From 89277c8b150378286034c1e5efd288f1c5b7b537 Mon Sep 17 00:00:00 2001 From: Michael Calleia Date: Tue, 1 Sep 2020 12:21:15 -0400 Subject: [PATCH 01/43] v1.5 * Fixed form label base align issue --- DnD_Original_DnD/DnD_ODnD.css | 3 +-- DnD_Original_DnD/ReadMe.md | 5 ++++- DnD_Original_DnD/sheet.json | 2 +- 3 files changed, 6 insertions(+), 4 deletions(-) diff --git a/DnD_Original_DnD/DnD_ODnD.css b/DnD_Original_DnD/DnD_ODnD.css index 07a19f61a4..565cdcd5bd 100644 --- a/DnD_Original_DnD/DnD_ODnD.css +++ b/DnD_Original_DnD/DnD_ODnD.css @@ -1,5 +1,5 @@ /* Original Dungeons & Dragons Character Sheet CSS */ -/* Version 1.4 */ +/* Version 1.5 */ /**************** @@ -57,7 +57,6 @@ h2, .sheet-label, .sheet-center { .sheet-flex-row { display: flex; - align-items: baseline; } .sheet-label { diff --git a/DnD_Original_DnD/ReadMe.md b/DnD_Original_DnD/ReadMe.md index 929f7ec55b..4bba8ce2df 100644 --- a/DnD_Original_DnD/ReadMe.md +++ b/DnD_Original_DnD/ReadMe.md @@ -2,10 +2,13 @@ This is a character sheet designed for use with Original Dungeons & Dragons. The sheet is lacking a lot of automation in rolls and calculations to give maximum flexibility to the Dungeon Master in which Original Dungeons & Dragons rules to use. This sheet will also work with Holmes Basic D&D. ## Current Version -1.4 +1.5 ### Change log +#### 1.5 +* Fixed form label base align issue + #### 1.4 * Fixed CSS Flexbox issue in Firefox diff --git a/DnD_Original_DnD/sheet.json b/DnD_Original_DnD/sheet.json index 3d06c4680e..61e5edba11 100644 --- a/DnD_Original_DnD/sheet.json +++ b/DnD_Original_DnD/sheet.json @@ -4,5 +4,5 @@ "authors": "Malchor", "roll20userid": "2078012", "preview": "ODnD_Sheet_example.png", - "instructions": "# Original Dungeons & Dragons Character Sheet\n\nPlayer sheet for Original Dungeons & Dragons by Gary Gygax and Dave Arneson, the 1974 original edition and any combination of supplements you like.\nThis sheet also works well for Holmes Basic Dungeons & Dragons edited by Eric Holmes (sometime called Blue Book D&D).\n\n\n## Player Sheet\n\n* This sheet is lacking automatic roll buttons as a feature, to allow for maximum flexibility for the DM.\n* While it is tempting to add attack rolls, this assume use of the Alternate Combat System rather than Chainmail.\n* Similarly, ability checks are not added as there are multiple ways to adjudicate ability checks (3d6 roll under, variable number of d6, roll under a d20, and more).\n\n\n## Current Version: 1.4" + "instructions": "# Original Dungeons & Dragons Character Sheet\n\nPlayer sheet for Original Dungeons & Dragons by Gary Gygax and Dave Arneson, the 1974 original edition and any combination of supplements you like.\nThis sheet also works well for Holmes Basic Dungeons & Dragons edited by Eric Holmes (sometime called Blue Book D&D).\n\n\n## Player Sheet\n\n* This sheet is lacking automatic roll buttons as a feature, to allow for maximum flexibility for the DM.\n* While it is tempting to add attack rolls, this assume use of the Alternate Combat System rather than Chainmail.\n* Similarly, ability checks are not added as there are multiple ways to adjudicate ability checks (3d6 roll under, variable number of d6, roll under a d20, and more).\n\n\n## Current Version: 1.5" } From f65b082269c17e281610e4ac3dcc5b6dc7563a53 Mon Sep 17 00:00:00 2001 From: rafaelartur <65636008+rafaelartur@users.noreply.github.com> Date: Tue, 29 Sep 2020 17:55:04 -0300 Subject: [PATCH 02/43] Fix Image Return link image erro. --- 3D&T_ALPHA/3D&T_ALPHA.css | 4 ++-- 3D&T_ALPHA/3D&T_ALPHA.html | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/3D&T_ALPHA/3D&T_ALPHA.css b/3D&T_ALPHA/3D&T_ALPHA.css index 46747359d3..57456b5e12 100644 --- a/3D&T_ALPHA/3D&T_ALPHA.css +++ b/3D&T_ALPHA/3D&T_ALPHA.css @@ -6,7 +6,7 @@ } .charsheet { - background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/3D%26T_ALPHA/images/wallpaper.jpg); + background-image: url(https://i.imgur.com/5FBZ1bs.jpg); background-size: 100% auto; background-repeat: repeat-y; -webkit-background-size: cover; @@ -24,7 +24,7 @@ .sheet-title { width: 100%; background-size: 100% auto; - background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/3D%26T_ALPHA/images/banner.png); + background-image: url(https://i.imgur.com/HpGpqcF.png); background-repeat: no-repeat; color: white; margin: 1px; diff --git a/3D&T_ALPHA/3D&T_ALPHA.html b/3D&T_ALPHA/3D&T_ALPHA.html index 015a02fd87..ef2b581342 100644 --- a/3D&T_ALPHA/3D&T_ALPHA.html +++ b/3D&T_ALPHA/3D&T_ALPHA.html @@ -9,7 +9,7 @@

- +

From 01d71d5410163e31a1ed9a86dbf65fc990d8cb80 Mon Sep 17 00:00:00 2001 From: Peter Bjerg Mogensen Date: Sun, 17 Jan 2021 18:06:32 +0100 Subject: [PATCH 03/43] - Cleaned up Weapontype vs armortype. Now actually works! - Removed 3x duplicate code - Added sheet worker for handling nonweapon-prof penalty and familiarity penalty. --- AD&D 2E Revised/2ESheet.html | 402 ++++++--------------- AD&D 2E Revised/2EStyle.css | 8 + AD&D 2E Revised/javascript/sheetWorkers.js | 12 + AD&D 2E Revised/javascript/version.js | 52 +-- AD&D 2E Revised/raw/2ESheet-raw.html | 371 ++++++------------- 5 files changed, 259 insertions(+), 586 deletions(-) diff --git a/AD&D 2E Revised/2ESheet.html b/AD&D 2E Revised/2ESheet.html index 9e33d50fab..a68a855c73 100644 --- a/AD&D 2E Revised/2ESheet.html +++ b/AD&D 2E Revised/2ESheet.html @@ -1344,78 +1344,100 @@ Player's Option

-
-

Attacks

-

Nonproficient weapon penalty:

-

*Value should be negative, starting with a -


+

Related weapons / familiarity penalty:

+
+ +

Select armor opponent is wearing for bonuses/penalties

+

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Banded
Mail
|Brigandine|Chain
Mail
|Field
Plate
|Full
Plate
|Leather, Hide,
& Padded
|Regular / Bronze
Plate Mail
|Ring
Mail
|Scale
Mail
|Splint
Mail
|Studded
Leather
+ + + +
+
-

Related weapons penalty:

-
Melee  Ranged
+
+

You can use + to denote different sources for bonuses.

+
+
-

Melee Weapons

-
-

Select armor opponent is wearing for bonuses/penalties

-

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Banded
Mail
 | Brigan
dine
 | Chain Bronze
Mail    Plate
 | Field
Plate
 | Full
Plate
 | Leather
Hide Pad
 | Plate
Mail
 | Ring
Mail
 | Scale
Mail
 | Splint
Mail
 | Studded
Leather
                                                
-
-

You can use + to denote different sources for bonuses.

-
-
- @@ -1499,7 +1521,7 @@ - + @@ -1571,64 +1593,6 @@
-

Ranged Weapons

-
-

Select armor opponent is wearing for bonuses/penalties

-
-
- -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Banded
Mail
 | Brigan
dine
 | Chain Bronze
Mail    Plate
 | Field
Plate
 | Full
Plate
 | Leather
Hide Pad
 | Plate
Mail
 | Ring
Mail
 | Scale
Mail
 | Splint
Mail
 | Studded
Leather
                                                
-
-

You can use + to denote different sources for bonuses.

-

@@ -1732,7 +1696,7 @@ - + @@ -1804,70 +1768,14 @@
-

Familiarity weapon penalty:

-
Melee  Ranged
- +
+

You can use + to denote different sources for bonuses.

+
+
-

Melee Weapons

-
-

Select armor opponent is wearing for bonuses/penalties

-

-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Banded
Mail
 | Brigan
dine
 | Chain Bronze
Mail    Plate
 | Field
Plate
 | Full
Plate
 | Leather
Hide Pad
 | Plate
Mail
 | Ring
Mail
 | Scale
Mail
 | Splint
Mail
 | Studded
Leather
                                                
-
-

You can use + to denote different sources for bonuses.

-
-
- @@ -1957,7 +1865,7 @@ - + @@ -2043,63 +1951,6 @@
- -

Ranged Weapons

-
-

Select armor opponent is wearing for bonuses/penalties

-

- -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Banded
Mail
 | Brigan
dine
 | Chain Bronze
Mail    Plate
 | Field
Plate
 | Full
Plate
 | Leather
Hide Pad
 | Plate
Mail
 | Ring
Mail
 | Scale
Mail
 | Splint
Mail
 | Studded
Leather
                                                
-
-

You can use + to denote different sources for bonuses.

-

@@ -2211,7 +2062,7 @@ - + @@ -19666,6 +19517,18 @@ on('change:repeating_customrogue:crl remove:repeating_customrogue', function(){ }); // --- End setup Rogue skills total --- // +//Related weapons / familiarity penalty +on('change:nonprof-penalty', function () { + getAttrs(['nonprof-penalty'], function(values) { + let nonprof = Math.abs(parseInt(values['nonprof-penalty']) ?? 0) * -1; + let famil = Math.floor(nonprof / 2) + setAttrs({ + ['nonprof-penalty']: nonprof, + ['famil-penalty']: famil + }); + }); +}) + //Weapon proficiency slots on('change:repeating_weaponprofs:weapprofnum remove:repeating_weaponprofs', function(){ TAS.repeatingSimpleSum('weaponprofs', 'weapprofnum', 'weapprofslotssum'); @@ -19766,46 +19629,7 @@ on('sheet:opened', function(){ version: `v${sheetVersion}`, announcement: 1 },{silent:true}); - - getAttrs(['spell-points', 'spell-points-priest'], function(values) { - let sp = parseInt(values['spell-points']) || 0; - let psp = parseInt(values['spell-points-priest']) || 0; - - let newValue = {}; - if (sp > 0) { - console.log(`Old spell points: ${sp}`); - newValue['spell-points-lvl'] = sp; - newValue['spell-points'] = ''; - } - - if (psp > 0) { - console.log(`Old spell points priest: ${psp}`); - newValue['spell-points-priest-lvl'] = psp; - newValue['spell-points-priest'] = ''; - } - - setAttrs(newValue); - }); - - TAS.repeating('spells') - .fields('spell-points', 'spell-points1', 'arc', 'arc1') - .each(function (r) { - let spellPoints1 = r.I['spell-points1']; - if (spellPoints1) { - console.log('Updating repeating spells-points'); - r['spell-points'] = spellPoints1; - r['spell-points1'] = ''; - } - - let arc1 = r.I['arc1']; - if (arc1) { - console.log('Updating repeating arc'); - r['arc'] = arc1; - r['arc1'] = ''; - } - }) - .execute(); - + moveStaticToRepeating('weaponprofs', ['weapprofname', 'weapprofnum', 'expert', 'specialist', 'mastery', 'high-mastery', 'grand-mastery', 'chosen-weapon']); moveStaticToRepeating('profs', ['profname', 'profslots', 'profstatnum', 'profmod']); moveStaticToRepeating('langs', ['langname', 'lang-rw']); @@ -19820,7 +19644,15 @@ on('sheet:opened', function(){ //melee damage weapons moveStaticToRepeating('weapons', ['weaponname', 'strbonus', 'dexbonus', 'prof-level', 'attacknum', 'attackadj', 'ThAC0', 'crit-thresh', 'range', 'size', 'weaptype-slash', 'weaptype-pierce', 'weaptype-blunt', 'weapspeed']); moveStaticToRepeating('weapons-damage', ['weaponname1', 'strbonus1', 'dexbonus1', 'specialist-damage', 'mastery-damage', 'damadj', 'damsm', 'daml', 'knockdown1']); - + + getAttrs(['nonprof-penalty'], function(values) { + let nonprof = Math.abs(parseInt(values['nonprof-penalty']) ?? 0) * -1; + let famil = Math.floor(nonprof / 2) + setAttrs({ + ['nonprof-penalty']: nonprof, + ['famil-penalty']: famil + }); + }); } }); }); diff --git a/AD&D 2E Revised/2EStyle.css b/AD&D 2E Revised/2EStyle.css index 143ed19658..22fbf2d217 100644 --- a/AD&D 2E Revised/2EStyle.css +++ b/AD&D 2E Revised/2EStyle.css @@ -1206,6 +1206,14 @@ table.sheet-default-header-every-third-column td:nth-child(3n+1), vertical-align: middle; } +.sheet-centering-horizontal { + text-align: center; +} + +.sheet-centering-vertical { + vertical-align: middle; +} + .sheet-table-center { margin-left: auto; margin-right: auto; diff --git a/AD&D 2E Revised/javascript/sheetWorkers.js b/AD&D 2E Revised/javascript/sheetWorkers.js index 63c31893d1..49fb166bd0 100644 --- a/AD&D 2E Revised/javascript/sheetWorkers.js +++ b/AD&D 2E Revised/javascript/sheetWorkers.js @@ -682,6 +682,18 @@ on('change:repeating_customrogue:crl remove:repeating_customrogue', function(){ }); // --- End setup Rogue skills total --- // +//Related weapons / familiarity penalty +on('change:nonprof-penalty', function () { + getAttrs(['nonprof-penalty'], function(values) { + let nonprof = Math.abs(parseInt(values['nonprof-penalty']) ?? 0) * -1; + let famil = Math.floor(nonprof / 2) + setAttrs({ + ['nonprof-penalty']: nonprof, + ['famil-penalty']: famil + }); + }); +}) + //Weapon proficiency slots on('change:repeating_weaponprofs:weapprofnum remove:repeating_weaponprofs', function(){ TAS.repeatingSimpleSum('weaponprofs', 'weapprofnum', 'weapprofslotssum'); diff --git a/AD&D 2E Revised/javascript/version.js b/AD&D 2E Revised/javascript/version.js index de319cbc6f..a22ec5c922 100644 --- a/AD&D 2E Revised/javascript/version.js +++ b/AD&D 2E Revised/javascript/version.js @@ -37,46 +37,7 @@ on('sheet:opened', function(){ version: `v${sheetVersion}`, announcement: 1 },{silent:true}); - - getAttrs(['spell-points', 'spell-points-priest'], function(values) { - let sp = parseInt(values['spell-points']) || 0; - let psp = parseInt(values['spell-points-priest']) || 0; - - let newValue = {}; - if (sp > 0) { - console.log(`Old spell points: ${sp}`); - newValue['spell-points-lvl'] = sp; - newValue['spell-points'] = ''; - } - - if (psp > 0) { - console.log(`Old spell points priest: ${psp}`); - newValue['spell-points-priest-lvl'] = psp; - newValue['spell-points-priest'] = ''; - } - - setAttrs(newValue); - }); - - TAS.repeating('spells') - .fields('spell-points', 'spell-points1', 'arc', 'arc1') - .each(function (r) { - let spellPoints1 = r.I['spell-points1']; - if (spellPoints1) { - console.log('Updating repeating spells-points'); - r['spell-points'] = spellPoints1; - r['spell-points1'] = ''; - } - - let arc1 = r.I['arc1']; - if (arc1) { - console.log('Updating repeating arc'); - r['arc'] = arc1; - r['arc1'] = ''; - } - }) - .execute(); - + moveStaticToRepeating('weaponprofs', ['weapprofname', 'weapprofnum', 'expert', 'specialist', 'mastery', 'high-mastery', 'grand-mastery', 'chosen-weapon']); moveStaticToRepeating('profs', ['profname', 'profslots', 'profstatnum', 'profmod']); moveStaticToRepeating('langs', ['langname', 'lang-rw']); @@ -91,7 +52,16 @@ on('sheet:opened', function(){ //melee damage weapons moveStaticToRepeating('weapons', ['weaponname', 'strbonus', 'dexbonus', 'prof-level', 'attacknum', 'attackadj', 'ThAC0', 'crit-thresh', 'range', 'size', 'weaptype-slash', 'weaptype-pierce', 'weaptype-blunt', 'weapspeed']); moveStaticToRepeating('weapons-damage', ['weaponname1', 'strbonus1', 'dexbonus1', 'specialist-damage', 'mastery-damage', 'damadj', 'damsm', 'daml', 'knockdown1']); - + + getAttrs(['nonprof-penalty'], function(values) { + console.log("Updating nonprof-penalty") + let nonprof = Math.abs(parseInt(values['nonprof-penalty']) ?? 0) * -1; + let famil = Math.floor(nonprof / 2) + setAttrs({ + ['nonprof-penalty']: nonprof, + ['famil-penalty']: famil + }); + }); } }); }); diff --git a/AD&D 2E Revised/raw/2ESheet-raw.html b/AD&D 2E Revised/raw/2ESheet-raw.html index f676ffa199..3fac8c4b67 100644 --- a/AD&D 2E Revised/raw/2ESheet-raw.html +++ b/AD&D 2E Revised/raw/2ESheet-raw.html @@ -1344,78 +1344,100 @@ Player's Option

