If more than one spell is attempted on the individual, only the most recent casting takes effect.' +} + +pri4['Mental Domination'] = { + 'category': '', + 'level': '4', + 'school': 'Enchantment/Charm', + 'sphere': 'Thought', + 'range': '50 yards', + 'duration': '[[3*[[@{level-priest}]] ]] rounds', + 'aoe': 'One creature', + 'components': 'V, S, M', + 'cast-time': '4', + 'saving-throw': 'Negate', + 'materials': 'A mesh of fine threads that the priest loops around the fingertips of one hand and manipulates in the way that a puppeteer controls a puppet.', + 'reference': 'p. 81', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell is similar to the wizard spell *domination* in that it establishes a telepathic link between the priest and the subject through which the priest can control the subject’s bodily movements. There are some significant differences between the spells, however.\n Elves and half-elves have no innate resistance to this spell. Priest and subject need not share a common language. The priest can force the subject into combat, but the subject’s attack rolls suffer a -2 penalty. The priest cannot force the subject to cast spells or use any innate magical or magiclike abilities. The priest can force the subject to speak, although the priest cannot inject a full range of emotions into the subject’s voice (everything said by the subject is in a monotone).\n This spell gives the priest no access to the subject’s thoughts, memory, or sensory apparatus. Thus, the priest cannot see through the subject’s eyes. To control the subject, the priest must be within the range of the spell *and* must be able to see the subject. Breaking either of these conditions causes the spell to terminate immediately.\n This spell requires a moderate level of concentration by the priest. While maintaining this spell, he can move or enter combat, but cannot cast another spell. If the priest is wounded, rendered unconscious, or killed, the spell immediately terminates.\n If the priest is 10th level or lower, he or she cannot force the subject to perform particularly delicate actions, such as picking a lock. At 11th level or higher, however, this restriction is removed. The priest could thus force a thief to pick a lock. Any such delicate actions suffer a -15% penalty (or -3 on 1d20) to reflect the “remote control” nature of the action.' +} + +pri4['Modify Memory'] = { + 'category': '', + 'level': '4', + 'school': 'Enchantment/Charm', + 'sphere': 'Time', + 'range': '30 feet', + 'duration': 'Permanent', + 'aoe': 'One creature', + 'components': 'V, S', + 'cast-time': 'Special', + 'saving-throw': 'Negate', + 'materials': '', + 'reference': 'p. 83', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell enables the caster to reach into the subject’s mind and modify up to five minutes of his memory in one of the following ways:\n •Eliminate all memory of an event the subject actually experienced. This spell cannot negate *charm*, *suggestion*, *geas*, *quest*, or similar spells.\n •Allow the subject to recall with perfect clarity an event he actually experienced. For instance, he could recall every word from a five-minute conversation or every detail from a passage in a book.\n •Change the details of an event the subject actually experienced.\n •Implant a memory of an event the subject never experienced.\n\n Casting the spell takes one round. If the subject fails to save vs. spell, the caster proceeds with the spell by spending up to five minutes visualizing the memory he wishes to modify in the subject. If the caster’s concentration is disturbed before the visualization is complete, the spell is lost.\n *Modified memory* will not necessarily affect the subject’s actions, particularly if they contradict his natural inclinations. An illogical *modified memory*, such as the subject recalling how much he enjoyed drinking poison, will be dismissed by the subject as a bad dream or a memory muddied by too much wine. More useful applications of *modified memory* include implanting memories of friendly encounters with the caster (inclining the subject to act favorably toward the caster), changing the details of orders given to the subject by a superior, or causing the subject to forget that the caster cheated him in a card game. The DM reserves the right to decide whether a *modified memory* is too nonsensical to significantly affect the subject.' +} + +pri4['Probability Control'] = { + 'category': '', + 'level': '4', + 'school': 'Alteration', + 'sphere': 'Numbers', + 'range': '30 yards', + 'duration': 'Special', + 'aoe': 'One creature', + 'components': 'V, S, M', + 'cast-time': '4', + 'saving-throw': 'Negate', + 'materials': 'A small cube of a thickened sugar-and-milk mixture and a cubic die of matching size. Both are consumed in the casting.', + 'reference': 'p. 83', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell allows the priest to increase or decrease by a small margin the probability of success for one action. This action can be anything that requires a die roll--an attack, a saving throw, an attempt to use thieving skills, an ability check, or even an attempt to successfully *teleport* on target. The action *must* be something performed by a single creature.\n The basic modification is 15% (15 on 1d100 or 3 on 1d20), plus an additional 5% per five levels of the caster. Currently +[[5*[[@{level-priest}]] ]]%. This modification can be either positive or negative, as deemed by the spellcaster. Thus, a 10th-level priest can modify a subject’s saving throw or attack roll by +5 or -5, or a thief’s “climb walls” roll by +25% or -25%. The priest may cast this spell on himself.\n For a noncombat action such as an attempt to climb a wall, the priest simply casts the spell on the subject immediately before the action is attempted, informing the DM whether the modification is positive or negative. To use this spell in combat, the priest must specify the action to be affected (e.g., the target’s next attack roll) and whether the modification will be positive or negative. The spell remains in effect until the subject attempts the specified action or until a number of rounds equal to the caster’s level passes. Currently [[@{level-priest}]] rounds. If the latter occurs, the spell ends without effect.\n Once the spell is cast, the priest does not need to maintain any level of concentration; the spell will function even if the casting priest is killed before the spell takes effect.\n The subject of the spell has no way of knowing whether any modification made by this spell is positive or negative (or even whether he was the subject of the spell at all). Thus, a lying priest could claim to raise a thief’s chance of climbing the wall, while actually lowering it. The thief would be none the wiser. However, an unwilling subject of this spell receives a normal saving throw to negate its effect.' +} + +pri4['Rapport'] = { + 'category': '', + 'level': '4', + 'school': 'Divination, Alteration', + 'sphere': 'Thought', + 'range': '30 yards', + 'duration': '1 turn+[[@{level-priest}]] rounds', + 'aoe': 'One creature', + 'components': 'V, S', + 'cast-time': '1 round', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'p. 84', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell is a deeper and more intense version of *telepathy*. It allows the priest to communicate silently and instantly with a single willing subject. Participants may share deeper thoughts than with *telepathy*, including emotions and memories. Each participant sees, hears, and otherwise senses everything experienced by the other, although such vicarious experiences feel diluted and cannot be mistaken for direct sensations.\n The participants can quickly share such personal concepts as plans, hopes, and fears, but they *cannot* share skills or spells. Thus, it is impossible to communicate the procedure for casting a particular spell or for picking a lock.\n Communication through *rapport* is approximately 15 times faster than verbal communication. As with *telepathy*, the priest can establish separate “channels” to multiple individuals; each such linkage costs one casting of the spell. There is no “crosstalk” between the channels, however.\n *Rapport* cannot be used on unwilling subjects.' +} + +pri4['Solipsism'] = { + 'category': '', + 'level': '4', + 'school': 'Alteration', + 'sphere': 'Thought', + 'range': '[[10*[[@{level-priest}]] ]] yards', + 'duration': 'Special', + 'aoe': '[[100+100*[[@{level-priest}]] ]] square feet', + 'components': 'V, S, M', + 'cast-time': '1 round', + 'saving-throw': 'Special', + 'materials': 'A lotus blossom that the priest must swallow and a bit of fleece.', + 'reference': 'p. 84', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This unusual spell is similar to *phantasmal force* and other illusion magic, except that the priest who casts the spell is the only creature who automatically believes the results of the spell. The spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell’s area of effect. The illusion is visual and tactile (that is, it can be seen and felt), but no other sensory stimuli are created.\n *Solipsism* is the opposite of normal illusions in that anyone other than the caster must make an active effort to *believe* (rather than *dis*believe) the illusion. Characters trying to believe the reality of a solipsistic illusion must make a saving throw vs. breath weapon, modified by the magical defense adjustment for Wisdom. A successful save means that the character believes the illusion and it is part of reality for him. A failed save means that the character cannot convince himself of the illusion’s reality, and the illusion has no effect on him. A character can make a single attempt to believe each round.\n Unlike true illusions, the image created by this spell does more than just duplicate reality. The image formed is *real* for those who believe in it. The illusion has all the normal properties that its form and function allow. Thus, a solipsistic bridge spanning a chasm could be crossed by the priest and those who believed. All others would see the priest apparently walking out onto nothingness. Likewise, a solipsistic giant would cause real damage to those who believed it.