-
-

Attacks

-

Nonproficient weapon penalty:

-

*Value should be negative, starting with a -


+

Related weapons / familiarity penalty:

+
+ +

Select armor opponent is wearing for bonuses/penalties

+

+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Banded
Mail
|Brigandine|Chain
Mail
|Field
Plate
|Full
Plate
|Leather, Hide,
& Padded
|Regular / Bronze
Plate Mail
|Ring
Mail
|Scale
Mail
|Splint
Mail
|Studded
Leather
+ + + +
+
-

Related weapons penalty:

-
Melee  Ranged
+
+

You can use + to denote different sources for bonuses.

+
+
-

Melee Weapons

-
-

Select armor opponent is wearing for bonuses/penalties

-

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Banded
Mail
 | Brigan
dine
 | Chain Bronze
Mail    Plate
 | Field
Plate
 | Full
Plate
 | Leather
Hide Pad
 | Plate
Mail
 | Ring
Mail
 | Scale
Mail
 | Splint
Mail
 | Studded
Leather
                                                
-
-

You can use + to denote different sources for bonuses.

-
-
- @@ -1428,13 +1450,13 @@ - + - + @@ -1476,13 +1498,13 @@ - + - + @@ -1499,7 +1521,7 @@ - + @@ -1571,64 +1593,6 @@
-

Ranged Weapons

-
-

Select armor opponent is wearing for bonuses/penalties

-
-
- -
Crit Range SizeTypeType Speed
S PBB
Crit Range SizeTypeType Speed
S PBB
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Banded
Mail
 | Brigan
dine
 | Chain Bronze
Mail    Plate
 | Field
Plate
 | Full
Plate
 | Leather
Hide Pad
 | Plate
Mail
 | Ring
Mail
 | Scale
Mail
 | Splint
Mail
 | Studded
Leather
                                                
-
-

You can use + to denote different sources for bonuses.

-

@@ -1643,7 +1607,7 @@ - + @@ -1653,7 +1617,7 @@ - + @@ -1701,7 +1665,7 @@ - + @@ -1711,7 +1675,7 @@ - + @@ -1732,7 +1696,7 @@ - + @@ -1804,70 +1768,14 @@
-

Familiarity weapon penalty:

-
Melee  Ranged
- +
+

You can use + to denote different sources for bonuses.

+
+
-

Melee Weapons

-
-

Select armor opponent is wearing for bonuses/penalties

-

-
Crit Range SizeTypeType Speed
LR S PBB
Crit Range SizeTypeType Speed
LR S PBB
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Banded
Mail
 | Brigan
dine
 | Chain Bronze
Mail    Plate
 | Field
Plate
 | Full
Plate
 | Leather
Hide Pad
 | Plate
Mail
 | Ring
Mail
 | Scale
Mail
 | Splint
Mail
 | Studded
Leather
                                                
-
-

You can use + to denote different sources for bonuses.

-
-
- @@ -1881,13 +1789,13 @@ - + - + @@ -1932,13 +1840,13 @@ - + - + @@ -1957,7 +1865,7 @@ - + @@ -2043,63 +1951,6 @@
- -

Ranged Weapons

-
-

Select armor opponent is wearing for bonuses/penalties

-

- -
Crit Range SizeTypeType Speed
S PBB
Crit Range SizeTypeType Speed
S PBB
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Banded
Mail
 | Brigan
dine
 | Chain Bronze
Mail    Plate
 | Field
Plate
 | Full
Plate
 | Leather
Hide Pad
 | Plate
Mail
 | Ring
Mail
 | Scale
Mail
 | Splint
Mail
 | Studded
Leather
                                                
-
-

You can use + to denote different sources for bonuses.

-

@@ -2114,7 +1965,7 @@ - + @@ -2125,7 +1976,7 @@ - + @@ -2176,7 +2027,7 @@ - + @@ -2187,7 +2038,7 @@ - + @@ -2211,7 +2062,7 @@ - + From 524fa7837bfb1e9e6c79848f2ee549f990e63e5d Mon Sep 17 00:00:00 2001 From: Peter Bjerg Mogensen Date: Sun, 17 Jan 2021 18:09:52 +0100 Subject: [PATCH 04/43] Corrected mouseover text from Blunt, to Bludgeoning --- AD&D 2E Revised/2ESheet.html | 35 ++++++++++++++++++----------------- 1 file changed, 18 insertions(+), 17 deletions(-) diff --git a/AD&D 2E Revised/2ESheet.html b/AD&D 2E Revised/2ESheet.html index a68a855c73..87edbad537 100644 --- a/AD&D 2E Revised/2ESheet.html +++ b/AD&D 2E Revised/2ESheet.html @@ -1450,13 +1450,13 @@ - + - + @@ -1498,13 +1498,13 @@ - + - + @@ -1607,7 +1607,7 @@ - + @@ -1617,7 +1617,7 @@ - + @@ -1665,7 +1665,7 @@ - + @@ -1675,7 +1675,7 @@ - + @@ -1789,13 +1789,13 @@ - + - + @@ -1840,13 +1840,13 @@ - + - + @@ -1965,7 +1965,7 @@ - + @@ -1976,7 +1976,7 @@ - + @@ -2027,7 +2027,7 @@ - + @@ -2038,7 +2038,7 @@ - + @@ -19646,9 +19646,10 @@ on('sheet:opened', function(){ moveStaticToRepeating('weapons-damage', ['weaponname1', 'strbonus1', 'dexbonus1', 'specialist-damage', 'mastery-damage', 'damadj', 'damsm', 'daml', 'knockdown1']); getAttrs(['nonprof-penalty'], function(values) { + console.log("Updating nonprof-penalty") let nonprof = Math.abs(parseInt(values['nonprof-penalty']) ?? 0) * -1; let famil = Math.floor(nonprof / 2) - setAttrs({ + setAttrs({ ['nonprof-penalty']: nonprof, ['famil-penalty']: famil }); From 9c7c4709f96cd47e0df0378d56f8da7f9775ba61 Mon Sep 17 00:00:00 2001 From: Peter Bjerg Mogensen Date: Sun, 17 Jan 2021 21:39:21 +0100 Subject: [PATCH 05/43] Added new spell sections to wizard level 3-15 and priest lvl 3-7 + quest. No auto fill added yet for levels above 2. --- AD&D 2E Revised/2ESheet.html | 1557 ++++++++++++++++++++++++++ AD&D 2E Revised/raw/2ESheet-raw.html | 1557 ++++++++++++++++++++++++++ 2 files changed, 3114 insertions(+) diff --git a/AD&D 2E Revised/2ESheet.html b/AD&D 2E Revised/2ESheet.html index 87edbad537..9490c8eff5 100644 --- a/AD&D 2E Revised/2ESheet.html +++ b/AD&D 2E Revised/2ESheet.html @@ -4075,6 +4075,87 @@

Spells Memorized



+
+
+
+
Crit Range SizeTypeType Speed
ER S PBB
Crit Range SizeTypeType Speed
ER S PBB
Crit Range SizeTypeType Speed
S PBB
Crit Range SizeTypeType Speed
S PBB
Crit Range SizeTypeType Speed
LR S PBB
Crit Range SizeTypeType Speed
LR S PBB
Crit Range SizeTypeType Speed
S PBB
Crit Range SizeTypeType Speed
S PBB
Crit Range SizeTypeType Speed
ER S PBB
Crit Range SizeTypeType Speed
ER S PBB
+ + + + + + + + +
Spell name: + + Casting time:
+ + + + + +
Cast / Memorized: /
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diff --git a/AD&D 2E Revised/raw/2ESheet-raw.html b/AD&D 2E Revised/raw/2ESheet-raw.html index 3fac8c4b67..3cd6c6fe67 100644 --- a/AD&D 2E Revised/raw/2ESheet-raw.html +++ b/AD&D 2E Revised/raw/2ESheet-raw.html @@ -4075,6 +4075,87 @@

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From 225aa408634113f43e9a25f504994978e556250d Mon Sep 17 00:00:00 2001 From: Peter Bjerg Mogensen Date: Sun, 17 Jan 2021 22:08:02 +0100 Subject: [PATCH 06/43] - Added a Base ThAC0 field - Made Worn equipment collapsible --- AD&D 2E Revised/2ESheet.html | 659 ++++++++++++++------------- AD&D 2E Revised/2EStyle.css | 2 + AD&D 2E Revised/raw/2ESheet-raw.html | 659 ++++++++++++++------------- 3 files changed, 666 insertions(+), 654 deletions(-) diff --git a/AD&D 2E Revised/2ESheet.html b/AD&D 2E Revised/2ESheet.html index 9490c8eff5..1bb7541db0 100644 --- a/AD&D 2E Revised/2ESheet.html +++ b/AD&D 2E Revised/2ESheet.html @@ -1348,6 +1348,8 @@

Related weapons / familiarity penalty:


+

Base ThAC0 number or macro:

+

Select armor opponent is wearing for bonuses/penalties



@@ -4084,7 +4086,7 @@ @@ -4311,7 +4313,7 @@ @@ -4539,7 +4541,7 @@ @@ -4767,7 +4769,7 @@ @@ -4994,7 +4996,7 @@ @@ -5222,7 +5224,7 @@ @@ -5450,7 +5452,7 @@ @@ -5678,7 +5680,7 @@ @@ -5906,7 +5908,7 @@ @@ -6134,7 +6136,7 @@ @@ -6362,7 +6364,7 @@ @@ -6590,7 +6592,7 @@ @@ -6818,7 +6820,7 @@ @@ -7606,7 +7608,7 @@ @@ -7833,7 +7835,7 @@ @@ -8060,7 +8062,7 @@ @@ -8287,7 +8289,7 @@ @@ -8514,7 +8516,7 @@ @@ -8741,7 +8743,7 @@ @@ -9745,314 +9747,317 @@

Gear

Worn Equipment

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SlotNameShort DescWtChargesAdd Weight
Head:
Eyes:
Face:
Right Earring:
Left Earring:
Neck 1:
Neck 2:
Neck 3:
Cloak:
Shoulders:
Chest:
Back:
Right Arm:
Left Arm:
Wrists:
Hands:
Ring 1:
Ring 2:
Ring 3 (off):
Ring 4 (off):
Armor:
Belt:
Legs:
Right Leg:
Left Leg:
Anklets:
Feet:
Weapon 1:
Weapon 2:
Weapon 3:
Weapon 4:
Shield:
Misc 1:
Misc 2:
Misc 3:
Misc 4:
Total

lbs.

-
+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
SlotNameShort DescWtChargesAdd Weight
Head:
Eyes:
Face:
Right Earring:
Left Earring:
Neck 1:
Neck 2:
Neck 3:
Cloak:
Shoulders:
Chest:
Back:
Right Arm:
Left Arm:
Wrists:
Hands:
Ring 1:
Ring 2:
Ring 3 (off):
Ring 4 (off):
Armor:
Belt:
Legs:
Right Leg:
Left Leg:
Anklets:
Feet:
Weapon 1:
Weapon 2:
Weapon 3:
Weapon 4:
Shield:
Misc 1:
Misc 2:
Misc 3:
Misc 4:
Total

lbs.

+
+
diff --git a/AD&D 2E Revised/2EStyle.css b/AD&D 2E Revised/2EStyle.css index 22fbf2d217..d7bd145cd1 100644 --- a/AD&D 2E Revised/2EStyle.css +++ b/AD&D 2E Revised/2EStyle.css @@ -1315,12 +1315,14 @@ input.sheet-show-spell-details:checked ~ .sheet-spell-details { } /* Announcement styling start */ +.sheet-worn-equipment, .sheet-spell-points-wiz, .sheet-spell-points-pri, .sheet-announcement { display: none; } +input.sheet-show-worn-equipment:checked ~ .sheet-worn-equipment, input.sheet-show-spell-points-wiz:checked ~ .sheet-spell-points-wiz, input.sheet-show-spell-points-pri:checked ~ .sheet-spell-points-pri, input.sheet-show-announcement:checked ~ .sheet-announcement diff --git a/AD&D 2E Revised/raw/2ESheet-raw.html b/AD&D 2E Revised/raw/2ESheet-raw.html index 3cd6c6fe67..b75eff0c9b 100644 --- a/AD&D 2E Revised/raw/2ESheet-raw.html +++ b/AD&D 2E Revised/raw/2ESheet-raw.html @@ -1348,6 +1348,8 @@

Related weapons / familiarity penalty:


+

Base ThAC0 number or macro:

+

Select armor opponent is wearing for bonuses/penalties



@@ -4084,7 +4086,7 @@ @@ -4311,7 +4313,7 @@ @@ -4539,7 +4541,7 @@ @@ -4767,7 +4769,7 @@ @@ -4994,7 +4996,7 @@ @@ -5222,7 +5224,7 @@ @@ -5450,7 +5452,7 @@ @@ -5678,7 +5680,7 @@ @@ -5906,7 +5908,7 @@ @@ -6134,7 +6136,7 @@ @@ -6362,7 +6364,7 @@ @@ -6590,7 +6592,7 @@ @@ -6818,7 +6820,7 @@ @@ -7606,7 +7608,7 @@ @@ -7833,7 +7835,7 @@ @@ -8060,7 +8062,7 @@ @@ -8287,7 +8289,7 @@ @@ -8514,7 +8516,7 @@ @@ -8741,7 +8743,7 @@ @@ -9745,314 +9747,317 @@

Gear

Worn Equipment

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SlotNameShort DescWtChargesAdd Weight
Head:
Eyes:
Face:
Right Earring:
Left Earring:
Neck 1:
Neck 2:
Neck 3:
Cloak:
Shoulders:
Chest:
Back:
Right Arm:
Left Arm:
Wrists:
Hands:
Ring 1:
Ring 2:
Ring 3 (off):
Ring 4 (off):
Armor:
Belt:
Legs:
Right Leg:
Left Leg:
Anklets:
Feet:
Weapon 1:
Weapon 2:
Weapon 3:
Weapon 4:
Shield:
Misc 1:
Misc 2:
Misc 3:
Misc 4:
Total

lbs.

-
+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
SlotNameShort DescWtChargesAdd Weight
Head:
Eyes:
Face:
Right Earring:
Left Earring:
Neck 1:
Neck 2:
Neck 3:
Cloak:
Shoulders:
Chest:
Back:
Right Arm:
Left Arm:
Wrists:
Hands:
Ring 1:
Ring 2:
Ring 3 (off):
Ring 4 (off):
Armor:
Belt:
Legs:
Right Leg:
Left Leg:
Anklets:
Feet:
Weapon 1:
Weapon 2:
Weapon 3:
Weapon 4:
Shield:
Misc 1:
Misc 2:
Misc 3:
Misc 4:
Total

lbs.

+
+
From a09e0e445248839b2947a9d809643aa64276bc6b Mon Sep 17 00:00:00 2001 From: Peter Bjerg Mogensen Date: Sun, 17 Jan 2021 22:14:40 +0100 Subject: [PATCH 07/43] - Updated version number - Updated annoucement changes --- AD&D 2E Revised/2ESheet.html | 32 ++++++--------------------- AD&D 2E Revised/javascript/version.js | 2 +- AD&D 2E Revised/raw/2ESheet-raw.html | 30 +++++-------------------- 3 files changed, 14 insertions(+), 50 deletions(-) diff --git a/AD&D 2E Revised/2ESheet.html b/AD&D 2E Revised/2ESheet.html index 1bb7541db0..40aeb1b2c2 100644 --- a/AD&D 2E Revised/2ESheet.html +++ b/AD&D 2E Revised/2ESheet.html @@ -10,31 +10,13 @@
    -
  • This announcement now opens when there is a new version
  • -
  • Exceptional strength now also accepts parenthesis ie. "18(67)" aswell as square brackets. ie. "18[67]"
  • -
  • Corrected Rogue skills calculation so a positive modifier makes the check easier to complete and a negative modifier makes it harder to complete.
  • -
  • Corrected Magic resistance calculation so the static modifier and the misc modifier adds together instead of subtract.
  • -
  • Changed old Spell effect input-field to textarea. This allows for easier reading and newlines in roll templates.
  • +
  • Fixed Weapon-type vs. Armor-type. Now actually works for repeating rows!
  • +
  • Change all references to "Blunt" weapons into "Bludgeoning" as it is the correct term
  • +
  • Added new spell section for wizard spells level 3 to 15. Spell auto fill coming later.
  • +
  • Added new spell section for priest spells level 3 to 7 and Quest. Spell auto fill coming later.
  • +
  • Added a field for a characters base ThAC0. Field is accessible by @{thac0-base}
  • +
  • Made Worn Equipment section collapsable.
-

- The following changes are mainly for Macro users. A lot of section had duplicate "static" and "repeating" attributes, causing problems when a macro tried to use a roll button. - An example of this was when a macro tried to use the hit button for a weapon. The following macro: %{selected|repeating_weapons_$0_hit} would only take values from the static row in the weapons table. - To solve this, static attributes has been deleted and the values have been moved to the repeating rows. This has been done for the following sections: -

-
    -
  • Melee weapons (repeating_weapons)
  • -
  • Melee weapons damage (repeating_weapons-damage)
  • -
  • Range weapons (repeating_weapons2)
  • -
  • Range weapons damage (repeating_ammo)
  • -
  • Weapon proficiencies (repeating_weaponprofs)
  • -
  • Nonweapon proficiencies (repeating_profs)
  • -
  • Languagues (repeating_langs)
  • -
  • Gear carried (repeating_gear)
  • -
  • Gear stored (repeating_gear-stored)
  • -
  • Magic resistance (repeating_magicres)
  • -
- A known bug with the indexes in the following section is still present, and was also present before this change: repeating_weapons, repeating_gear, repeating_spells. For more information on the bug see the post: - https://app.roll20.net/forum/post/9643364/bug-ghost-rows-in-repeating-sections-when-a-dash-is-used-in-the-section-name

If you want to support my work, please Vote and Comment on my suggestion on the forum: @@ -21155,7 +21137,7 @@ gemSections.forEach(i => { // --- Version change start --- // const sheetName = 'AD&D 2E Revised'; -const sheetVersion = '3.3.2'; +const sheetVersion = '3.4.0'; function moveStaticToRepeating(section, fieldsToMove) { getAttrs(fieldsToMove, function (values) { diff --git a/AD&D 2E Revised/javascript/version.js b/AD&D 2E Revised/javascript/version.js index a22ec5c922..31ab66734e 100644 --- a/AD&D 2E Revised/javascript/version.js +++ b/AD&D 2E Revised/javascript/version.js @@ -1,7 +1,7 @@ // --- Version change start --- // const sheetName = 'AD&D 2E Revised'; -const sheetVersion = '3.3.2'; +const sheetVersion = '3.4.0'; function moveStaticToRepeating(section, fieldsToMove) { getAttrs(fieldsToMove, function (values) { diff --git a/AD&D 2E Revised/raw/2ESheet-raw.html b/AD&D 2E Revised/raw/2ESheet-raw.html index b75eff0c9b..e6e05c3221 100644 --- a/AD&D 2E Revised/raw/2ESheet-raw.html +++ b/AD&D 2E Revised/raw/2ESheet-raw.html @@ -10,31 +10,13 @@

    -
  • This announcement now opens when there is a new version
  • -
  • Exceptional strength now also accepts parenthesis ie. "18(67)" aswell as square brackets. ie. "18[67]"
  • -
  • Corrected Rogue skills calculation so a positive modifier makes the check easier to complete and a negative modifier makes it harder to complete.
  • -
  • Corrected Magic resistance calculation so the static modifier and the misc modifier adds together instead of subtract.
  • -
  • Changed old Spell effect input-field to textarea. This allows for easier reading and newlines in roll templates.
  • +
  • Fixed Weapon-type vs. Armor-type. Now actually works for repeating rows!
  • +
  • Change all references to "Blunt" weapons into "Bludgeoning" as it is the correct term
  • +
  • Added new spell section for wizard spells level 3 to 15. Spell auto fill coming later.
  • +
  • Added new spell section for priest spells level 3 to 7 and Quest. Spell auto fill coming later.
  • +
  • Added a field for a characters base ThAC0. Field is accessible by @{thac0-base}
  • +
  • Made Worn Equipment section collapsable.
-

- The following changes are mainly for Macro users. A lot of section had duplicate "static" and "repeating" attributes, causing problems when a macro tried to use a roll button. - An example of this was when a macro tried to use the hit button for a weapon. The following macro: %{selected|repeating_weapons_$0_hit} would only take values from the static row in the weapons table. - To solve this, static attributes has been deleted and the values have been moved to the repeating rows. This has been done for the following sections: -

-
    -
  • Melee weapons (repeating_weapons)
  • -
  • Melee weapons damage (repeating_weapons-damage)
  • -
  • Range weapons (repeating_weapons2)
  • -
  • Range weapons damage (repeating_ammo)
  • -
  • Weapon proficiencies (repeating_weaponprofs)
  • -
  • Nonweapon proficiencies (repeating_profs)
  • -
  • Languagues (repeating_langs)
  • -
  • Gear carried (repeating_gear)
  • -
  • Gear stored (repeating_gear-stored)
  • -
  • Magic resistance (repeating_magicres)
  • -
- A known bug with the indexes in the following section is still present, and was also present before this change: repeating_weapons, repeating_gear, repeating_spells. For more information on the bug see the post: - https://app.roll20.net/forum/post/9643364/bug-ghost-rows-in-repeating-sections-when-a-dash-is-used-in-the-section-name