\n The illusion remains in effect for as long as the priest continues to concentrate on it, until the priest is struck in combat, or until he is rendered unconscious. The level of concentration required is not extreme; the priest can move normally and may engage in combat, but is unable to cast any spell while maintaining a *solipsistic* illusion.\n *Solipsism* can create only illusions that are external to the priest. Thus, the priest cannot create an illusion that he is the size of a giant, is unwounded, or has sprouted wings.' +} + +pri4['Tanglefoot'] = { + 'category': '', + 'level': '4', + 'school': 'Alteration, Abjuration (Reversible)', + 'sphere': 'War', + 'range': '240 yards', + 'duration': '[[2*[[@{level-priest}]] ]] turns', + 'aoe': '[[100*[[@{level-priest}]] ]] square yards', + 'components': 'V, S, M', + 'cast-time': '2 turns', + 'saving-throw': 'None', + 'materials': 'A drop of molasses for *tanglefoot*, and a pinch of powdered graphite for *selective passage*.', + 'reference': 'p. 85', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell temporarily doubles the movement cost of one region of ground. Units allied to the priest are unaffected and movement is made at normal cost; only enemy units suffer the penalty.\n A variety of effects result from the spell depending on the terrain: grass twists hinderingly around troops’ ankles, swamp becomes more viscous, rocks and gravel shift underfoot, etc.\n The spell affects only units--that is, groups of soldiers moving in regular or irregular formation. The spell does not affect individuals or monsters moving and operating alone. (When using the BATTLESYSTEM rules, figures that represent individual heroes are not affected by this spell.)\n When casting this spell, the priest must have an uninterrupted line of sight to the terrain to be affected. The priest can choose the shape of the area, up to the maximum area of effect. This spell can create only one continuous area of *tanglefoot*. There is no way of detecting that a particular area is under the influence of this spell simply by looking at the area. *Detect magic* will reveal that the area is magically affected.\n The reverse of this spell, *selective passage*, cuts the movement cost of an area in half (round fractions up) for friendly units. Again, individual heroes and creatures are not affected by this spell (which means that advancing troops must be careful not to leave their leader behind!).' +} + +pri4['Thought Broadcast'] = { + 'category': '', + 'level': '4', + 'school': 'Alteration', + 'sphere': 'Thought', + 'range': '30 yards', + 'duration': '1 turn+[[3*[[@{level-priest}]] ]] rounds', + 'aoe': 'One creature', + 'components': 'V, S, M', + 'cast-time': '5', + 'saving-throw': 'Negate', + 'materials': 'Small balloon that the priest inflates upon casting. This balloon is consumed in the casting.', + 'reference': 'p. 85', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell turns the subject into a “thought broadcaster.” For the duration of the spell, everyone within 30 yards of the subject senses the subject’s thoughts, making it impossible for him to lie, keep secrets, conceal motives, etc. The subject is not automatically aware that his thoughts are being sensed. Everyone who senses these thoughts, on the other hand, knows their source.\n This spell causes the broadcast of only surface thoughts and motivations, not memories. There is no need for a common language between broadcaster and receivers; for this purpose, thoughts are considered to be symbolic, not dependent on language. The detail level of the thoughts is insufficient for others to learn specific skills from the subject. Thus, if the subject casts a spell, everyone within range knows what spell is being cast before it takes effect, but no one learns any knowledge about how the spell is cast.\n If the broadcaster is *invisible* or hiding in shadows, the broadcast functions normally, and all receivers are aware that someone is in the vicinity whom they cannot see. While receivers cannot pinpoint the broadcaster’s location, the broadcaster’s thoughts will inevitably reveal his general position (“Oh no, he’s looking right at me,” etc.). A character hiding in shadows will be automatically detected, while attacks against an *invisible* broadcaster suffer a -2 penalty, rather than the normal -4. This spell totally negates the chance of surprise by the broadcaster.\n The subject must have an Intelligence score of 1 or more to become a broadcaster, and must have a “normal” mind as understood by PCs. Thoughts that are broadcast can be received only by individuals with Intelligence scores of 3 or better. An unwilling subject receives a normal saving throw vs. spell to avoid the effects. A willing subject can waive this saving throw.' +} + +pri4['Tree Steed'] = { + 'category': '', + 'level': '4', + 'school': 'Alteration, Enchantment/Charm', + 'sphere': 'Travelers', + 'range': '10 yards', + 'duration': '[[@{level-priest}]] hours', + 'aoe': 'One log or plank', + 'components': 'V, S, M', + 'cast-time': '4', + 'saving-throw': 'None', + 'materials': 'A log or plank of suitable size and a horseshoe.', + 'reference': 'p. 86', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell enchants a log, plank, or similar piece of wood to become a temporary steed. The log or plank must be at least one foot wide, three inches thick, and three to ten feet long. Any type of wood is suitable.\n When the spell is cast, the log sprouts four wooden, horselike legs. The *tree steed* may be ridden like a normal horse and may be used to carry equipment. The *tree steed* can carry up to 600 pounds of riders and gear before breaking. If the *tree steed* breaks under the weight of the riders or gear, the enchantment instantly ends and the *tree steed* again becomes a normal (although broken) log or plank.\n The *tree steed* obeys all of the caster’s verbal commands to move, slow, speed up, stop, and turn. It has a movement rate of 12 on land. It can move in the water (Sw 6), floating on the surface and paddling with its legs. The *tree steed* must remain within 10 yards of the caster in order to move; if the distance between the *tree steed* and the caster exceeds 10 yards, the *tree steed* stops until the caster is again within range.\n The *tree steed* will not fight for the caster and is incapable of any action other than movement. The *tree steed* does not become fatigued and does not eat. It has all the vulnerabilities of normal wood, including fire, and can be damaged by both magical and physical attacks. It has AC 8 and 20 hit points.' +} + +pri4['Uplift'] = { + 'category': '', + 'level': '4', + 'school': 'Alteration', + 'sphere': 'All', + 'range': '0', + 'duration': '1 turn', + 'aoe': 'One priest', + 'components': 'V, M', + 'cast-time': '12 hours', + 'saving-throw': 'None', + 'materials': 'The priests’ holy symbols and an offering worth at least 500 gp from each priest.', + 'reference': 'p. 86', + 'book': 'Tome of Magic', + 'damage': '[[2d6]] to the uplifted character', + 'damage-type': '', + 'healing': '', + 'effect': '*Uplift* bestows increased spellcasting ability on one priest, including additional spells per level and use of spells beyond the caster’s normal level. This cooperative spell requires two priests who must spend the day casting this spell. During the casting, the priests must decide which additional spells (of all levels) are desired. Upon completion of the casting, the priests touch palms, and the priest of higher level receives a charge of magical energy. This charge temporarily boosts the level of the priest for spellcasting purposes. The amount of increase is one level per five levels of the lower level caster (fractions rounded up). If both priests are of equal level, the casters must decide who benefits from the spell.\n The spell grants the priest the spellcasting ability of the new level. It does not improve hit points, attack rolls, or other abilities. If the increase allows more spells per level, the additional spells are instantly placed in the character’s memory. A priest is also enabled to cast spells normally beyond his level. Range, duration, area of effect, and other variables are all based on the character’s temporary level.\n The increased effect lasts only 1 turn. At the end of the turn, all additional spells are lost and the character reverts to his normal level.\n As an example, consider a party with a fallen comrade. The two priests in the party are 7th and 8th level, both unable to cast *raise dead*. After a night’s rest, each priest adds *uplift* to his memorized spells. After casting the spell, the 8th-level priest suddenly gains the casting abilities of a 10th-level priest, including the ability to cast *raise dead*. At the end of one turn, the priest’s abilities revert to 8th-level.\n Casting this spell is an arduous task, causing a severe drain on the priests. When the spell expires, the *uplift*ed character suffers 2d6 points of damage from mental exhaustion. This damage cannot be healed by any means until the character has had at least eight hours of rest.' +} + +pri4['Weather Stasis'] = { + 'category': '', + 'level': '4', + 'school': 'Abjuration', + 'sphere': 'Wards, Weather', + 'range': '30 yards', + 'duration': '[[@{level-priest}]] hours', + 'aoe': '[[10*[[@{level-priest}]] ]]-foot cube', + 'components': 'V, S, M', + 'cast-time': '1 turn', + 'saving-throw': 'None', + 'materials': 'The priest’s holy symbol and a drop of rain.', + 'reference': 'p. 87', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': '*Weather stasis* maintains the weather conditions prevalent in the area of effect when the spell is cast. The spell affects a cube whose sides equal the caster’s level times 10 feet (a 10th-level caster could affect a 100’ ✕ 100’ ✕ 100’ cube).\n An area protected by *weather stasis* is unaffected by temperature variations in the surrounding environment. The spell also acts as a shield against rain, snow, and hail, which cannot enter the protected area. If conditions of precipitation existed in the area of effect when the spell was cast, the identical weather will continue for the duration of the spell.