If you want to support my work, please Vote and Comment on my suggestion on the forum: From 73ccfbe8a51f871bc220b421a18f1324b7baaccd Mon Sep 17 00:00:00 2001 From: Peter Bjerg Mogensen Date: Wed, 20 Jan 2021 09:26:50 +0100 Subject: [PATCH 08/43] Added Wizard level 3 spells. --- AD&D 2E Revised/2ESheet.html | 780 +++++++++++++++++++-- AD&D 2E Revised/javascript/sheetWorkers.js | 92 +-- AD&D 2E Revised/javascript/wizardSpells.js | 651 +++++++++++++++++ AD&D 2E Revised/raw/2ESheet-raw.html | 37 +- 4 files changed, 1468 insertions(+), 92 deletions(-) diff --git a/AD&D 2E Revised/2ESheet.html b/AD&D 2E Revised/2ESheet.html index 40aeb1b2c2..3911198f09 100644 --- a/AD&D 2E Revised/2ESheet.html +++ b/AD&D 2E Revised/2ESheet.html @@ -4068,7 +4068,42 @@ @@ -19395,9 +19430,660 @@ wiz2['Wizard Lock'] = { 'effect': 'A *wizard lock* spell cast upon a door, chest, or portal magically locks it. The caster can freely pass his own lock without affecting it; otherwise, the wizard-locked door or object can be opened only by breaking in, by a successful *dispel magic* or *knock* spell, or by a wizard four or more levels higher than the one casting the spell. Note that the last two methods do not remove the wizard lock; they only negate it for a brief duration— about one turn. Creatures from other planes cannot burst a wizard lock as they can a held portal (see the *hold portal* spell).' }; +let wiz3 = {}; +wiz3['Blink'] = { + 'name': 'Blink', + 'level': 'Level 3 Wizard', + 'school': 'Alteration', + 'range': '0', + 'duration': '[[@{level-wizard}]] rounds', + 'aoe': 'The caster', + 'components': 'V, S', + 'cast-time': '1', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'PHB p. 190', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of this spell, the wizard causes his material form to “blink” directly from one point to another at a random time and in a random direction. This means that melee attacks against the wizard automatically miss if initiative indicates they fall after he has blinked. \n Each round the spell is in effect, the wizard rolls 2d8 to determine the timing of the blink—the result of the dice roll is used as the wizard’s initiative for that round. The wizard disappears and instantaneously reappears 10 feet distant from his previous position. (Direction is determined by a roll of 1d8: 1 = right ahead, 2 = right, 3 = right behind, 4 = behind, 5 = left behind, 6 = left, 7 = left ahead, 8 = ahead.) The caster cannot blink into a solid object; if such is indicated, reroll the direction. Movable objects of size and mass comparable to the caster are shoved aside when the caster blinks in. If blinking is impossible except into a fixed, solid object, the caster is then trapped on the Ethereal Plane. \n During each round that he blinks, the spellcaster can be attacked only by opponents who win initiative or by those who are able to strike both locations at once (for example, with a breath weapon, fireball, or similar wide-area attack forms). Opponents with multiple attacks, or those operating under haste or similar effects, can often strike early enough to have at least one attack against the caster. \n If the spellcaster holds off his attack (if any) until after the blink, the 2d8 delay until the blink is added to his normal 1d10 initiative roll (thus, he probably attacks last in the round). The spellcaster can also try to get his attack in before he blinks (he must announce his intent before rolling the 2d8 for blink timing and the 1d10 for initiative). In this case, the caster compares the two dice rolls, hoping that his initiative roll is lower than his blink roll (the two rolls are *not* added if he is trying to attack before he blinks). If so, he attacks according to his initiative roll, then blinks according to the blink roll. If his blink roll is lower than his initiative roll, however, he blinks first and then attacks in whatever direction he’s facing (he must go through with his attack, even if he is facing in the wrong direction to affect anyone).' +}; + +wiz3['Clairaudience'] = { + 'name': 'Clairaudience', + 'level': 'Level 3 Wizard', + 'school': 'Divination', + 'range': 'Unlimited', + 'duration': '[[@{level-wizard}]] rounds', + 'aoe': '60-foot radius', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': 'A small horn of at least 100 gp value', + 'reference': 'PHB p. 190', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'The *clairaudience* spell enables the wizard to concentrate upon some locale and hear in his mind any noise within a 60-foot radius of that point. Distance is not a factor, but the locale must be known—a place familiar to the spellcaster or an obvious one (such as behind a door, around a corner, in a copse of trees, etc.). Only sounds that are normally detectable by the wizard can be heard by use of this spell. Lead sheeting or magical protections prevent the operation of the spell, and the wizard has some indication that the spell is so blocked. The spell creates an invisible sensor, similar to that created by a *crystal ball* spell, that can be dispelled. The spell functions only on the wizard’s current plane of existence.' +}; + +wiz3['Clairvoyance'] = { + 'name': 'Clairvoyance', + 'level': 'Level 3 Wizard', + 'school': 'Divination', + 'range': 'Unlimited', + 'duration': '[[@{level-wizard}]] rounds', + 'aoe': 'Line of sight', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': 'A pinch of powdered pineal gland', + 'reference': 'PHB p. 190', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'Similar to the *clairaudience* spell, the *clairvoyance* spell empowers the wizard to see in his mind whatever is within sight range from the spell locale chosen. Distance from the wizard is not a factor, but the locale must be known—familiar or obvious. Furthermore, light is a factor, as the spell does not enable the use of infravision or magical enhancements. If the area is magically dark, only darkness is seen; if naturally pitch dark, only a 10-foot radius from the center of the spell’s area of effect can be seen. Otherwise, the seeing extends to the normal vision range according to the prevailing light. Lead sheeting or magical protection foils a *clairvoyance* spell, and the wizard has some indication that it is so blocked. The spell creates an invisible sensor, similar to that created by a *crystal ball* spell, that can be dispelled. The spell functions only on the wizard’s current plane of existence.' +}; + +wiz3['Delude'] = { + 'name': 'Delude', + 'level': 'Level 3 Wizard', + 'school': 'Alteration', + 'range': '0', + 'duration': '[[@{level-wizard}]] turns', + 'aoe': '30-foot radius', + 'components': 'V, S', + 'cast-time': '3', + 'saving-throw': 'Neg.', + 'materials': '', + 'reference': 'PHB p. 190', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of a *delude* spell, the wizard conceals his own alignment with that of any creature within a 30-foot radius at the time the spell is cast. The creature must be of higher than animal intelligence for the spell to work; its own alignment remains unchanged. The creature receives a saving throw vs. spell and, if successful, the delude spell fails. If the spell is successful, any *know alignment* spell used against the caster discovers only the assumed alignment. Note that a *detect good* or *detect evil* also detects the assumed aura, if the aura is strong enough. The creature whose aura has been assumed radiates magic, but the wizard radiates magic only to the creature whose alignment has been assumed. If a *delude* spell is used in conjunction with a *change self* or *alter self* spell, the class of the wizard can be totally hidden, if he is clever enough to carry off the disguise.' +}; + +wiz3['Dispel Magic'] = { + 'name': 'Dispel Magic', + 'level': 'Level 3 Wizard', + 'school': 'Abjuration', + 'range': '120 yards', + 'duration': 'Instantaneous', + 'aoe': '30-foot cube', + 'components': 'V, S', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'PHB p. 191', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When a wizard casts this spell, it has a chance to neutralize or negate magic it comes in contact with, as follows:\n First, it removes spells and spell-like effects (including device effects and innate abilities) from creatures or objects. Second, it disrupts the casting or use of these in the area of effect at the instant the dispel is cast. Third, it destroys magical potions (which are treated as 12th level for purposes of this spell). \n Each effect or potion in the spell’s area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise, the chance to dispel depends on the difference in level between the magical effect and the caster. The base chance is 50% (11 or higher on 1d20 to dispel). If the caster is of higher level than the creator of the effect to be dispelled, the difference is subtracted from the number needed on 1d20 to dispel (making it more likely that the dispel succeeds); if the caster is of lower level, the difference is *added* to the number needed on 1d20 to dispel (making it *less* likely that the dispel succeeds). A roll of 20 always succeeds and a roll of 1 always fails. Thus, if a caster is 10 levels higher, only a roll of 1 prevents the effect from being dispelled. \n A *dispel magic* spell does not affect a specially enchanted item, such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor, unless it is cast directly upon the item. This renders the item nonoperational for 1d4 rounds. An item possessed and carried by a creature gains the creature’s saving throw against this effect; otherwise, it is automatically rendered nonoperational. An interdimensional interface (such as a *bag of holding*) rendered nonoperational would be temporarily closed. Note that an item’s physical properties are unchanged: A nonoperational magical sword is still a sword. \n Artifacts and relics are not subject to this spell; however, some of their spell-like effects may be, at the DM’s option. \n Note that this spell can be very effective when used upon charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions.\n\n**Summary of Dispel Magic Effects**\n\n**Source of Effect  Resists As  Result of Dispel**\nCaster         None      Dispel automatic\nOther caster/     Leve/HD of\n innate ability    other caster  Effect negated\nWand        6th level    *\nStaff         8th level      *\nPotion         12th level    Potion destroyed\nOther magic     12th,\n           unless special *\nArtifact       DM discretion  DM discretion\n\n* Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.' +}; + +wiz3['Explosive Runes'] = { + 'name': 'Explosive Runes', + 'level': 'Level 3 Wizard', + 'school': 'Alteration', + 'range': 'Touch', + 'duration': 'Special', + 'aoe': '10-foot radius', + 'components': 'V, S', + 'cast-time': '3', + 'saving-throw': 'None or ½', + 'materials': '', + 'reference': 'PHB p. 191', + 'damage': '[[6d4+6]]', + 'damage-type': 'Fire', + 'healing': '', + 'effect': 'By tracing these mystic runes upon a book, map, scroll, or similar object bearing written information, the wizard prevents unauthorized persons from reading his material. The explosive runes are difficult to detect—5% chance per level of magic use experience of the reader; thieves have only a 5% chance. But trap detection by spell or magical device always finds these runes. \n When read, the explosive runes detonate, delivering 6d4+6 points of damage to the reader, who gets no saving throw. A like amount, or half that if saving throws are made, is suffered by each creature within the blast radius. The wizard who cast the spell, as well as any he instructs, can read the protected writing without triggering the runes. Likewise, the wizard can remove the runes whenever desired. Others can remove them only with a successful *dispel magic* or *erase* spell. Explosive runes otherwise last until the spell is triggered. The item upon which the runes are placed is destroyed when the explosion takes place, unless it is not normally subject to destruction by magical fire (see the item saving throws in Chapter 6 of the *DUNGEON MASTER Guide*).' +}; + +wiz3['Feign Death'] = { + 'name': 'Feign Death', + 'level': 'Level 3 Wizard', + 'school': 'Necromancy', + 'range': 'Touch', + 'duration': '1 hour + [[@{level-wizard}]] turns', + 'aoe': 'Creature touched', + 'components': 'V, S', + 'cast-time': '1', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'PHB p. 191', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of this spell, the caster (or any other creature whose levels of experience or Hit Dice do not exceed the wizard’s own level) can be put into a cataleptic state that is impossible to distinguish from death. Although the person or creature affected by the *feign death* spell can smell, hear, and know what is going on, no feeling or sight of any sort is possible. Thus, any wounding or mistreatment of the body is not felt and no reaction occurs; damage is only half normal. In addition, paralysis, poison, and energy-level drain cannot affect an individual under the influence of this spell. Poison injected or otherwise introduced into the body takes effect when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted. \n Note that only a willing individual can be affected by a *feign death* spell. The spellcaster can end the spell effects at any time desired, as will a successful dispel, but a full round is required for bodily functions to begin again.' +}; + +wiz3['Fireball'] = { + 'name': 'Fireball', + 'level': 'Level 3 Wizard', + 'school': 'Evocation', + 'range': '[[10+10*[[@{level-wizard}]] ]] yards', + 'duration': 'Instantaneous', + 'aoe': '20-foot radius', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': '½', + 'materials': 'A tiny ball of bat guano and sulphur', + 'reference': 'PHB p. 191', + 'damage': '[[ [[{[[@{level-wizard}]],10}kl1]]d6]]', + 'damage-type': 'Fire', + 'healing': '', + 'effect': 'A fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6). The burst of the fireball creates little pressure and generally conforms to the shape of the area in which it occurs. The fireball fills an area equal to its normal spherical volume (roughly 33,000 cubic feet—thirty-three 10-foot x 10-foot x 10-foot cubes). Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the heat of the fireball melts soft metals such as gold, copper, silver, etc. Exposed items require saving throws vs. magical fire to determine if they are affected, but items in the possession of a creature that rolls a successful saving throw are unaffected by the fireball. \n The wizard points his finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their saving throws each suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage (the DM rolls the damage and each affected creature suffers either full damage or half damage [round fractions down], depending on whether the creature saved or not).' +}; + +wiz3['Flame Arrow'] = { + 'name': 'Flame Arrow', + 'level': 'Level 3 Wizard', + 'school': 'Conjuration/Summoning', + 'range': '[[30+10*[[@{level-wizard}]] ]] yards', + 'duration': '1 round', + 'aoe': 'Special', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': ' A drop of oil and a small piece of flint', + 'reference': 'PHB p. 192', + 'damage': '1 Fire damage or 1d6 Piercing + 4d6 Fire damage per bolt', + 'damage-type': 'piercing and fire', + 'healing': '', + 'effect': 'This spell has two effects. First, the wizard can cause normal arrows or crossbow bolts to become magical flaming missiles for one round. The missiles must be nocked and drawn (or cocked) at the completion of the spell. If they are not loosed within one round, they are consumed by the magic. For every five levels the caster has achieved, up to 10 arrows or bolts can be affected. (Currently [[floor([[@{wizard-level}]]/5)*10]] arrows or bolts). The arrows inflict normal damage, plus 1 point of fire damage to any target struck. They may also cause incendiary damage. This version of the spell is used most often in large battles. \n The second version of this spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage. Only half the fire damage is inflicted if the creature struck successfully saves vs. spell. The caster receives one bolt for every five experience levels (two bolts at 10th level, three at 15th level, etc.)(Currently [[floor([[@{wizard-level}]]/5)]] bolts). Bolts must be used on creatures within 20 yards of each other and in front of the wizard.' +}; + +wiz3['Fly'] = { + 'name': 'Fly', + 'level': 'Level 3 Wizard', + 'school': 'Alteration', + 'range': 'Touch', + 'duration': '[[@{level-wizard}]] + 1d6 turns rolled by the DM', + 'aoe': 'Creature touched', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': 'A wing feather from any bird', + 'reference': 'PHB p. 192', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell enables the wizard to bestow the power of magical flight. The creature affected is able to move vertically and horizontally at a rate of 18 (half that if ascending, twice that if descending in a dive). The maneuverability class of the creature is B. Using the fly spell requires as much concentration as walking, so most spells can be cast while hovering or moving slowly (movement of 3). Possible combat penalties while flying are known to the DM (found in the “Aerial Combat” section of Chapter 9 of the DMG). The exact duration of the spell is always unknown to the spellcaster, as the variable addition is determined secretly by the DM.' +}; + +wiz3['Gust of Wind'] = { + 'name': 'Gust of Wind', + 'level': 'Level 3 Wizard', + 'school': 'Alteration', + 'range': '0', + 'duration': '1 round', + 'aoe': '10 feet x [[10*[[@{level-wizard}]] ]] yards', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': 'A legume seed', + 'reference': 'PHB p. 192', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When this spell is cast, a strong puff of air originates from the wizard and moves in the direction he is facing. The force of this gust of wind (about 30 m.p.h.) is sufficient to extinguish candles, torches, and similar unprotected flames. It causes protected flames—such as those of lanterns—to dance wildly and has a 5% chance per level of experience of the spellcaster to extinguish even such lights. Currently [[5*[[@{wizard-level}]] ]]%. It also fans large fires outward 1d6 feet in the direction of the wind’s movement. It forces back small flying creatures 1d6 x 10 yards and causes man-sized beings to be held motionless if attempting to move against its force. It slows larger-than-man-sized flying creatures by 50% for one round. It blows over light objects, disperses most vapors, and forces away gaseous or unsecured levitating creatures. Its path is a constant 10 feet wide, by 10 yards long per level of experience of the caster (for example, an 8th-level wizard causes a gust of wind that travels 80 yards).' +}; + +wiz3['Haste'] = { + 'name': 'Haste', + 'level': 'Level 3 Wizard', + 'school': 'Alteration', + 'range': '60 yards.', + 'duration': '[[3+[[@{level-wizard}]] ]] rounds', + 'aoe': '40-foot cube, [[@{level-wizard}]] creatures', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': 'A shaving of licorice root', + 'reference': '', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When this spell is cast, each affected creature functions at double its normal movement and attack rates. A hasted creature gains a -2 initiative bonus. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are *not* sped up. The number of creatures that can be affected is equal to the caster’s experience level; those creatures closest to the center of effect are affected first. All affected by haste must be in the designated area of effect. Note that this spell negates the effects of a *slow* spell. Additionally, this spell ages the recipient by one year, because of sped-up metabolic processes. This spell is not cumulative with itself or with other similar magic.' +}; + +wiz3['Hold Person'] = { + 'name': 'Hold Person', + 'level': 'Level 3 Wizard', + 'school': 'Enchantment/Charm', + 'range': '120 yards', + 'duration': '[[2*[[@{level-wizard}]] ]] rounds', + 'aoe': '1—4 persons, 20-foot cube', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'Negate', + 'materials': 'A small, straight piece of iron', + 'reference': 'PHB p. 193', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile for five or more rounds. \n The *hold person* spell affects any bipedal human, demihuman or humanoid of man size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. \n The spell is centered on a point selected by the caster; it affects persons selected by the caster within the area of effect. If the spell is cast at three or four people, each gets an unmodified saving throw. If only two people are being enspelled, each makes his saving throw with a -1 penalty. If the spell is cast at only one person, the saving throw suffers a -3 penalty. Saving throws are adjusted for Wisdom. Those succeeding on their saving throws are unaffected by the spell. Undead creatures cannot be held. \n Held beings cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects’ condition due to wounds, disease, or poison. The caster can end the spell with a single utterance at any time; otherwise, the duration is 10 rounds at 5th level, 12 rounds at 6th level, 14 rounds at 7th level, etc.' +}; + +wiz3['Hold Undead'] = { + 'name': 'Hold Undead', + 'level': 'Level 3 Wizard', + 'school': 'Necromancy', + 'range': '60 feet', + 'duration': '[[1d4+[[@{level-wizard}]] ]] rounds', + 'aoe': '[[1d3]] undead', + 'components': 'V, S, M', + 'cast-time': '5', + 'saving-throw': 'Negate', + 'materials': 'A pinch of sulphur and powdered garlic', + 'reference': 'PHB p. 193', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When cast, this spell renders immobile 1d3 undead creatures whose total Hit Dice are equal to or less than the caster’s level. No more than three undead can be affected by a single spell. To cast, the wizard aims the spell at a point within range and the three undead closest to this are considered to be in the area of effect, provided all are within the field of vision and spell range of the caster. Undead of a mindless nature (skeletons, zombies, or ghouls) are automatically affected. Other forms of undead are allowed a saving throw to negate the effect. If the spell is successful, it renders the undead immobile for the duration of the spell.' +}; + +wiz3['Illusionary Script'] = { + 'name': 'Illusionary Script', + 'level': 'Level 3 Wizard', + 'school': 'Illusion/Phantasm', + 'range': 'Touch', + 'duration': '[[@{wizard-level}]] day', + 'aoe': 'Script reader', + 'components': 'V, S, M', + 'cast-time': 'Special', + 'saving-throw': 'Special', + 'materials': 'A lead-based ink that requires special manufacture by an alchemist, at a cost of not less than 300 gp per usage', + 'reference': 'PHB p. 193', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell enables the wizard to write instructions or other information on parchment, paper, etc. The illusionary script appears to be some form of foreign or magical writing. Only the person (or people) who the wizard desires to read the writing can do so. An illusionist recognizes it for illusionary script. \n Unauthorized creatures glancing at the script must roll saving throws vs. spell. A successful save means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by the caster at the time the *illusionary script* spell was cast. The suggestion cannot require more than three turns to carry out. The suggestion could be to close the book and leave, or to forget the existence of the book, for example. A successful dispel magic spell will remove the illusionary script, but an unsuccessful attempt erases all of the writing. The hidden writings can be read by a combination of the *true seeing* spell and either the *read magic* or *comprehend languages* spell, as applicable.' +}; + +wiz3['Infravision'] = { + 'name': 'Infravision', + 'level': 'Level 3 Wizard', + 'school': 'Alteration', + 'range': 'Touch', + 'duration': '[[2+[[@{level-wizard}]] ]] hours', + 'aoe': 'Creature touched', + 'components': 'V, S, M', + 'cast-time': '1 round', + 'saving-throw': 'None', + 'materials': 'Either a pinch of dried carrot or an agate', + 'reference': 'PHB p. 193', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of this spell, the wizard enables the recipient to see in normal darkness up to 60 feet without light. Note that strong sources of light (fire, lanterns, torches, etc. tend to blind this vision, so infravision does not function efficiently in the presence of such light sources. Invisible creatures are not detectable by infravision.' +}; + +wiz3['Invisibility, 10\' Radius'] = { + 'name': 'Invisibility, 10\' Radius', + 'level': 'Level 3 Wizard', + 'school': 'Illusion/Phantasm', + 'range': 'Touch', + 'duration': 'Special', + 'aoe': '10-foot radius', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': 'An eyelash and a bit of gum arabic, the former encased in the latter', + 'reference': 'PHB p. 193', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell confers invisibility upon all creatures within 10 feet of the recipient. Gear carried and light sources are included, but any light emitted is still visible. The center of the effect is mobile with the recipient. Those affected by this spell cannot see each other. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) that attack negate the invisibility only for themselves. If the spell recipient attacks, the *invisibility, 10’ radius* spell is broken for all.' +}; + +wiz3['Item'] = { + 'name': 'Item', + 'level': 'Level 3 Wizard', + 'school': 'Alteration', + 'range': 'Touch', + 'duration': '[[ [[@{level-wizard}]]*4]] hours', + 'aoe': '[[ [[@{level-wizard}]]*2]] cu. ft.', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'Special', + 'materials': '', + 'reference': 'PHB p. 194', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of this spell, the wizard is able to shrink one nonmagical item (if it is within the size limit) to 1/12 of its normal size. Optionally, the caster can also change its now-shrunken composition to a clothlike one. An object in the possession of another creature is allowed a saving throw vs. spell. Objects changed by an item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original spellcaster. Even a burning fire and its fuel can be shrunk by this spell.' +}; + +wiz3['Leomund\'s Tiny Hut'] = { + 'name': 'Leomund\'s Tiny Hut', + 'level': 'Level 3 Wizard', + 'school': 'Alteration', + 'range': '0', + 'duration': '[[4+[[@{level-wizard}]] ]] hours', + 'aoe': '15-foot-diameter sphere', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': 'A small crystal bead that shatters when the spell duration expires or the hut is dispelled', + 'reference': 'PHB p. 194', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When this spell is cast, the wizard creates an unmoving, opaque sphere of force of any desired color around his person. Half of the sphere projects above the ground, and the lower hemisphere passes through the ground. Up to seven other man-sized creatures can fit into the field with its creator; they can freely pass into and out of the hut without harming it. However, if the spellcaster removes himself from the hut, the spell dissipates.\n The temperature inside the hut is 70° F. (21° C), if the exterior temperature is between 0° and 100° F. (-17° to 38° C). An exterior temperature below 0° or above 100° lowers or raises, respectively, the interior temperature on a 1°-for-1° basis. The tiny hut also provides protection against the elements, such as rain, dust, sandstorms, and the like. The hut can withstand any wind of less than hurricane force without being harmed, but wind force greater than that destroys it. \n The interior of the hut is a hemisphere; the spellcaster can illuminate it dimly upon command, or extinguish the light as desired. Note that although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut. The hut can be dispelled.' +}; + +wiz3['Lightning Bolt'] = { + 'name': 'Lightning Bolt', + 'level': 'Level 3 Wizard', + 'school': 'Evocation', + 'range': '[[40+10*[[@{level-wizard}]] ]] yards', + 'duration': 'Instantaneous', + 'aoe': 'Special', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': '½', + 'materials': 'A bit of fur and an amber, crystal, or glass rod', + 'reference': 'PHB p. 194', + 'damage': '[[ [[{[[@{level-wizard}]],10}kl1]]d6]]', + 'damage-type': 'Lightning', + 'healing': '', + 'effect': 'Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spellcaster (maximum of 10d6) to each creature within its area of effect. A successful saving throw vs. spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (for example, if a 40-foot bolt was started at 180 feet from the wizard, the far end of the bolt would reach 220 feet (180 + 40). The lightning bolt may set fire to combustibles, sunder wooden doors, splinter up to a half-foot thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze). Saving throws must be rolled for objects that withstand the full force of a stroke (see the *fireball* spell). If the damage caused to an interposing barrier shatters or breaks through it (i.e., the saving throw fails), the bolt continues. A bolt can breach 1 inch of wood or half an inch of stone per caster level, up to a maximum of 1 foot of wood or half a foot of stone. \n The lightning bolt’s area of effect is chosen by the spellcaster: either a forked bolt 10 feet wide and 40 feet long or a single bolt 5 feet wide and 80 feet long. If a bolt cannot reach its full length, because of an unyielding barrier (such as a stone wall), the lightning bolt rebounds from the barrier toward its caster, ending only when it reaches its full length. \n For example: An 80-foot-long stroke is begun at a range of 40 feet, but it hits a stone wall at 50 feet. The bolt travels 10 feet, hits the wall, and rebounds for 70 feet back toward its creator (who is only 50 feet from the wall, and so is caught in his own lightning bolt!). \n The DM might allow reflecting bolts. When this type of lightning bolt strikes a solid surface, the bolt reflects from the surface at an angle equal to the angle of incidence (like light off a mirror). A creature crossed more than once by the bolt must roll a saving throw for every time it is crossed, but it still suffers either full damage (if one saving throw is missed) or half damage (if all saving throws are made).' +}; + +wiz3['Melf\'s Minute Meteors'] = { + 'name': 'Melf\'s Minute Meteors', + 'level': 'Level 3 Wizard', + 'school': 'Evocation, Alteration', + 'range': '[[70+10*[[@{level-wizard}]] ]] yards', + 'duration': 'Special', + 'aoe': '1 target/meteor', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': 'Nitre and sulphur formed into a bead by the addition of pine tar. The caster must also have a small hollow tube of minute proportion, fashioned from gold. The tube costs no less than 1,000 gp to construct, so fine is its workmahship and magical engraving, and it can be reused.', + 'reference': 'PHB p. 194', + 'damage': '1d4 per meteor + 1 splash within 3 feet', + 'damage-type': 'Fire', + 'healing': '', + 'effect': 'This spell enables the wizard to cast small globes of fire (one for each experience level he has attained. Currently [[@{wizard-level}]] meteors), each of which bursts into a 1-foot-diameter sphere upon impact, inflicting 1d4 points of damage to the creature struck. It can also ignite combustible materials (even solid planks). The meteors are treated as missiles hurled by the wizard with a +2 bonus to the attack rolls and with no penalty for range. Misses are treated as grenadelike missiles that inflict 1 point of damage to creatures within 3 feet. \n The spell can be cast in either of two ways: \n A) The wizard discharges five meteors every round (see the “Multiple Attacks and Initiative” section in Chapter 9: Combat). Note that this carries over into at least the following round. \n B) The wizard discharges only one meteor per round. In addition to releasing the missile, the caster can perform other actions in the round, including spellcasting, melee, or device use. Spells requiring concentration force the wizard to forgo the rest of the missiles to maintain concentration. Also, if the wizard fails to maintain an exact mental count of the number of missiles he has remaining, he has involuntarily lost the remaining portion of the spell. \n The spell ends when the caster has fired off as many meteors as he has experience levels, when he forgoes casting any still remaining, or when a successful *dispel magic* spell is thrown upon the caster.' +}; + +wiz3['Monster Summoning I'] = { + 'name': 'Monster Summoning I', + 'level': 'Level 3 