\n For example, *weather stasis* is cast in an area where the temperature is 75° F. (24° C) and no precipitation is falling. Half an hour later, the temperature drops to 60 degrees and rain begins to fall. The protected area remains dry and the temperature stays at 75 degrees. If the spell had been cast while rain was falling in the area of effect, rain would continue to fall for the duration of the spell, even after it stopped raining in the surrounding area.\n All physical objects other than rain, snow, and hail can pass into the protected area. All creatures and characters can move freely into and out of the area. The spell does not prevent water-based spells or water-based creatures (such as water elementals) from operating in the area.\n The spell protects against both natural and magically generated weather. Night and day pass normally in the protected area, although temperature variations associated with night and day do not occur.' +} + //#endregion const priestSpells = {}; diff --git a/ADnD 2E Revised/html/dynamicDatalists.html b/ADnD 2E Revised/html/dynamicDatalists.html index f339f4eb01..6a4e0e116f 100644 --- a/ADnD 2E Revised/html/dynamicDatalists.html +++ b/ADnD 2E Revised/html/dynamicDatalists.html @@ -1072,6 +1072,33 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -1315,6 +1342,33 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/ADnD 2E Revised/javascript/priestSpells.js b/ADnD 2E Revised/javascript/priestSpells.js index e939032fa5..8ef3066c87 100644 --- a/ADnD 2E Revised/javascript/priestSpells.js +++ b/ADnD 2E Revised/javascript/priestSpells.js @@ -4538,6 +4538,546 @@ pri3['Zone of Sweet Air'] = { 'effect': '*Zone of sweet air* creates an invisible barrier around the area of effect that repels all noxious elements from poisonous vapors, including those created magically (such as a *stinking cloud*). The spell offers no protection against poisonous vapors created by a dragon’s breath weapon (such as the chlorine gas of a green dragon). Noxious gases already within the area of effect when the spell is cast are not affected. Fresh air passes into the area normally.\n If a poisonous vapor is expelled within the area of effect (for example, a *stinking cloud* is cast), the spell takes effect normally but dissipates in half the time normally required.\n The spell affects a cube whose sides equal the caster’s level times 10 feet (for instance, a 10th-level caster could affect a cube whose sides are 100 feet long).' } +pri4['Addition'] = { + 'category': '', + 'level': '4', + 'school': 'Alteration', + 'sphere': 'Numbers, Creation', + 'range': '30 yards', + 'duration': 'Special', + 'aoe': 'Special', + 'components': 'V, S, M', + 'cast-time': '1 round', + 'saving-throw': 'None', + 'materials': 'A small table of numerological formulae inscribed on an ivory plaque, plus a length of silken cord. During the casting, the priest ties the cord into a complex knot. As the magical energy is discharged, the cord vanishes in a flash of light. The plaque is not consumed in the casting.', + 'reference': 'p. 74', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'The philosophy of the Sphere of Numbers holds that the structure of reality--the “equation of the moment”--can be analyzed and modified by someone with sufficient knowledge and power. The *addition* spell allows a priest to add a new mathematical term to the equation of the moment. This effectively allows a new object or even a living creature to be brought into existence temporarily.\n The effect of this spell varies depending on the level of the caster. At 10th level or lower, *addition* can create a single, inanimate object weighing up to 10 pounds. The spell gives the priest only rudimentary control over the creation process, so the object cannot be complex. The object must be described in a single word or short phrase (e.g., “a water pitcher” or “a block of stone”). The caster has no control over elements such as shape or color; thus, the water pitcher might be short, squat, and blue, or tall, slender, and red.\n Objects created with this spell cannot be of any greater mechanical complexity or technological level than a crossbow. If the priest tries to create an object that breaks this prohibition, the spell fails and nothing is created. Thus, if the priest tried to create “a pistol,” assuming he had heard the word somewhere, the spell would fail.\n Objects cannot contain any information in an abstract form such as writing or diagrams. If the priest tries to create an object that breaks this prohibition, there are two possible results: the spell may fail, or the object may be created without the information. Thus, if the priest were to attempt to create “a spellbook,” the result would be either a book similar to a spellbook with blank pages, or nothing at all.\n The object appears at whatever location the caster wills, as long as it is within spell range. The object cannot appear in the same space occupied by another object or creature, or within a hollow object (for example, the priest cannot create an object blocking the trachea of an enemy).\n The object created by *addition* remains in existence for 1 turn per level of the caster. Currently [[@{level-priest}]] turns. During this time, it obeys all the laws of physics as if it were a “real” object. The object cannot be disbelieved and spells such as *true seeing* cannot distinguish it from a naturally-occurring object.\n Priests of 11th to 15th level can create a single inanimate object of up to 20 pounds in mass or two identical objects, each of up to five pounds in mass. The object(s) so created remains in existence for two hours (12 turns) per level of the caster. Currently [[2*[[@{level-priest}]] ]] hours.\n Priests of 16th to 19th level can create a single inanimate object of up to 50 pounds in mass or up to 10 identical objects, each of up to five pounds in mass. The object(s) is permanent unless destroyed. Since these objects are not magical constructs, but real *addition*s to the “equation of the moment,” *dispel magic* has no effect on them. Alternatively, the caster can create a single normal (nonmonstrous) living creature of up to 20 pounds in weight. The creature, once created, behaves as a normal member of its species; the caster has no control over its actions. This creature remains in existence for 5 rounds per level of the caster. Currently [[5*[[@{level-priest}]] ]] rounds.\n Priests of 20th level and above can create a single inanimate object of up to 100 pounds in mass or up to 10 identical objects, each of up to 10 pounds in mass. The object(s) are permanent. Alternatively, the caster can create a single normal (nonmonstrous) living creature of up to 100 pounds in weight and up to 2 hit dice. The creature, once created, behaves as a normal member of its species; the caster has no control over its actions. This creature remains in existence for 2 turns per level of the caster. Currently [[2*[[@{level-priest}]] ]] turns.' +} + +pri4['Age Plant'] = { + 'category': '', + 'level': '4', + 'school': 'Alteration', + 'sphere': 'Time', + 'range': '30 yards', + 'duration': 'Permanent', + 'aoe': '[[@{level-priest}]] plants, seeds, or trees', + 'components': 'V, S, M', + 'cast-time': '1 round', + 'saving-throw': 'None', + 'materials': 'The priest’s holy symbol and the petal from an apple blossom.', + 'reference': 'p. 74', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell enables the caster to affect the aging of any plant, seed, or tree. The process can operate either forward or backward, causing flowers to blossom, seeds to sprout and grow, and trees to bear fruit; or fruit to turn to blossoms, trees to become saplings, and new shoots to turn to seeds.\n The change in age, either forward or backward, is chosen by the priest at the time of casting. The changes associated with normal or reversed growth occur instantaneously. Plants can be altered in age up to 10 years per level of the caster. Currently up to [[10*[[@{level-priest}]] ]] years. The caster can stop the aging at any point within the limits imposed by his level; he could cause a tree to grow from a sapling until it withers and dies from old age or he could stop the tree’s growth at a stage at which it would shelter his home.\n The spell does not alter the appearance or characteristics of a plant except those that result from normal aging (or regression). *Age plant* has no effect on magically-generated plants or plant-type monsters.' +} + +pri4['Blessed Warmth'] = { + 'category': '', + 'level': '4', + 'school': 'Alteration', + 'sphere': 'Sun', + 'range': 'Touch', + 'duration': '[[@{level-priest}]] rounds', + 'aoe': 'Special', + 'components': 'V, S', + 'cast-time': '4', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'p. 75', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When this spell is cast, a narrow shaft of light shines down upon the priest, making him immune to the effects of natural cold (such as a blizzard) and granting him a +3 bonus to saving throws vs. magical cold (such as a white dragon’s breath weapon).\n For each level of the priest above 7th, an additional beam of light may be created to protect another creature, who must be standing within 3’ of the priest. Thus, a 10th-level priest could protect four other creatures in a 3’ radius. Currently [[ [[@{level-priest}]]-6]] additional beams.' +} + +pri4['Body Clock'] = { + 'category': '', + 'level': '4', + 'school': 'Alteration', + 'sphere': 'Time', + 'range': 'Touch', + 'duration': '[[@{level-priest}]] hours', + 'aoe': 'One creature', + 'components': 'V, S, M', + 'cast-time': '4', + 'saving-throw': 'None', + 'materials': 'A kernel of corn, a drop of water, and a stoppered glass bottle.', + 'reference': 'p. 75', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': '*Body clock* affects a subject in the following ways.\n • The subject’s need for sleep is reduced. For every hour that a subject sleeps, he is as refreshed as if he slept 10 hours. For every two hours that a subject sleeps during the spell (20 hours of rest), he regains hit points as if he spent a day of complete rest. However, wizards are not able to memorize spells; “real” time must pass for this to occur.