Wizard', + 'school': 'Conjuration/Summoning', + 'range': 'Special', + 'duration': '[[2+[[@{level-wizard}]] ]] rounds', + 'aoe': '30-yard radius', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': 'A tiny bag and a small (not necessarily lit) candle', + 'reference': 'PHB p. 195', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'Within one round of casting this spell, the wizard magically conjures [[2d4]] 1st-level monsters (selected by the DM, from his 1st-level encounter tables). The monsters appear anywhere within the spell’s area of effect, as desired by the wizard. They attack the spell user’s opponents to the best of their ability until either he commands that the attacks cease, the spell duration expires, or the monsters are slain. These creatures do not check morale, but they vanish when slain. Note that if no opponent exists to fight, summoned monsters can, if the wizard can communicate with them and if they are physically able, perform other services for the summoning wizard. \n In rare cases, adventurers have been known to disappear, summoned by powerful spellcasters using this spell. Those summoned recall all the details of their trip.' +}; + +wiz3['Nondetection'] = { + 'name': 'Nondetection', + 'level': 'Level 3 Wizard', + 'school': 'Abjuration', + 'range': 'Touch', + 'duration': '[[@{level-wizard}]] hours', + 'aoe': '1 creature or item', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': 'A pinch of diamond dust worth 300 gp', + 'reference': 'PHB p. 195', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By casting this spell, the wizard makes the creature or object touched undetectable by divination spells such as *clairaudience*, *clairvoyance*, *locate object*, *ESP*, and detect spells. It also prevents location by such magical items as *crystal balls* and *ESP medallions*. It does not affect the *know alignment* spell or the ability of intelligent or high-level beings to detect invisible creatures. If a divination is attempted, the *nondetection* caster must roll a saving throw vs. spell. If this is successful, the divination fails.' +}; + +wiz3['Phantom Steed'] = { + 'name': 'Phantom Steed', + 'level': 'Level 3 Wizard', + 'school': 'Conjuration, Phantasm', + 'range': 'Touch', + 'duration': '[[@{level-wizard}]] hours', + 'aoe': 'Special', + 'components': 'V, S', + 'cast-time': '1 turn', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'PHB p. 195', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When this spell is cast, the wizard creates a quasi-real, horselike creature. The steed can be ridden only by the wizard who created it, or by any person for whom the wizard specifically creates such a mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. Its eyes are milky-colored. It does not fight, but all normal animals shun it and only monstrous ones will attack. The mount has an Armor Class of 2 and [[ [[@{level-wizard}]]+7]] hit points. If it loses all of its hit points, the phantom steed disappears. A phantom steed moves at a movement rate of [[ [[@{level-wizard}]]*4]], to a maximum movement rate of 48. It has what seems to be a saddle and a bit and bridle. It can bear its rider’s weight, plus up to [[ [[@{level-wizard}]]*10]] pounds. \n These mounts gain certain powers according to the level of the wizard who created them: \n 8th Level: The ability to pass over sandy, muddy, or even swampy ground without difficulty. \n 10th Level: The ability to pass over water as if it were firm, dry ground. \n 12th Level: The ability to travel in the air as if it were firm land, so chasms and the like can be crossed without benefit of a bridge. Note, however, that the mount cannot casually take off and fly; the movement must be between points of similar altitude. \n 14th Level: The ability to perform as if it were a pegasus; it flies at a rate of 48 per round upon command. \n Note that a mount’s abilities include those of lower levels; thus, a 12th-level mount has the 8th-, 10th-, and 12th-level abilities.' +}; + +wiz3['Protection from Evil, 10\' Radius'] = { + 'name': 'Protection From Evil, 10\' Radius', + 'level': 'Level 3 Wizard', + 'school': 'Abjuration (Reversible)', + 'range': 'Touch', + 'duration': '[[2*[[@{level-wizard}]] ]] rounds', + 'aoe': '10-foot radius', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': 'Powdered silver or iron', + 'reference': 'PHB p. 195', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'The globe of protection of this spell is identical in all respects to a *protection from evil* spell, except that it encompasses a much larger area and its duration is greater. The effect is centered on and moves with the creature touched. Any protected creature within the circle can break the warding against enchanted or summoned monsters by meleeing them. If a creature too large to fit into the area of effect is the recipient of the spell, the spell acts as a normal *protection from evil* spell for that creature only. \n To complete this spell, the caster must trace a circle 20 feet in diameter using powdered silver. The material component for the reverse is powdered iron.' +}; + +wiz3['Protection From Normal Missiles'] = { + 'name': 'Protection From Normal Missiles', + 'level': 'Level 3 Wizard', + 'school': 'Abjuration', + 'range': 'Touch', + 'duration': '[[@{level-wizard}]] turns', + 'aoe': 'Creature touched', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': 'A piece of tortoise or turtle shell', + 'reference': 'PHB p. 196', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of this spell, the wizard bestows total invulnerability to hurled and projected missiles such as arrows, axes, bolts, javelins, small stones, and spears. Furthermore, it causes a reduction of 1 from each die of damage (but no die inflicts less than 1 point of damage inflicted by large or magical missiles, such as ballista missiles, catapult stones, hurled boulders, and magical arrows, bolts, javelins, etc. Note, however, that this spell does not convey any protection from such magical attacks as fireballs, lightning bolts, or magic missiles.' +}; + +wiz3['Secret Page'] = { + 'name': 'Secret Page', + 'level': 'Level 3 Wizard', + 'school': 'Alteration', + 'range': 'Touch', + 'duration': 'Until dispelled', + 'aoe': '1 page, up to 2 foot square', + 'components': 'V, S, M', + 'cast-time': '1 turn', + 'saving-throw': 'None', + 'materials': 'Powdered herring scales and either will o’ wisp or boggart essense', + 'reference': 'PHB p. 196', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When cast, a *secret page* spell alters the actual contents of a page so that they appear to be something entirely different. Thus, a map can be changed to become a treatise on burnishing ebony walking sticks. The text of a spell can be altered to show a ledger page or even another form of spell. *Confuse languages* and *explosive runes* spells may be cast upon the secret page, but a *comprehend languages* spell cannot reveal the secret page’s contents. The caster is able to reveal the original contents by speaking a command word, perusing the actual page, and then returning it to its secret page form. The caster can also remove the spell by double repetition of the command word. Others noting the dim magic of a page within this spell cloaking its true contents can attempt to dispel magic, but if it fails, the page is destroyed. A *true seeing* spell does not reveal the contents unless cast in combination with a *comprehend languages* spell. An *erase* spell can destroy the writing.' +}; + +wiz3['Sepia Snake Sigil'] = { + 'name': 'Sepia Snake Sigil', + 'level': 'Level 3 Wizard', + 'school': 'Conjuration/Summoning', + 'range': '5 yards', + 'duration': 'Special', + 'aoe': '1 sigil', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': '100 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores', + 'reference': 'PHB p. 196', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When this spell is cast, a small written symbol appears in the text of any written work. When read, the so-called sepia snake springs into being and strikes at the nearest living creature (but does not attack the wizard who cast the spell). Its attack is made as if it were a monster with Hit Dice equal to the level of the wizard who cast the spell. If it strikes successfully, the victim is engulfed in a shimmering amber field of force, frozen and immobilized until released, either at the caster’s command, by a successful *dispel magic* spell, or until a time equal to 1d4 days + 1 day per caster level has elapsed. Until then, nothing can get at the victim, move the shimmering force surrounding him, or otherwise affect him. The victim does not age, grow hungry, sleep, or regain spells while in this state. He is not aware of his surroundings. If the sepia snake misses its target, it dissipates in a flash of brown light, with a loud noise and a puff of dun-colored smoke that is 10 feet in diameter and lasts for one round. \n&emps;The spell cannot be detected by normal observation, and *detect magic* reveals only that the entire text is magical. A *dispel magic* can remove it; an *erase* spell destroys the entire page of text. It can be cast in combination with other spells that hide or garble text.' +}; + +wiz3['Slow'] = { + 'name': 'Slow', + 'level': 'Level 3 Wizard', + 'school': 'Alteration', + 'range': '[[90+10*[[@{level-wizard}]] ]] yards', + 'duration': '[[3+[[@{level-wizard}]] ]] rounds', + 'aoe': '40-foot cube, [[@{level-wizard}]] creatures', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'Negate', + 'materials': 'A drop of molasses', + 'reference': 'PHB p. 196', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'A *slow* spell causes affected creatures to move and attack at half their normal rates. It negates a *haste* spell or equivalent, but does not otherwise affect magically speeded or slowed creatures. Slowed creatures have an Armor Class penalty of +4 AC, an attack penalty of -4, and all Dexterity combat bonuses are negated. The magic affects a number of creatures equal to the spellcaster’s level, if they are within the area of effect chosen by the wizard (i.e., a 40-foot cubic volume centered as called for by the caster). The creatures are affected from the center of the spell outward. Saving throws against the spell suffer a -4 penalty.' +}; + +wiz3['Spectral Force'] = { + 'name': 'Spectral Force', + 'level': 'Level 3 Wizard', + 'school': 'Illusion/Phantasm', + 'range': '[[60+[[@{level-wizard}]] ]] yards', + 'duration': 'Special', + 'aoe': '[[40+10*[[@{level-wizard}]]-foot cube', + 'components': 'V, S', + 'cast-time': '3', + 'saving-throw': 'Special', + 'materials': '', + 'reference': 'PHB p. 197', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'The *spectral force* spell creates an illusion in which sound, smell, and thermal illusions are included. It is otherwise similar to the *improved phantasmal force* spell. The spell lasts for three rounds after concentration ceases.' +}; + +wiz3['Suggestion'] = { + 'name': 'Suggestion', + 'level': 'Level 3 Wizard', + 'school': 'Enchantment/Charm', + 'range': '30 yards', + 'duration': '[[1+[[@{level-wizard}]] ]] hours', + 'aoe': '1 creature', + 'components': 'V, M', + 'cast-time': '3', + 'saving-throw': 'Negate', + 'materials': 'A snake’s tongue and either a bit of honeycomb or a drop of sweet oil', + 'reference': 'PHB p. 197', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When this spell is cast by the wizard, he influences the actions of the chosen recipient by the utterance of a few words—phrases or a sentence or two—suggesting a course of action desirable to the spellcaster. The creature to be influenced must, of course, be able to understand the wizard’s suggestion—it must be spoken in a language that the spell recipient understands. \n The suggestion must be worded in such a manner as to make the action sound reasonable; asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. However, a suggestion that a pool of acid was actually pure water and that a quick dip would be refreshing is another matter. Urging a red dragon to stop attacking the wizard’s party so that the dragon and party could jointly loot a rich treasure elsewhere is likewise a reasonable use of the spell’s power. \n The course of action of a suggestion can continue in effect for a considerable duration, such as in the case of the red dragon mentioned above. Conditions that will trigger a special action can also be specified; if the condition is not met before the spell expires, the action will not be performed. If the target successfully rolls its saving throw, the spell has no effect. Note that a very reasonable suggestion causes the saving throw to be made with a penalty (such as -1, -2, etc.) at the discretion of the DM. Undead are not subject to suggestion.' +}; + +wiz3['Tongues'] = { + 'name': 'Tongues', + 'level': 'Level 3 Wizard', + 'school': 'Alteration', + 'range': '0', + 'duration': '[[@{level-wizard}]] rounds', + 'aoe': '30-foot radius', + 'components': 'V, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': 'A small clay model of a ziggurat, which shatters when the spell is pronounced', + 'reference': 'PHB p. 197', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell enables the wizard to speak and understand additional languages, whether they are racial tongues or regional dialects. This does not enable the caster to speak with animals. The spell enables the caster to be understood by all creatures of that type within hearing distance, usually 60 feet. This spell does not predispose the subject toward the caster in any way. \n The wizard can speak one additional tongue for every three levels of experience. Currently speak [[floor([[@{wizard-level}]]/3)]] additional tongues. The reverse of the spell cancels the effect of the *tongues* spell or confuses verbal communication of any sort within the area of effect.' +}; + +wiz3['Vampiric Touch'] = { + 'name': 'Vampiric Touch', + 'level': 'Level 3 Wizard', + 'school': 'Necromancy', + 'range': '0', + 'duration': 'One touch', + 'aoe': 'The caster', + 'components': 'V, S', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'PHB p. 197', + 'damage': '[[ [[{floor([[@{level-wizard}]]/2),6}kl1]]d6]]', + 'damage-type': '', + 'healing': 'Equal to damage', + 'effect': 'When the caster touches an opponent in melee with a successful attack roll, the opponent loses 1d6 hit points for every two caster levels, to a maximum drain of 6d6 points for a 12th-level caster. The spell is expended when a successful touch is made or one turn passes. The hit points are added to the caster’s total, with any hit points over the caster’s normal total treated as temporary additional hit points. Any damage to the caster is subtracted from the temporary hit points first. After one hour, any extra hit points above the caster’s normal total are lost. The creature originally losing hit points through this spell can regain them by magical or normal healing. Undead creatures are unaffected by this spell.' +}; + +wiz3['Water Breathing'] = { + 'name': 'Water Breathing', + 'level': 'Level 3 Wizard', + 'school': 'Alteration', + 'range': 'Touch', + 'duration': '[[ [[@level-wizard}]]+1d4]] hours', + 'aoe': 'Creature touched', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': 'A short reed or piece of straw', + 'reference': 'PHB p. 197', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'The recipient of a *water breathing* spell is able to breathe water freely for the duration of the spell. The caster can touch more than one creature with a single casting; in this case the duration is divided by the number of creatures touched. The reverse, *air breathing* enables water-breathing creatures to comfortably survive in the atmosphere for an equal duration.' +}; + + +wiz3['Wind Wall'] = { + 'name': 'Wind Wall', + 'level': 'Level 3 Wizard', + 'school': 'Alteration', + 'range': '[[10*[[@{level-wizard}]] ]] yards', + 'duration': '[[@level-wizard}]] rounds', + 'aoe': 'wall, [[10*[[@{level-wizard}]] ]] x [[5*[[@{level-wizard}]] ]] feet x 2 feet wide', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'Special', + 'materials': 'A tiny fan and a feather of exotic origin', + 'reference': 'PHB p. 198', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell brings forth an invisible vertical curtain of wind 2 feet thick