\n • The subject’s need to breathe is reduced. He breathes only 10% as often as normal for the duration of the spell, enabling him to hold his breath 10 times longer than normal and use less air in enclosed situations.\n • The subject can set an internal “alarm clock” to alert him when a specific amount of time has passed. The subject then hears a brief ringing in his ears, audible only to him. The ringing is loud enough to wake the subject. He can set as many internal alarm clocks as he wishes, as long as they all occur within the duration of the spell.\n The spell has no effect on movement, spellcasting, or any other normal activities.' +} + +pri4['Chaotic Combat'] = { + 'category': '', + 'level': '4', + 'school': 'Invocation/Evocation', + 'sphere': 'Chaos', + 'range': '30 yards', + 'duration': '[[@{level-priest}]] rounds', + 'aoe': 'One creature', + 'components': 'V, S', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'p. 75', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When *chaotic combat* is cast on a fighter, he is inspired beyond his years of training and is suddenly struck with numerous insights for variations on the standard moves of attack and defense. The spell affects only warriors.\n Unfortunately, these insights are helpful in only two-thirds of the warrior’s attacks. In the remaining attacks, the spell actually impairs the warrior’s standard performance. At the beginning of each round, after the player has declared his character’s actions, 1d6 is rolled for the affected warrior. On a roll of 1, 2, 3, or 4, the warrior gains bonuses of +2 to attack rolls and +2 to armor class. On a roll of 5 or 6, the warrior suffers a -2 penalty to attack rolls and a -2 penalty to armor class. This must be determined at the beginning of the round so that both the warrior and his opponents can apply the necessary changes.\n The insight imparted by this spell is lost after the spell expires. The insight is generated by chaos, which is nearly impossible to contain. After the spell expires, the warrior remembers the battle but not the specifics of his actions. He is unable to duplicate the maneuvers.' +} + +pri4['Chaotic Sleep'] = { + 'category': '', + 'level': '4', + 'school': 'Alteration', + 'sphere': 'Chaos', + 'range': 'Touch', + 'duration': 'Permanent', + 'aoe': 'One creature', + 'components': 'V, S, M', + 'cast-time': '1 turn', + 'saving-throw': 'Negate', + 'materials': 'A pinch of sand and three coffee beans.', + 'reference': 'p. 76', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'After casting this spell, the priest must successfully touch his victim. The victim is then allowed a saving throw to avoid the spell’s effect. If the saving throw is failed, the spell takes effect at the next sunrise or sunset (whichever comes first).\n From the time the spell takes effect until the spell is negated, the sleeping pattern of the victim is randomly disrupted. At sunset and sunrise of every day, a check is made to determine the effects of *chaotic sleep*. In the 12-hour period that follows the check, there is an equal chance that the character will be unable to sleep or unable to remain awake (roll 1d6; on a roll of 1-3, the character is awake, on a roll of 4-6, he sleeps). This condition lasts until the next sunrise (or sunset) when the check is made again.\n For example, a fighter fails to save against *chaotic sleep*. For the next few hours, the spell has no effect. At sundown, the first check is made, resulting in a 2. The fighter does not notice anything until he tries to sleep that night, at which time he is wide awake, fidgeting and restless. At sunrise, another die roll is made, resulting in a 6. The fighter is suddenly exhausted and sleeps until sunset.\n Characters who sleep as a result of this spell can be roused only by physical stimuli--a slap or a wound, for example. Once awake, the character remains conscious only as long as there are active stimuli around him, such as a fight. Walking through caves or riding a horse will not keep the character awake. Unlike a *sleep* spell, characters affected by *chaotic sleep* doze off as soon as they are left relatively undisturbed. Keeping an affected character awake is difficult at best.\n Lack of sleep will eventually take a physical toll on any character under the influence of the spell. For every 12-hour period that a character remains awake beyond the first, he suffers a -1 penalty to THAC0. Such characters do not regain hit points as a result of normal healing. Spellcasters cannot memorize spells until they have had sufficient sleep.\n *Chaotic sleep* can be removed with a *remove curse*.' +} + +pri4['Circle of Privacy'] = { + 'category': '', + 'level': '4', + 'school': 'Alteration', + 'sphere': 'Travelers', + 'range': 'Special', + 'duration': '[[@{level-priest}]] hours', + 'aoe': '50-foot-diameter circle', + 'components': 'V, S, M', + 'cast-time': '4', + 'saving-throw': 'None', + 'materials': 'A hair from a skunk, a whisker from a mouse, and enough salt to make a 50-foot-diameter circle.', + 'reference': 'p. 76', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell helps to discourage predators and trespassers from disturbing a campsite. The caster sprinkles salt in a circle enclosing an area up to 50 feet in diameter. For the duration of the spell, all sounds and scents generated within the circle are muted, making the area less noticeable to those outside the circle. Therefore, the group’s chance of encounter is reduced by 50% for the duration of the spell. The spell provides no protection against infravision or other forms of magical detection.' +} + +pri4['Compulsive Order'] = { + 'category': '', + 'level': '4', + 'school': 'Enchantment/Charm', + 'sphere': 'Law', + 'range': '10 yards', + 'duration': 'Permanent', + 'aoe': 'One creature', + 'components': 'V, S, M', + 'cast-time': '5', + 'saving-throw': 'Negate', + 'materials': 'A perfect cube made of metal.', + 'reference': 'p. 76', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'The victim of *compulsive order* is compelled to place everything he encounters into perfect order. If he discovers treasure, he divides it into tidy piles or containers of silver, gold, and copper. He is reluctant to enter a dungeon because it is a messy place, but once inside, he is obsessed with cleaning it. A character under the power of this spell will sweep dirt from dungeon corridors into neat piles, arrange the corpses of a defeated orc band according to size, dash forward to remove a bit of lint on clothing, and insist that the party organize themselves alphabetically, then by size, and then by age. While the spell does not affect a character’s abilities, the overwhelming desire for order impairs the character’s usefulness in most adventures.\n When a character afflicted by this spell attempts to undertake a new event (begin a battle, haggle with the merchant, etc.), the player must rationalize the action on the basis of his compulsion for order. Thus, the character cannot simply attack a goblin; he must announce a condition such as attacking the tallest goblin and fighting his way down according to size. Once stated, the character must follow through with this plan.\n If the player cannot conceive a rationale for his character’s behavior, the character is forced to delay his actions for 1d6 rounds, with the time spent in preparation for the subsequent action. The character spends time arranging spell components artistically, deciding how to hold his sword, cleaning his weapon, etc.\n Anyone affected by *compulsive order* may become violent if he is prevented from being neat. He will do what he must to make the world around him more orderly. If he is allowed to organize his surroundings, he will quickly calm down again. The victim will constantly petition the people around him to be neat and organized.\n The victim is allowed a saving throw to avoid the effects of the spell. *Compulsive order* can be removed with a *dispel magic* spell.' +} + +pri4['Defensive Harmony'] = { + 'category': '', + 'level': '4', + 'school': 'Enchantment/Charm', + 'sphere': 'Law', + 'range': '5 yards', + 'duration': '[[1+2d4]] rounds', + 'aoe': '[[floor([[@{level-priest}]]/2) creatures', + 'components': 'V, S', + 'cast-time': '1', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'p. 77', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell must be cast on at least two creatures. The priest may affect one creature per two levels of his experience, and all creatures to be affected must be within three feet of each other at the time of casting. After the spell is completed, affected characters may move about freely.\n *Defensive harmony* grants affected creatures a defensive bonus by bestowing an enhanced coordination of their attacks and defenses. The affected creatures must be involved in a single battle so that their efforts harmonize to the benefit of all involved. For example, the affected creatures can attack one dragon or a group of orcs in a single area. They can also attack additional enemy forces that arrive in the same combat. If the enemy forces divide and flee, the affected creatures can follow, continue to attack, and benefit from the spell. If the affected group is split into two smaller groups when attacked, however, it gains no benefit from *defensive harmony*.\n While the spell is in effect, each affected creature gains a +1 bonus to armor class for every other creature benefitting from the spell, to a maximum bonus of +5 (although more than five characters may be affected by the spell). Thus, if four creatures are affected by *defensive harmony*, each creature gains a +3 bonus to armor class.\n This bonus represents a mystical coordination of effort on the part of all affected creatures. A fighter will naturally wage his attack to distract the troll attacking the thief. The ranger will instinctively block the swing of an orc, thereby protecting the wizard. Creatures affected by the spell are not consciously aware of these efforts, and they are unable to create specific strategies and tactics.' +} + +pri4['Dimensional Folding'] = { + 'category': '', + 'level': '4', + 'school': 'Alteration', + 'sphere': 'Numbers', + 'range': '5 feet', + 'duration': '1 round', + 'aoe': '10-foot circle', + 'components': 'V, S, M', + 'cast-time': '1 round', + 'saving-throw': 'None', + 'materials': 'A sheet of platinum “tissue” worth at least 15 gp, which the priest folds intricately during the casting. The tissue is consumed when the gate closes.', + 'reference': 'p. 77', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell allows the caster to selectively warp the fabric of space, folding it into higher dimensions.\n This effect can be best explained through an example. If an ant crawling along the west edge of a map decided to travel to the east edge of the map, it would have to crawl the full width of the map. But if the map were folded in two so that the east and west edges were touching, the ant would travel almost no distance at all. The ant’s world (the map) would have been folded through the third dimension. The *dimensional folding* spell does something similar with the three-dimensional world: it folds it through a higher dimension (the fourth), allowing instantaneous travel between two locales on the same plane of existence.\n Although this effect may seem similar to the wizard spell *teleport*, in practice, it is much different. The *dimensional folding* spell opens a gate that allows instantaneous, bidirectional access to a distant locale on the same plane. This gate is circular, of any size up to 10’ in diameter, and remains in existence for up to 1 full round. The caster and any other creatures can pass through the gate in either direction while it remains open. Missile weapons and magic spells can also pass through the gate.\n The gate appears as a shimmering ring, glowing with a faint light equivalent to starshine. Vision through the gate is clear and unobstructed in both directions, allowing the priest to “look before he leaps.” However, anyone on the other side of the gate is able to see the priest and his point of origin.\n The “near side” of the gate always appears within 5 feet of the priest. The location of the “far side” of the gate always opens within 5 feet of the place the priest desires. Thus, there is no chance of arriving at the wrong destination, as with the wizard spell *teleport*.\n There is a risk involved in using *dimensional folding*, however. Many philosophers believe that what we know as time is simply another dimension, and the behavior of this spell seems to support this thesis. Unless the priest is extremely familiar with the destination, there is a significant chance that any creature passing through a *dimensional folding* gate will suffer instantaneous aging. Theorists believe that this is the same kind of “slippage” that can cause a *teleporting* wizard to land high or low, except that in this case, the slippage is in the time dimension.\n The chance of this instantaneous aging occurring depends on how familiar the priest is with the destination. The table that follows outlines the conditions and effects of aging.}}{{style=bottom2 sheet-spell-center2 sheet-spell-bottom3 sheet-spell-center3}}{{cc1-1=bottom}}{{c1-1=**Destination is:**}}{{c2-1=Very familiar*}}{{c3-1=Studied carefully}}{{c4-1=Seen casually}}{{c5-1=Viewed once}}{{c6-1=Never seen}}{{c1-2=**Chance of**\n**aging**}}{{c2-2=2%}}{{c3-2=5%}}{{c4-2=10%}}{{c5-2=15%}}{{c6-2=25%}}{{c1-3=**Amount of**\n**aging**}}{{c2-3=1 year}}{{c3-3=1d2 years}}{{c4-3=1d3 years}}{{c5-3=1d6 years}}{{c6-3=1d10 years}}{{effects2= * Use this row if the desired location is within view of the priest.\n\n If the die roll indicates that aging occurs, every creature that passes through the gate in either direction suffers the aging effect. Multiple creatures passing through the gate in the same direction all age by the same amount determined by a single die roll. Although the chance of aging is low and the potential amount of aging is minimal for familiar destinations, the effects can add up and become significant over time.\n Although the word “destination” is used to refer to the “far end” of the gate, the priest need not be the one doing the traveling. For example, a priest may open the gate near a distant ally so he may travel instantaneously to join the priest.' +} + +pri4['Fire Purge'] = { + 'category': '', + 'level': '4', + 'school': 'Abjuration', + 'sphere': 'Wards', + 'range': '[[10*[[@{level-priest}]] ]] yards', + 'duration': '[[@{level-priest}]] turns', + 'aoe': '10-yard square/priest', + 'components': 'V, S, M', + 'cast-time': '1 turn', + 'saving-throw': 'None', + 'materials': 'The priest’s holy symbol and a scorched sliver of wood.', + 'reference': 'p. 78', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'An area enchanted with *fire purge* is protected against all types of normal and magical fires. Normal fires (including camp fires, torches, and oil fires) cannot burn in the area of effect. Magical fires (including fiery dragon breath, other creature-generated fires, and spell-related fires such as *burning hands* and *fireball*) cause only 50% of their normal damage. Additionally, creatures within the area of effect receive a +4 bonus to saving throws made vs. fire attacks, regardless of whether the attacks originate inside or outside the warded area.\n *Fire purge* has no effect on fires that are within the area of effect when the spell is cast, (i.e., it does not extinguish existing fires).\n *Fire purge* can be cast as cooperative magic. If a number of priests cast this spell simultaneously, its effectiveness is significantly increased. The duration of the spell is then equal to 1 turn per level of the most powerful priest plus 1 turn for every other contributing priest. The area of effect is a square whose sides equal the number of priests times 10 yards (thus, six priests could create a 60-yard by 60-yard square of protection).' +} + +pri4['Focus'] = { + 'category': '', + 'level': '4', + 'school': 'Invocation', + 'sphere': 'All', + 'range': '10 feet', + 'duration': 'Special', + 'aoe': 'Special', + 'components': 'V, S, M', + 'cast-time': '1 day', + 'saving-throw': 'None', + 'materials': 'Many, including special vestments, incense, oils, waters, and other equipment the DM deems appropriate. The cost of these materials is never less than 1,000 gp plus 100 gp per level of spell being amplified. These items are given up as offerings to the deity (perhaps to be distributed to the poor), and new ones must be obtained each time the spell is cast.', + 'reference': 'p. 79', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell creates the necessary conditions for devotional energy to be used. For faith magic to work, the priest must create a focus to harness the necessary devotional energy. This spell creates that focus. *A focus cannot function without a source of devotional energy*.\n The focus gathers devotional energy and reshapes it in order to amplify other spells cast by the priest (or priests). The same energy keeps the focus in existence. If the spell is cast and there is no immediate source of devotional energy within 100 feet, the *focus* immediately fails.\n Once created, most foci cannot be moved. This condition and the need for a constant supply of devotional energy tends to limit the use of foci to temples, churches, monasteries, shrines, and seminaries--permanent structures where followers of the religion gather on a regular basis. Sometimes a focus is created for a special gathering such as a holy day, conclave, grand wedding, or yearly festival.\n Not all foci are identical. The particular form of the focus depends on the power and nature of the spell being amplified. All foci can be seen by *detect magic*. There are three basic types of foci: site, item, and living.\n **Site foci** are connected to a place, whether a room, building, field, or forest. Once cast, the foci cannot be moved. It causes no disturbance in the surroundings; it is invisible and intangible.\n **Item foci** are centered on a single object. Customarily, this object is large and immovable, such as an altar, but it is possible for the focus to be as small as is practical. The item can be as elaborate or plain as desired, but should have some significance to the religion.\n **Living foci** are the rarest of all types. In this case, the focus is created on a living plant, animal, or person. *Detect charm* reveals the person is somehow enchanted, although not under the influence of a typical charm spell.\n The type of focus created (site, item, or living) depends on the religion and nature of the spell amplified. These choices are listed in Table 3: Focused Spell Effects.\n Casting the *focus* spell is a long and complicated process, accompanied by many ceremonies and rituals. During the day spent casting the spell, the priest will need the assistance of at least two other priests of the same faith. These aides need not memorize the spell (or even be capable of casting it). Their duty is to provide the extra hands and voices needed at specific points of the casting. A large number of worshipers must also be present since the focus requires their energy. Not surprisingly, the casting of this spell is often incorporated into important holy festivals or special occasions.\n The duration of the focus is one year. If the devotional energy falls below a minimum level, the spell ends sooner. A focus requires the devotional energy of at least 100 devout worshipers. Lay monks (those dedicated to the religion but not priests) count as two worshipers, while priests (of any level) count as ten. A focus could be maintained by a congregation of 100, a monastery of fifty, or a seminary of as few as 10 priests (or any combination of the above). The focus must receive this energy for at least 10 hours out of every day. If these conditions are not met, the focus weakens. The area of effect of the amplified spell decreases by 20% each day until it fades away completely.