and of considerable strength—a strong breeze sufficient to blow away any bird smaller than an eagle or tear papers and like materials from unsuspecting hands. (If in doubt, a saving throw vs. spell determines whether the subject maintains its grasp.) Normal insects cannot pass such a barrier. Loose materials, even cloth garments, fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while sling stones and other missiles under two pounds in weight receive a –4 penalty to a first shot and –2 penalties thereafter. Gases, most breath weapons, and creatures in gaseous form cannot pass this wall, although it is no barrier to noncorporeal creatures.' +}; + +wiz3['Wraithform'] = { + 'name': 'Wraithform', + 'level': 'Level 3 Wizard', + 'school': 'Alteration, Illusion', + 'range': '0', + 'duration': '[[2*[[@level-wizard}]] ]] rounds', + 'aoe': 'The caster', + 'components': 'S, M', + 'cast-time': '1', + 'saving-throw': 'None', + 'materials': 'A bit of gauze and a wisp of smoke', + 'reference': 'PHB p. 198', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When this spell is cast, the wizard and all of his gear become insubstantial. The caster is subject only to magical or special attacks, including those by weapons of +1 or better, or by creatures otherwise able to affect those struck only by magical weapons. Undead of most sorts will ignore an individual in wraithform, believing him to be a wraith or spectre, though a lich or special undead may save vs. spell with a –4 penalty to recognize the spell. \n The wizard can pass through small holes or narrow openings, even mere cracks, with all he wears or holds in his hands, as long as the spell persists. Note, however, that the caster cannot fly without additional magic. No form of attack is possible when in wraithform, except against creatures that exist on the Ethereal Plane, where all attacks (both ways) are normal. A successful *dispel magic* spell forces the wizard in wraithform back to normal form. The spellcaster can end the spell with a single word.' +}; + const wizardSpells = {}; wizardSpells['wiz1'] = wiz1; wizardSpells['wiz2'] = wiz2; +wizardSpells['wiz3'] = wiz3; /* ---- Wizard spells end ---- */ /* ---- Priest spells start ---- */ @@ -20852,35 +21538,37 @@ function setupSpellSumming(sections, oldField, newField, resultFieldName) { // --- End summing numbers from repeating spells for wizard and priest --- // function setupAutoFillSpellInfo(section, spellsTable) { - on(`change:repeating_spells-${section}:spell-select`, function(eventInfo){ + if (spellsTable[section]) { + on(`change:repeating_spells-${section}:spell-select`, function(eventInfo){ - let spell = spellsTable[section][eventInfo.newValue]; - if (spell === undefined) - return; + let spell = spellsTable[section][eventInfo.newValue]; + if (spell === undefined) + return; - let spellInfo ={ - [`repeating_spells-${section}_spell-name`] : spell['name'], - [`repeating_spells-${section}_spell-cast-time`] : spell['cast-time'], - [`repeating_spells-${section}_spell-level`] : spell['level'], - [`repeating_spells-${section}_spell-school`] : spell['school'], - [`repeating_spells-${section}_spell-components`] : spell['components'], - [`repeating_spells-${section}_spell-range`] : spell['range'], - [`repeating_spells-${section}_spell-aoe`] : spell['aoe'], - [`repeating_spells-${section}_spell-duration`] : spell['duration'], - [`repeating_spells-${section}_spell-damage`] : spell['damage'], - [`repeating_spells-${section}_spell-damage-type`] : spell['damage-type'], - [`repeating_spells-${section}_spell-saving-throw`] : spell['saving-throw'], - [`repeating_spells-${section}_spell-healing`] : spell['healing'], - [`repeating_spells-${section}_spell-materials`] : spell['materials'], - [`repeating_spells-${section}_spell-reference`] : spell['reference'], - [`repeating_spells-${section}_spell-effect`] : spell['effect'] - } - if (section.startsWith('pri')) { - spellInfo[`repeating_spells-${section}_spell-sphere`] = spell['sphere']; - } + let spellInfo ={ + [`repeating_spells-${section}_spell-name`] : spell['name'], + [`repeating_spells-${section}_spell-cast-time`] : spell['cast-time'], + [`repeating_spells-${section}_spell-level`] : spell['level'], + [`repeating_spells-${section}_spell-school`] : spell['school'], + [`repeating_spells-${section}_spell-components`] : spell['components'], + [`repeating_spells-${section}_spell-range`] : spell['range'], + [`repeating_spells-${section}_spell-aoe`] : spell['aoe'], + [`repeating_spells-${section}_spell-duration`] : spell['duration'], + [`repeating_spells-${section}_spell-damage`] : spell['damage'], + [`repeating_spells-${section}_spell-damage-type`] : spell['damage-type'], + [`repeating_spells-${section}_spell-saving-throw`] : spell['saving-throw'], + [`repeating_spells-${section}_spell-healing`] : spell['healing'], + [`repeating_spells-${section}_spell-materials`] : spell['materials'], + [`repeating_spells-${section}_spell-reference`] : spell['reference'], + [`repeating_spells-${section}_spell-effect`] : spell['effect'] + } + if (section.startsWith('pri')) { + spellInfo[`repeating_spells-${section}_spell-sphere`] = spell['sphere']; + } - setAttrs(spellInfo); - }); + setAttrs(spellInfo); + }); + } } function setupCalculateRemaining(totalField, sumField, remainingField) { @@ -20943,30 +21631,30 @@ function setupRepeatingRowCalculateTotal(repeatingTotalField, repeatingFieldsToS let wizardSpellLevelsSections = [ {level: 1, sections: ['', '2', '3', 'wiz1']}, {level: 2, sections: ['4', '5', '6', 'wiz2']}, - {level: 3, sections: ['7', '8', '9']}, - {level: 4, sections: ['10', '11', '12']}, - {level: 5, sections: ['70', '71', '72']}, //... legacy naming convention - {level: 6, sections: ['13', '14', '15']}, - {level: 7, sections: ['16', '17', '18']}, - {level: 8, sections: ['19', '20', '21']}, - {level: 9, sections: ['22', '23', '24']}, - {level: 10, sections: ['25', '26', '27']}, - {level: 11, sections: ['52', '53', '54']}, //... legacy naming convention - {level: 12, sections: ['55', '56', '57']}, - {level: 13, sections: ['58', '59', '60']}, - {level: 14, sections: ['61', '62', '63']}, - {level: 15, sections: ['64', '65', '66']}, + {level: 3, sections: ['7', '8', '9', 'wiz3']}, + {level: 4, sections: ['10', '11', '12', 'wiz4']}, + {level: 5, sections: ['70', '71', '72', 'wiz5']}, //... legacy naming convention + {level: 6, sections: ['13', '14', '15', 'wiz6']}, + {level: 7, sections: ['16', '17', '18', 'wiz7']}, + {level: 8, sections: ['19', '20', '21', 'wiz8']}, + {level: 9, sections: ['22', '23', '24', 'wiz9']}, + {level: 10, sections: ['25', '26', '27', 'wiz10']}, + {level: 11, sections: ['52', '53', '54', 'wiz11']}, //... legacy naming convention + {level: 12, sections: ['55', '56', '57', 'wiz12']}, + {level: 13, sections: ['58', '59', '60', 'wiz13']}, + {level: 14, sections: ['61', '62', '63', 'wiz14']}, + {level: 15, sections: ['64', '65', '66', 'wiz15']}, ]; let priestSpellLevelsSections = [ {level: '1', sections: ['28', '29', '30', 'pri1']}, {level: '2', sections: ['31', '32', '33', 'pri2']}, - {level: '3', sections: ['34', '35', '36']}, - {level: '4', sections: ['37', '38', '39']}, - {level: '5', sections: ['40', '41', '42']}, - {level: '6', sections: ['43', '44', '45']}, - {level: '7', sections: ['46', '47', '48']}, - {level: 'q', sections: ['49', '50', '51']}, + {level: '3', sections: ['34', '35', '36', 'pri3']}, + {level: '4', sections: ['37', '38', '39', 'pri4']}, + {level: '5', sections: ['40', '41', '42', 'pri5']}, + {level: '6', sections: ['43', '44', '45', 'pri6']}, + {level: '7', sections: ['46', '47', '48', 'pri7']}, + {level: 'q', sections: ['49', '50', '51', 'priq']}, ]; // --- Start setup Spell Slots --- // diff --git a/AD&D 2E Revised/javascript/sheetWorkers.js b/AD&D 2E Revised/javascript/sheetWorkers.js index 49fb166bd0..5fb4e27dc6 100644 --- a/AD&D 2E Revised/javascript/sheetWorkers.js +++ b/AD&D 2E Revised/javascript/sheetWorkers.js @@ -473,35 +473,37 @@ function setupSpellSumming(sections, oldField, newField, resultFieldName) { // --- End summing numbers from repeating spells for wizard and priest --- // function setupAutoFillSpellInfo(section, spellsTable) { - on(`change:repeating_spells-${section}:spell-select`, function(eventInfo){ + if (spellsTable[section]) { + on(`change:repeating_spells-${section}:spell-select`, function(eventInfo){ - let spell = spellsTable[section][eventInfo.newValue]; - if (spell === undefined) - return; + let spell = spellsTable[section][eventInfo.newValue]; + if (spell === undefined) + return; - let spellInfo ={ - [`repeating_spells-${section}_spell-name`] : spell['name'], - [`repeating_spells-${section}_spell-cast-time`] : spell['cast-time'], - [`repeating_spells-${section}_spell-level`] : spell['level'], - [`repeating_spells-${section}_spell-school`] : spell['school'], - [`repeating_spells-${section}_spell-components`] : spell['components'], - [`repeating_spells-${section}_spell-range`] : spell['range'], - [`repeating_spells-${section}_spell-aoe`] : spell['aoe'], - [`repeating_spells-${section}_spell-duration`] : spell['duration'], - [`repeating_spells-${section}_spell-damage`] : spell['damage'], - [`repeating_spells-${section}_spell-damage-type`] : spell['damage-type'], - [`repeating_spells-${section}_spell-saving-throw`] : spell['saving-throw'], - [`repeating_spells-${section}_spell-healing`] : spell['healing'], - [`repeating_spells-${section}_spell-materials`] : spell['materials'], - [`repeating_spells-${section}_spell-reference`] : spell['reference'], - [`repeating_spells-${section}_spell-effect`] : spell['effect'] - } - if (section.startsWith('pri')) { - spellInfo[`repeating_spells-${section}_spell-sphere`] = spell['sphere']; - } + let spellInfo ={ + [`repeating_spells-${section}_spell-name`] : spell['name'], + [`repeating_spells-${section}_spell-cast-time`] : spell['cast-time'], + [`repeating_spells-${section}_spell-level`] : spell['level'], + [`repeating_spells-${section}_spell-school`] : spell['school'], + [`repeating_spells-${section}_spell-components`] : spell['components'], + [`repeating_spells-${section}_spell-range`] : spell['range'], + [`repeating_spells-${section}_spell-aoe`] : spell['aoe'], + [`repeating_spells-${section}_spell-duration`] : spell['duration'], + [`repeating_spells-${section}_spell-damage`] : spell['damage'], + [`repeating_spells-${section}_spell-damage-type`] : spell['damage-type'], + [`repeating_spells-${section}_spell-saving-throw`] : spell['saving-throw'], + [`repeating_spells-${section}_spell-healing`] : spell['healing'], + [`repeating_spells-${section}_spell-materials`] : spell['materials'], + [`repeating_spells-${section}_spell-reference`] : spell['reference'], + [`repeating_spells-${section}_spell-effect`] : spell['effect'] + } + if (section.startsWith('pri')) { + spellInfo[`repeating_spells-${section}_spell-sphere`] = spell['sphere']; + } - setAttrs(spellInfo); - }); + setAttrs(spellInfo); + }); + } } function setupCalculateRemaining(totalField, sumField, remainingField) { @@ -564,30 +566,30 @@ function setupRepeatingRowCalculateTotal(repeatingTotalField, repeatingFieldsToS let wizardSpellLevelsSections = [ {level: 1, sections: ['', '2', '3', 'wiz1']}, {level: 2, sections: ['4', '5', '6', 'wiz2']}, - {level: 3, sections: ['7', '8', '9']}, - {level: 4, sections: ['10', '11', '12']}, - {level: 5, sections: ['70', '71', '72']}, //... legacy naming convention - {level: 6, sections: ['13', '14', '15']}, - {level: 7, sections: ['16', '17', '18']}, - {level: 8, sections: ['19', '20', '21']}, - {level: 9, sections: ['22', '23', '24']}, - {level: 10, sections: ['25', '26', '27']}, - {level: 11, sections: ['52', '53', '54']}, //... legacy naming convention - {level: 12, sections: ['55', '56', '57']}, - {level: 13, sections: ['58', '59', '60']}, - {level: 14, sections: ['61', '62', '63']}, - {level: 15, sections: ['64', '65', '66']}, + {level: 3, sections: ['7', '8', '9', 'wiz3']}, + {level: 4, sections: ['10', '11', '12', 'wiz4']}, + {level: 5, sections: ['70', '71', '72', 'wiz5']}, //... legacy naming convention + {level: 6, sections: ['13', '14', '15', 'wiz6']}, + {level: 7, sections: ['16', '17', '18', 'wiz7']}, + {level: 8, sections: ['19', '20', '21', 'wiz8']}, + {level: 9, sections: ['22', '23', '24', 'wiz9']}, + {level: 10, sections: ['25', '26', '27', 'wiz10']}, + {level: 11, sections: ['52', '53', '54', 'wiz11']}, //... legacy naming convention + {level: 12, sections: ['55', '56', '57', 'wiz12']}, + {level: 13, sections: ['58', '59', '60', 'wiz13']}, + {level: 14, sections: ['61', '62', '63', 'wiz14']}, + {level: 15, sections: ['64', '65', '66', 'wiz15']}, ]; let priestSpellLevelsSections = [ {level: '1', sections: ['28', '29', '30', 'pri1']}, {level: '2', sections: ['31', '32', '33', 'pri2']}, - {level: '3', sections: ['34', '35', '36']}, - {level: '4', sections: ['37', '38', '39']}, - {level: '5', sections: ['40', '41', '42']}, - {level: '6', sections: ['43', '44', '45']}, - {level: '7', sections: ['46', '47', '48']}, - {level: 'q', sections: ['49', '50', '51']}, + {level: '3', sections: ['34', '35', '36', 'pri3']}, + {level: '4', sections: ['37', '38', '39', 'pri4']}, + {level: '5', sections: ['40', '41', '42', 'pri5']}, + {level: '6', sections: ['43', '44', '45', 'pri6']}, + {level: '7', sections: ['46', '47', '48', 'pri7']}, + {level: 'q', sections: ['49', '50', '51', 'priq']}, ]; // --- Start setup Spell Slots --- // diff --git a/AD&D 2E Revised/javascript/wizardSpells.js b/AD&D 2E Revised/javascript/wizardSpells.js index b18afc8d5f..9dc4aeb063 100644 --- a/AD&D 2E Revised/javascript/wizardSpells.js +++ b/AD&D 2E Revised/javascript/wizardSpells.js @@ -1582,7 +1582,658 @@ wiz2['Wizard Lock'] = { 'effect': 'A *wizard lock* spell cast upon a door, chest, or portal magically locks it. The caster can freely pass his own lock without affecting it; otherwise, the wizard-locked door or object can be opened only by breaking in, by a successful *dispel magic* or *knock* spell, or by a wizard four or more levels higher than the one casting the spell. Note that the last two methods do not remove the wizard lock; they only negate it for a brief duration— about one turn. Creatures from other planes cannot burst a wizard lock as they can a held portal (see the *hold portal* spell).' }; +let wiz3 = {}; +wiz3['Blink'] = { + 'name': 'Blink', + 'level': 'Level 3 Wizard', + 'school': 'Alteration', + 'range': '0', + 'duration': '[[@{level-wizard}]] rounds', + 'aoe': 'The caster', + 'components': 'V, S', + 'cast-time': '1', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'PHB p. 190', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of this spell, the wizard causes his material form to “blink” directly from one point to another at a random time and in a random direction. This means that melee attacks against the wizard automatically miss if initiative indicates they fall after he has blinked. \n Each round the spell is in effect, the wizard rolls 2d8 to determine the timing of the blink—the result of the dice roll is used as the wizard’s initiative for that round. The wizard disappears and instantaneously reappears 10 feet distant from his previous position. (Direction is determined by a roll of 1d8: 1 = right ahead, 2 = right, 3 = right behind, 4 = behind, 5 = left behind, 6 = left, 7 = left ahead, 8 = ahead.) The caster cannot blink into a solid object; if such is indicated, reroll the direction. Movable objects of size and mass comparable to the caster are shoved aside when the caster blinks in. If blinking is impossible except into a fixed, solid object, the caster is then trapped on the Ethereal Plane. \n During each round that he blinks, the spellcaster can be attacked only by opponents who win initiative or by those who are able to strike both locations at once (for example, with a breath weapon, fireball, or similar wide-area attack forms). Opponents with multiple attacks, or those operating under haste or similar effects, can often strike early enough to have at least one attack against the caster. \n If the spellcaster holds off his attack (if any) until after the blink, the 2d8 delay until the blink is added to his normal 1d10 initiative roll (thus, he probably attacks last in the round). The spellcaster can also try to get his attack in before he blinks (he must announce his intent before rolling the 2d8 for blink timing and the 1d10 for