\n Once the focus is created, the priest or priests have 1 turn in which to cast the desired spell upon the focus. A focus can amplify only one spell, and each item, creature, or place can receive only one focus. Spells that can be cast upon a focus are listed on Table 3.\n\n**Table 3: FOCUSED SPELL EFFECTS**}}{{style=bottom2 sheet-spell-center2}}{{cc1-1=bottom}}{{c1-1=**Spell**}}{{c2-1=*Anti-animal shell*}}{{c3-1=*Anti-plant shell*}}{{c4-1=*Bless*}}{{c5-1=*Control temperature, 10’ radius*}}{{c6-1=*Control winds*}}{{c7-1=*Cure disease*}}{{c8-1=*Cure blindness or deafness*}}{{c9-1=*Detect poison*}}{{c10-1=*Detect lie*}}{{c11-1=*Detect magic*}}{{c12-1=*Dispel evil*}}{{c13-1=*Endure cold/endure heat*}}{{c14-1=*Know alignment*}}{{c15-1=*Negative plane protection*}}{{c16-1=*Protection from evil*}}{{c17-1=*Protection from lightning*}}{{c18-1=*Protections from fire*}}{{c19-1=*Purify food and drink*}}{{c20-1=*Remove fear*}}{{c21-1=*Remove curse*}}{{c22-1=*Repel insects*}}{{c23-1=*Resist fire/resist cold*}}{{c24-1=*Speak with animals*}}{{c25-1=*Tongues*}}{{c26-1=*True seeing*}}{{c1-2=**Possible**\n**Focus**\n**Type**}}{{c2-2=S/I/L}}{{c3-2=S/I/L}}{{c4-2=S/I}}{{c5-2=S*}}{{c6-2=S/I*}}{{c7-2=I/L}}{{c8-2=I/L}}{{c9-2=S/I}}{{c10-2=I}}{{c11-2=I}}{{c12-2=S/I}}{{c13-2=S*}}{{c14-2=I/L}}{{c15-2=S/I}}{{c16-2=S/I}}{{c17-2=S}}{{c18-2=S}}{{c19-2=I}}{{c20-2=S/I/L}}{{c21-2=I}}{{c22-2=S/I}}{{c23-2=S}}{{c24-2=S/I/L}}{{c25-2=S/I}}{{c26-2=S}}{{effects2=** The caster must state a desired range (temperature, wind strength, etc.) within the spell’s normal limitations at the time it is cast.*\n\n Once the spell is cast, the normal duration and area of effect for that spell are ignored. The focus begins to increase these factors of the spell’s power. After one day, the amplified spell reaches its full area of effect. Thereafter, it remains over that area until the focus fails.\n The area affected by the focus (and its amplified spell) depends on the level of the caster. The spell expands in a radius from the focus, 20 feet per level of the caster, although it can deliberately be created smaller. Currently up to [[20*[[@{level-priest}]] ]] foot diameter. Within that area of effect, the amplified spell exerts its normal effect. A 13th-level priest could create a focus up to 260 feet in diameter.' +} + +pri4['Fortify'] = { + 'category': '', + 'level': '4', + 'school': 'Necromancy', + 'sphere': 'Healing', + 'range': '0', + 'duration': 'Special', + 'aoe': 'Creature touched', + 'components': 'V, S, M', + 'cast-time': '6', + 'saving-throw': 'None', + 'materials': 'The priest’s holy symbol.', + 'reference': 'p. 80', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This is a simple cooperative magic spell. Only one priest can cast the spell, but like *mystic transfer*, another priest is required for the spell to have any effect. Through this spell, the priest improves the quality of another priest’s healing spells.\n For the *fortify* spell to work, it must be cast simultaneously with a *cure light wounds*, *cure serious wounds*, or *cure critical wounds*. The priest casting *fortify* must lay his hand on the priest attempting the cure. When both spells are cast, additional energy flows through the second priest and into the creature being healed. *Fortify* automatically causes the cure spell to function at maximum effect. Thus, a *cure serious wounds* would automatically heal 17 points of damage and a *cure critical wounds* would heal 27 points of damage.' +} + +pri4['Genius'] = { + 'category': '', + 'level': '4', + 'school': 'Divination', + 'sphere': 'Thought', + 'range': '0', + 'duration': 'Instantaneous', + 'aoe': 'Caster', + 'components': 'V, S, M', + 'cast-time': '5', + 'saving-throw': 'None', + 'materials': 'A gem of at least 50 gp value.', + 'reference': 'p. 80', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell is similar to *idea*, except that the priest’s player can ask the DM one question about any event occurring at the moment. The question must be somehow related to evaluation of the current situation, such as “What are these monsters?” Speculation about the future, such as “What’s on the other side of the door?” is not permitted.\n As with *idea*, the DM must be careful in adjudicating this spell. The answer to the question should always be relevant and correct, although not necessarily complete, and should not be unbalancing to the situation. The answer can also be cryptic, in the form of a riddle or rhyme, depending on the DM’s assessment of the situation. In general, the answer will be a single word or a short phrase of no more than five words.\n This spell can be cast only once in any 12-hour period. Subsequent attempts to cast the spell result in no answer.' +} + +pri4['Inverted Ethics'] = { + 'category': '', + 'level': '4', + 'school': 'Enchantment/Charm', + 'sphere': 'Chaos', + 'range': '120 yards', + 'duration': '1 turn', + 'aoe': 'Special', + 'components': 'V, S, M', + 'cast-time': '1', + 'saving-throw': 'Negate', + 'materials': 'A miniature golden balance (i.e., similar to the scales of justice).', + 'reference': 'p. 80', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell reverses the ethics of a person or group of people. While under the influence of this spell, a creature behaves in a manner opposite to the way he normally would behave. Thus, a shopkeeper influenced by *inverted ethics* will think it perfectly normal for someone to pick up an item from his shop and walk out the door without paying for it. If someone tried to pay for an item, he would be insulted. If the spell is cast on a shopper in a store, he would find it natural to steal the item, thinking that he is behaving in a proper way. If the spell is cast on a professed thief, he will no longer steal, choosing to pay for his goods instead.\n *Inverted ethics* does not cause a creature to actively commit evil deeds (or good deeds). Thus, an affected creature will not go on a shoplifting rampage; he will steal only as the opportunity presents itself.\n The spell affects one character per level of the caster within a 20’ radius. Currently [[@{level-priest}]] characters. Each target of the spell is allowed a saving throw vs. spell to avoid the effect.' +} + +pri4['Join With Astral Traveler'] = { + 'category': '', + 'level': '4', + 'school': 'Alteration', + 'sphere': 'Astral', + 'range': '0', + 'duration': 'Special', + 'aoe': 'The caster', + 'components': 'V, S', + 'cast-time': '1 turn', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'p. 81', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When a priest casts the 7th-level *astral spell*, he leaves his physical body in suspended animation while his astral body travels. By touching the comatose body and casting *join with astral traveler*, a priest can cause his own astral body to leave his physical body in suspended animation. His astral body then travels along the silver cord of the originally projected priest. The caster joins the projected priest as if he were part of the original casting of the *astral spell*; i.e., his own silver cord is connected to the priest’s silver cord, and he is dependent upon the originally projected priest.\n A priest who casts the 7th-level *astral spell* can project as many as seven other creatures along with himself. However, priests casting *join with astral traveler* are an exception to this limit. Any number of priests may join another priest in the Astral plane by use of this spell.' +} + +pri4['Leadership'] = { + 'category': '', + 'level': '4', + 'school': 'Enchantment/Charm, Alteration (Reversible)', + 'sphere': 'War', + 'range': 'Special', + 'duration': 'Special', + 'aoe': 'One creature', + 'components': 'V, S, M', + 'cast-time': 'Special', + 'saving-throw': 'None', + 'materials': '*Variation 1:* This variation is a pinch of steel dust. *Variation 2:* The priest’s holy symbol.', + 'reference': 'p. 81', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell can be cast in one of two variations. The first, appropriate for battlefield use, has a range of 240 yards, duration of 1d4+6 turns, and a casting time of 1 turn. The priest can cast the spell on any single individual (a commander or hero) within his line of sight.\n While under the influence of this spell, the subject’s command radius is increased by 50% (round fractions up).\n The reverse of this variation, *doubt*, requires the target to make a saving throw vs. spell. If failed, *doubt* halves the command radius (round fractions down) of the targeted individual for 1d3+4 turns.\n The second variation must take place in or within 100’ of a place of worship officially dedicated to the casting priest’s deity. Both the priest and the individual to be affected must be present. The casting time is 5 turns and involves an intricate ritual and many prayers. At the conclusion of the spell, the subject’s command radius is doubled. This effect lasts 2d12 hours.\n The priest can cast either aspect (but not both at once) on himself. No individual can be the subject of more than one casting of this spell at one time, whether different aspects or cast by different priests. If more than one spell is attempted on the individual, only the most recent casting takes effect.' +} + +pri4['Mental Domination'] = { + 'category': '', + 'level': '4', + 'school': 'Enchantment/Charm', + 'sphere': 'Thought', + 'range': '50 yards', + 'duration': '[[3*[[@{level-priest}]] ]] rounds', + 'aoe': 'One creature', + 'components': 'V, S, M', + 'cast-time': '4', + 'saving-throw': 'Negate', + 'materials': 'A mesh of fine threads that the priest loops around the fingertips of one hand and manipulates in the way that a puppeteer controls a puppet.', + 'reference': 'p. 81', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell is similar to the wizard spell *domination* in that it establishes a telepathic link between the priest and the subject through which the priest can control the subject’s bodily movements. There are some significant differences between the spells, however.\n Elves and half-elves have no innate resistance to this spell. Priest and subject need not share a common language. The priest can force the subject into combat, but the subject’s attack rolls suffer a -2 penalty. The priest cannot force the subject to cast spells or use any innate magical or magiclike abilities. The priest can force the subject to speak, although the priest cannot inject a full range of emotions into the subject’s voice (everything said by the subject is in a monotone).\n This spell gives the priest no access to the subject’s thoughts, memory, or sensory apparatus. Thus, the priest cannot see through the subject’s eyes. To control the subject, the priest must be within the range of the spell *and* must be able to see the subject. Breaking either of these conditions causes the spell to terminate immediately.\n This spell requires a moderate level of concentration by the priest. While maintaining this spell, he can move or enter combat, but cannot cast another spell. If the priest is wounded, rendered unconscious, or killed, the spell immediately terminates.\n If the priest is 10th level or lower, he or she cannot force the subject to perform particularly delicate actions, such as picking a lock. At 11th level or higher, however, this restriction is removed. The priest could thus force a thief to pick a lock. Any such delicate actions suffer a -15% penalty (or -3 on 1d20) to reflect the “remote control” nature of the action.' +} + +pri4['Modify Memory'] = { + 'category': '', + 'level': '4', + 'school': 'Enchantment/Charm', + 'sphere': 'Time', + 'range': '30 feet', + 'duration': 'Permanent', + 'aoe': 'One creature', + 'components': 'V, S', + 'cast-time': 'Special', + 'saving-throw': 'Negate', + 'materials': '', + 'reference': 'p. 83', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell enables the caster to reach into the subject’s mind and modify up to five minutes of his memory in one of the following ways:\n •Eliminate all memory of an event the subject actually experienced. This spell cannot negate *charm*, *suggestion*, *geas*, *quest*, or similar spells.\n •Allow the subject to recall with perfect clarity an event he actually experienced. For instance, he could recall every word from a five-minute conversation or every detail from a passage in a book.\n •Change the details of an event the subject actually experienced.\n •Implant a memory of an event the subject never experienced.\n\n Casting the spell takes one round. If the subject fails to save vs. spell, the caster proceeds with the spell by spending up to five minutes visualizing the memory he wishes to modify in the subject. If the caster’s concentration is disturbed before the visualization is complete, the spell is lost.\n *Modified memory* will not necessarily affect the subject’s actions, particularly if they contradict his natural inclinations. An illogical *modified memory*, such as the subject recalling how much he enjoyed drinking poison, will be dismissed by the subject as a bad dream or a memory muddied by too much wine. More useful applications of *modified memory* include implanting memories of friendly encounters with the caster (inclining the subject to act favorably toward the caster), changing the details of orders given to the subject by a superior, or causing the subject to forget that the caster cheated him in a card game. The DM reserves the right to decide whether a *modified memory* is too nonsensical to significantly affect the subject.' +} + +pri4['Probability Control'] = { + 'category': '', + 'level': '4', + 'school': 'Alteration', + 'sphere': 'Numbers', + 'range': '30 yards', + 'duration': 'Special', + 'aoe': 'One creature', + 'components': 'V, S, M', + 'cast-time': '4', + 'saving-throw': 'Negate', + 'materials': 'A small cube of a thickened sugar-and-milk mixture and a cubic die of matching size. Both are consumed in the casting.', + 'reference': 'p. 83', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell allows the priest to increase or decrease by a small margin the probability of success for one action. This action can be anything that requires a die roll--an attack, a saving throw, an attempt to use thieving skills, an ability check, or even an attempt to successfully *teleport* on target. The action *must* be something performed by a single creature.\n The basic modification is 15% (15 on 1d100 or 3 on 1d20), plus an additional 5% per five levels of the caster. Currently +[[5*[[@{level-priest}]] ]]%. This modification can be either positive or negative, as deemed by the spellcaster. Thus, a 10th-level priest can modify a subject’s saving throw or attack roll by +5 or -5, or a thief’s “climb walls” roll by +25% or -25%. The priest may cast this spell on himself.\n For a noncombat action such as an attempt to climb a wall, the priest simply casts the spell on the subject immediately before the action is attempted, informing the DM whether the modification is positive or negative. To use this spell in combat, the priest must specify the action to be affected (e.g., the target’s next attack roll) and whether the modification will be positive or negative. The spell remains in effect until the subject attempts the specified action or until a number of rounds equal to the caster’s level passes. Currently [[@{level-priest}]] rounds. If the latter occurs, the spell ends without effect.\n Once the spell is cast, the priest does not need to maintain any level of concentration; the spell will function even if the casting priest is killed before the spell takes effect.\n The subject of the spell has no way of knowing whether any modification made by this spell is positive or negative (or even whether he was the subject of the spell at all). Thus, a lying priest could claim to raise a thief’s chance of climbing the wall, while actually lowering it. The thief would be none the wiser. However, an unwilling subject of this spell receives a normal saving throw to negate its effect.' +} + +pri4['Rapport'] = { + 'category': '', + 'level': '4', + 'school': 'Divination, Alteration', + 'sphere': 'Thought', + 'range': '30 yards', + 'duration': '1 turn+[[@{level-priest}]] rounds', + 'aoe': 'One creature', + 'components': 'V, S', + 'cast-time': '1 round', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'p. 84', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell is a deeper and more intense version of *telepathy*. It allows the priest to communicate silently and instantly with a single willing subject. Participants may share deeper thoughts than with *telepathy*, including emotions and memories. Each participant sees, hears, and otherwise senses everything experienced by the other, although such vicarious experiences feel diluted and cannot be mistaken for direct sensations.\n The participants can quickly share such personal concepts as plans, hopes, and fears, but they *cannot* share skills or spells. Thus, it is impossible to communicate the procedure for casting a particular spell or for picking a lock.\n Communication through *rapport* is approximately 15 times faster than verbal communication. As with *telepathy*, the priest can establish separate “channels” to multiple individuals; each such linkage costs one casting of the spell. There is no “crosstalk” between the channels, however.\n *Rapport* cannot be used on unwilling subjects.' +} + +pri4['Solipsism'] = { + 'category': '', + 'level': '4', + 'school': 'Alteration', + 'sphere': 'Thought', + 'range': '[[10*[[@{level-priest}]] ]] yards', + 'duration': 'Special', + 'aoe': '[[100+100*[[@{level-priest}]] ]] square feet', + 'components': 'V, S, M', + 'cast-time': '1 round', + 'saving-throw': 'Special', + 'materials': 'A lotus blossom that the priest must swallow and a bit of fleece.', + 'reference': 'p. 84', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This unusual spell is similar to *phantasmal force* and other illusion magic, except that the priest who casts the spell is the only creature who automatically believes the results of the spell. The spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell’s area of effect. The illusion is visual and tactile (that is, it can be seen and felt), but no other sensory stimuli are created.\n *Solipsism* is the opposite of normal illusions in that anyone other than the caster must make an active effort to *believe* (rather than *dis*believe) the illusion. Characters trying to believe the reality of a solipsistic illusion must make a saving throw vs. breath weapon, modified by the magical defense adjustment for Wisdom. A successful save means that the character believes the illusion and it is part of reality for him. A failed save means that the character cannot convince himself of the illusion’s reality, and the illusion has no effect on him. A character can make a single attempt to believe each round.\n Unlike true illusions, the image created by this spell does more than just duplicate reality. The image formed is *real* for those who believe in it. The illusion has all the normal properties that its form and function allow. Thus, a solipsistic bridge spanning a chasm could be crossed by the priest and those who believed. All others would see the priest apparently walking out onto nothingness. Likewise, a solipsistic giant would cause real damage to those who believed it.\n The illusion remains in effect for as long as the priest continues to concentrate on it, until the priest is struck in combat, or until he is rendered unconscious. The level of concentration required is not extreme; the priest can move normally and may engage in combat, but is unable to cast any spell while maintaining a *solipsistic* illusion.\n *Solipsism* can create only illusions that are external to the priest. Thus, the priest cannot create an illusion that he is the size of a giant, is unwounded, or has sprouted wings.' +} + +pri4['Tanglefoot'] = { + 'category': '', + 'level': '4', + 'school': 'Alteration, Abjuration (Reversible)', + 'sphere': 'War', + 'range': '240 yards', + 'duration': '[[2*[[@{level-priest}]] ]] turns', + 'aoe': '[[100*[[@{level-priest}]] ]] square yards', + 'components': 'V, S, M', + 'cast-time': '2 turns', + 'saving-throw': 'None', + 'materials': 'A drop of molasses for *tanglefoot*, and a pinch of powdered graphite for *selective passage*.', + 'reference': 'p. 85', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell temporarily doubles the movement cost of one region of ground. Units allied to the priest are unaffected and movement is made at normal cost; only enemy units suffer the penalty.\n A variety of effects result from the spell depending on the terrain: grass twists hinderingly around troops’ ankles, swamp becomes more viscous, rocks and gravel shift underfoot, etc.\n The spell affects only units--that is, groups of soldiers moving in regular or irregular formation. The spell does not affect individuals or monsters moving and operating alone. (When using the BATTLESYSTEM rules, figures that represent individual heroes are not affected by this spell.)\n When casting this spell, the priest must have an uninterrupted line of sight to the terrain to be affected. The priest can choose the shape of the area, up to the maximum area of effect. This spell can create only one continuous area of *tanglefoot*. There is no way of detecting that a particular area is under the influence of this spell simply by looking at the area. *Detect magic* will reveal that the area is magically affected.\n The reverse of this spell, *selective passage*, cuts the movement cost of an area in half (round fractions up) for friendly units. Again, individual heroes and creatures are not affected by this spell (which means that advancing troops must be careful not to leave their leader behind!).' +} + +pri4['Thought Broadcast'] = { + 'category': '', + 'level': '4', + 'school': 'Alteration', + 'sphere': 'Thought', + 'range': '30 yards', + 'duration': '1 turn+[[3*[[@{level-priest}]] ]] rounds', + 'aoe': 'One creature', + 'components': 'V, S, M', + 'cast-time': '5', + 'saving-throw': 'Negate', + 'materials': 'Small balloon that the priest inflates upon casting. This balloon is consumed in the casting.', + 'reference': 'p. 85', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell turns the subject into a “thought broadcaster.” For the duration of the spell, everyone within 30 yards of the subject senses the subject’s thoughts, making it impossible for him to lie, keep secrets, conceal motives, etc. The subject is not automatically aware that his thoughts are being sensed. Everyone who senses these thoughts, on the other hand, knows their source.\n This spell causes the broadcast of only surface thoughts and motivations, not memories. There is no need for a common language between broadcaster and receivers; for this purpose, thoughts are considered to be symbolic, not dependent on language. The detail level of the thoughts is insufficient for others to learn specific skills from the subject. Thus, if the subject casts a spell, everyone within range knows what spell is being cast before it takes effect, but no one learns any knowledge about how the spell is cast.\n If the broadcaster is *invisible* or hiding in shadows, the broadcast functions normally, and all receivers are aware that someone is in the vicinity whom they cannot see. While receivers cannot pinpoint the broadcaster’s location, the broadcaster’s thoughts will inevitably reveal his general position (“Oh no, he’s looking right at me,” etc.). A character hiding in shadows will be automatically detected, while attacks against an *invisible* broadcaster suffer a -2 penalty, rather than the normal -4. This spell totally negates the chance of surprise by the broadcaster.\n The subject must have an Intelligence score of 1 or more to become a broadcaster, and must have a “normal” mind as understood by PCs. Thoughts that are broadcast can be received only by individuals with Intelligence scores of 3 or better. An unwilling subject receives a normal saving throw vs. spell to avoid the effects. A willing subject can waive this saving throw.' +} + +pri4['Tree Steed'] = { + 'category': '', + 'level': '4', + 'school': 'Alteration, Enchantment/Charm', + 'sphere': 'Travelers', + 'range': '10 yards', + 'duration': '[[@{level-priest}]] hours', + 'aoe': 'One log or plank', + 'components': 'V, S, M', + 'cast-time': '4', + 'saving-throw': 'None', + 'materials': 'A log or plank of suitable size and a horseshoe.', + 'reference': 'p. 86', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell enchants a log, plank, or similar piece of wood to become a temporary steed. The log or plank must be at least one foot wide, three inches thick, and three to ten feet long. Any type of wood is suitable.\n When the spell is cast, the log sprouts four wooden, horselike legs. The *tree steed* may be ridden like a normal horse and may be used to carry equipment. The *tree steed* can carry up to 600 pounds of riders and gear before breaking. If the *tree steed* breaks under the weight of the riders or gear, the enchantment instantly ends and the *tree steed* again becomes a normal (although broken) log or plank.\n The *tree steed* obeys all of the caster’s verbal commands to move, slow, speed up, stop, and turn. It has a movement rate of 12 on land. It can move in the water (Sw 6), floating on the surface and paddling with its legs. The *tree steed* must remain within 10 yards of the caster in order to move; if the distance between the *tree steed* and the caster exceeds 10 yards, the *tree steed* stops until the caster is again within range.\n The *tree steed* will not fight for the caster and is incapable of any action other than movement. The *tree steed* does not become fatigued and does not eat. It has all the vulnerabilities of normal wood, including fire, and can be damaged by both magical and physical attacks. It has AC 8 and 20 hit points.' +} + +pri4['Uplift'] = { + 'category': '', + 'level': '4', + 'school': 'Alteration', + 'sphere': 'All', + 'range': '0', + 'duration': '1 turn', + 'aoe': 'One priest', + 'components': 'V, M', + 'cast-time': '12 hours', + 'saving-throw': 'None', + 'materials': 'The priests’ holy symbols and an offering worth at least 500 gp from each priest.', + 'reference': 'p. 86', + 'book': 'Tome of Magic', + 'damage': '[[2d6]] to the uplifted character', + 'damage-type': '', + 'healing': '', + 'effect': '*Uplift* bestows increased spellcasting ability on one priest, including additional spells per level and use of spells beyond the caster’s normal level. This cooperative spell requires two priests who must spend the day casting this spell. During the casting, the priests must decide which additional spells (of all levels) are desired. Upon completion of the casting, the priests touch palms, and the priest of higher level receives a charge of magical energy. This charge temporarily boosts the level of the priest for spellcasting purposes. The amount of increase is one level per five levels of the lower level caster (fractions rounded up). If both priests are of equal level, the casters must decide who benefits from the spell.\n The spell grants the priest the spellcasting ability of the new level. It does not improve hit points, attack rolls, or other abilities. If the increase allows more spells per level, the additional spells are instantly placed in the character’s memory. A priest is also enabled to cast spells normally beyond his level. Range, duration, area of effect, and other variables are all based on the character’s temporary level.\n The increased effect lasts only 1 turn. At the end of the turn, all additional spells are lost and the character reverts to his normal level.\n As an example, consider a party with a fallen comrade. The two priests in the party are 7th and 8th level, both unable to cast *raise dead*. After a night’s rest, each priest adds *uplift* to his memorized spells. After casting the spell, the 8th-level priest suddenly gains the casting abilities of a 10th-level priest, including the ability to cast *raise dead*. At the end of one turn, the priest’s abilities revert to 8th-level.\n Casting this spell is an arduous task, causing a severe drain on the priests. When the spell expires, the *uplift*ed character suffers 2d6 points of damage from mental exhaustion. This damage cannot be healed by any means until the character has had at least eight hours of rest.' +} + +pri4['Weather Stasis'] = { + 'category': '', + 'level': '4', + 'school': 'Abjuration', + 'sphere': 'Wards, Weather', + 'range': '30 yards', + 'duration': '[[@{level-priest}]] hours', + 'aoe': '[[10*[[@{level-priest}]] ]]-foot cube', + 'components': 'V, S, M', + 'cast-time': '1 turn', + 'saving-throw': 'None', + 'materials': 'The priest’s holy symbol and a drop of rain.', + 'reference': 'p. 87', + 'book': 'Tome of Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': '*Weather stasis* maintains the weather conditions prevalent in the area of effect when the spell is cast. The spell affects a cube whose sides equal the caster’s level times 10 feet (a 10th-level caster could affect a 100’ ✕ 100’ ✕ 100’ cube).\n An area protected by *weather stasis* is unaffected by temperature variations in the surrounding environment. The spell also acts as a shield against rain, snow, and hail, which cannot enter the protected area. If conditions of precipitation existed in the area of effect when the spell was cast, the identical weather will continue for the duration of the spell.\n For example, *weather stasis* is cast in an area where the temperature is 75° F. (24° C) and no precipitation is falling. Half an hour later, the temperature drops to 60 degrees and rain begins to fall. The protected area remains dry and the temperature stays at 75 degrees. If the spell had been cast while rain was falling in the area of effect, rain would continue to fall for the duration of the spell, even after it stopped raining in the surrounding area.\n All physical objects other than rain, snow, and hail can pass into the protected area. All creatures and characters can move freely into and out of the area. The spell does not prevent water-based spells or water-based creatures (such as water elementals) from operating in the area.\n The spell protects against both natural and magically generated weather. Night and day pass normally in the protected area, although temperature variations associated with night and day do not occur.' +} + //#endregion const priestSpells = {};