initiative). In this case, the caster compares the two dice rolls, hoping that his initiative roll is lower than his blink roll (the two rolls are *not* added if he is trying to attack before he blinks). If so, he attacks according to his initiative roll, then blinks according to the blink roll. If his blink roll is lower than his initiative roll, however, he blinks first and then attacks in whatever direction he’s facing (he must go through with his attack, even if he is facing in the wrong direction to affect anyone).' +}; + +wiz3['Clairaudience'] = { + 'name': 'Clairaudience', + 'level': 'Level 3 Wizard', + 'school': 'Divination', + 'range': 'Unlimited', + 'duration': '[[@{level-wizard}]] rounds', + 'aoe': '60-foot radius', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': 'A small horn of at least 100 gp value', + 'reference': 'PHB p. 190', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'The *clairaudience* spell enables the wizard to concentrate upon some locale and hear in his mind any noise within a 60-foot radius of that point. Distance is not a factor, but the locale must be known—a place familiar to the spellcaster or an obvious one (such as behind a door, around a corner, in a copse of trees, etc.). Only sounds that are normally detectable by the wizard can be heard by use of this spell. Lead sheeting or magical protections prevent the operation of the spell, and the wizard has some indication that the spell is so blocked. The spell creates an invisible sensor, similar to that created by a *crystal ball* spell, that can be dispelled. The spell functions only on the wizard’s current plane of existence.' +}; + +wiz3['Clairvoyance'] = { + 'name': 'Clairvoyance', + 'level': 'Level 3 Wizard', + 'school': 'Divination', + 'range': 'Unlimited', + 'duration': '[[@{level-wizard}]] rounds', + 'aoe': 'Line of sight', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': 'A pinch of powdered pineal gland', + 'reference': 'PHB p. 190', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'Similar to the *clairaudience* spell, the *clairvoyance* spell empowers the wizard to see in his mind whatever is within sight range from the spell locale chosen. Distance from the wizard is not a factor, but the locale must be known—familiar or obvious. Furthermore, light is a factor, as the spell does not enable the use of infravision or magical enhancements. If the area is magically dark, only darkness is seen; if naturally pitch dark, only a 10-foot radius from the center of the spell’s area of effect can be seen. Otherwise, the seeing extends to the normal vision range according to the prevailing light. Lead sheeting or magical protection foils a *clairvoyance* spell, and the wizard has some indication that it is so blocked. The spell creates an invisible sensor, similar to that created by a *crystal ball* spell, that can be dispelled. The spell functions only on the wizard’s current plane of existence.' +}; + +wiz3['Delude'] = { + 'name': 'Delude', + 'level': 'Level 3 Wizard', + 'school': 'Alteration', + 'range': '0', + 'duration': '[[@{level-wizard}]] turns', + 'aoe': '30-foot radius', + 'components': 'V, S', + 'cast-time': '3', + 'saving-throw': 'Neg.', + 'materials': '', + 'reference': 'PHB p. 190', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of a *delude* spell, the wizard conceals his own alignment with that of any creature within a 30-foot radius at the time the spell is cast. The creature must be of higher than animal intelligence for the spell to work; its own alignment remains unchanged. The creature receives a saving throw vs. spell and, if successful, the delude spell fails. If the spell is successful, any *know alignment* spell used against the caster discovers only the assumed alignment. Note that a *detect good* or *detect evil* also detects the assumed aura, if the aura is strong enough. The creature whose aura has been assumed radiates magic, but the wizard radiates magic only to the creature whose alignment has been assumed. If a *delude* spell is used in conjunction with a *change self* or *alter self* spell, the class of the wizard can be totally hidden, if he is clever enough to carry off the disguise.' +}; + +wiz3['Dispel Magic'] = { + 'name': 'Dispel Magic', + 'level': 'Level 3 Wizard', + 'school': 'Abjuration', + 'range': '120 yards', + 'duration': 'Instantaneous', + 'aoe': '30-foot cube', + 'components': 'V, S', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'PHB p. 191', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When a wizard casts this spell, it has a chance to neutralize or negate magic it comes in contact with, as follows:\n First, it removes spells and spell-like effects (including device effects and innate abilities) from creatures or objects. Second, it disrupts the casting or use of these in the area of effect at the instant the dispel is cast. Third, it destroys magical potions (which are treated as 12th level for purposes of this spell). \n Each effect or potion in the spell’s area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise, the chance to dispel depends on the difference in level between the magical effect and the caster. The base chance is 50% (11 or higher on 1d20 to dispel). If the caster is of higher level than the creator of the effect to be dispelled, the difference is subtracted from the number needed on 1d20 to dispel (making it more likely that the dispel succeeds); if the caster is of lower level, the difference is *added* to the number needed on 1d20 to dispel (making it *less* likely that the dispel succeeds). A roll of 20 always succeeds and a roll of 1 always fails. Thus, if a caster is 10 levels higher, only a roll of 1 prevents the effect from being dispelled. \n A *dispel magic* spell does not affect a specially enchanted item, such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor, unless it is cast directly upon the item. This renders the item nonoperational for 1d4 rounds. An item possessed and carried by a creature gains the creature’s saving throw against this effect; otherwise, it is automatically rendered nonoperational. An interdimensional interface (such as a *bag of holding*) rendered nonoperational would be temporarily closed. Note that an item’s physical properties are unchanged: A nonoperational magical sword is still a sword. \n Artifacts and relics are not subject to this spell; however, some of their spell-like effects may be, at the DM’s option. \n Note that this spell can be very effective when used upon charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions.\n\n**Summary of Dispel Magic Effects**\n\n**Source of Effect  Resists As  Result of Dispel**\nCaster         None      Dispel automatic\nOther caster/     Leve/HD of\n innate ability    other caster  Effect negated\nWand        6th level    *\nStaff         8th level      *\nPotion         12th level    Potion destroyed\nOther magic     12th,\n           unless special *\nArtifact       DM discretion  DM discretion\n\n* Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.' +}; + +wiz3['Explosive Runes'] = { + 'name': 'Explosive Runes', + 'level': 'Level 3 Wizard', + 'school': 'Alteration', + 'range': 'Touch', + 'duration': 'Special', + 'aoe': '10-foot radius', + 'components': 'V, S', + 'cast-time': '3', + 'saving-throw': 'None or ½', + 'materials': '', + 'reference': 'PHB p. 191', + 'damage': '[[6d4+6]]', + 'damage-type': 'Fire', + 'healing': '', + 'effect': 'By tracing these mystic runes upon a book, map, scroll, or similar object bearing written information, the wizard prevents unauthorized persons from reading his material. The explosive runes are difficult to detect—5% chance per level of magic use experience of the reader; thieves have only a 5% chance. But trap detection by spell or magical device always finds these runes. \n When read, the explosive runes detonate, delivering 6d4+6 points of damage to the reader, who gets no saving throw. A like amount, or half that if saving throws are made, is suffered by each creature within the blast radius. The wizard who cast the spell, as well as any he instructs, can read the protected writing without triggering the runes. Likewise, the wizard can remove the runes whenever desired. Others can remove them only with a successful *dispel magic* or *erase* spell. Explosive runes otherwise last until the spell is triggered. The item upon which the runes are placed is destroyed when the explosion takes place, unless it is not normally subject to destruction by magical fire (see the item saving throws in Chapter 6 of the *DUNGEON MASTER Guide*).' +}; + +wiz3['Feign Death'] = { + 'name': 'Feign Death', + 'level': 'Level 3 Wizard', + 'school': 'Necromancy', + 'range': 'Touch', + 'duration': '1 hour + [[@{level-wizard}]] turns', + 'aoe': 'Creature touched', + 'components': 'V, S', + 'cast-time': '1', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'PHB p. 191', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of this spell, the caster (or any other creature whose levels of experience or Hit Dice do not exceed the wizard’s own level) can be put into a cataleptic state that is impossible to distinguish from death. Although the person or creature affected by the *feign death* spell can smell, hear, and know what is going on, no feeling or sight of any sort is possible. Thus, any wounding or mistreatment of the body is not felt and no reaction occurs; damage is only half normal. In addition, paralysis, poison, and energy-level drain cannot affect an individual under the influence of this spell. Poison injected or otherwise introduced into the body takes effect when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted. \n Note that only a willing individual can be affected by a *feign death* spell. The spellcaster can end the spell effects at any time desired, as will a successful dispel, but a full round is required for bodily functions to begin again.' +}; + +wiz3['Fireball'] = { + 'name': 'Fireball', + 'level': 'Level 3 Wizard', + 'school': 'Evocation', + 'range': '[[10+10*[[@{level-wizard}]] ]] yards', + 'duration': 'Instantaneous', + 'aoe': '20-foot radius', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': '½', + 'materials': 'A tiny ball of bat guano and sulphur', + 'reference': 'PHB p. 191', + 'damage': '[[ [[{[[@{level-wizard}]],10}kl1]]d6]]', + 'damage-type': 'Fire', + 'healing': '', + 'effect': 'A fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6). The burst of the fireball creates little pressure and generally conforms to the shape of the area in which it occurs. The fireball fills an area equal to its normal spherical volume (roughly 33,000 cubic feet—thirty-three 10-foot x 10-foot x 10-foot cubes). Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the heat of the fireball melts soft metals such as gold, copper, silver, etc. Exposed items require saving throws vs. magical fire to determine if they are affected, but items in the possession of a creature that rolls a successful saving throw are unaffected by the fireball. \n The wizard points his finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their saving throws each suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage (the DM rolls the damage and each affected creature suffers either full damage or half damage [round fractions down], depending on whether the creature saved or not).' +}; + +wiz3['Flame Arrow'] = { + 'name': 'Flame Arrow', + 'level': 'Level 3 Wizard', + 'school': 'Conjuration/Summoning', + 'range': '[[30+10*[[@{level-wizard}]] ]] yards', + 'duration': '1 round', + 'aoe': 'Special', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': ' A drop of oil and a small piece of flint', + 'reference': 'PHB p. 192', + 'damage': '1 Fire damage or 1d6 Piercing + 4d6 Fire damage per bolt', + 'damage-type': 'piercing and fire', + 'healing': '', + 'effect': 'This spell has two effects. First, the wizard can cause normal arrows or crossbow bolts to become magical flaming missiles for one round. The missiles must be nocked and drawn (or cocked) at the completion of the spell. If they are not loosed within one round, they are consumed by the magic. For every five levels the caster has achieved, up to 10 arrows or bolts can be affected. (Currently [[floor([[@{wizard-level}]]/5)*10]] arrows or bolts). The arrows inflict normal damage, plus 1 point of fire damage to any target struck. They may also cause incendiary damage. This version of the spell is used most often in large battles. \n The second version of this spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage. Only half the fire damage is inflicted if the creature struck successfully saves vs. spell. The caster receives one bolt for every five experience levels (two bolts at 10th level, three at 15th level, etc.)(Currently [[floor([[@{wizard-level}]]/5)]] bolts). Bolts must be used on creatures within 20 yards of each other and in front of the wizard.' +}; + +wiz3['Fly'] = { + 'name': 'Fly', + 'level': 'Level 3 Wizard', + 'school': 'Alteration', + 'range': 'Touch', + 'duration': '[[@{level-wizard}]] + 1d6 turns rolled by the DM', + 'aoe': 'Creature touched', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': 'A wing feather from any bird', + 'reference': 'PHB p. 192', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell enables the wizard to bestow the power of magical flight. The creature affected is able to move vertically and horizontally at a rate of 18 (half that if ascending, twice that if descending in a dive). The maneuverability class of the creature is B. Using the fly spell requires as much concentration as walking, so most spells can be cast while hovering or moving slowly (movement of 3). Possible combat penalties while flying are known to the DM (found in the “Aerial Combat” section of Chapter 9 of the DMG). The exact duration of the spell is always unknown to the spellcaster, as the variable addition is determined secretly by the DM.' +}; + +wiz3['Gust of Wind'] = { + 'name': 'Gust of Wind', + 'level': 'Level 3 Wizard', + 'school': 'Alteration', + 'range': '0', + 'duration': '1 round', + 'aoe': '10 feet x [[10*[[@{level-wizard}]] ]] yards', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': 'A legume seed', + 'reference': 'PHB p. 192', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When this spell is cast, a strong puff of air originates from the wizard and moves in the direction he is facing. The force of this gust of wind (about 30 m.p.h.) is sufficient to extinguish candles, torches, and similar unprotected flames. It causes protected flames—such as those of lanterns—to dance wildly and has a 5% chance per level of experience of the spellcaster to extinguish even such lights. Currently [[5*[[@{wizard-level}]] ]]%. It also fans large fires outward 1d6 feet in the direction of the wind’s movement. It forces back small flying creatures 1d6 x 10 yards and causes man-sized beings to be held motionless if attempting to move against its force. It slows larger-than-man-sized flying creatures by 50% for one round. It blows over light objects, disperses most vapors, and forces away gaseous or unsecured levitating creatures. Its path is a constant 10 feet wide, by 10 yards long per level of experience of the caster (for example, an 8th-level wizard causes a gust of wind that travels 80 yards).' +}; + +wiz3['Haste'] = { + 'name': 'Haste', + 'level': 'Level 3 Wizard', + 'school': 'Alteration', + 'range': '60 yards.', + 'duration': '[[3+[[@{level-wizard}]] ]] rounds', + 'aoe': '40-foot cube, [[@{level-wizard}]] creatures', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': 'A shaving of licorice root', + 'reference': '', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When this spell is cast, each affected creature functions at double its normal movement and attack rates. A hasted creature gains a -2 initiative bonus. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are *not* sped up. The number of creatures that can be affected is equal to the caster’s experience level; those creatures closest to the center of effect are affected first. All affected by haste must be in the designated area of effect. Note that this spell negates the effects of a *slow* spell. Additionally, this spell ages the recipient by one year, because of sped-up metabolic processes. This spell is not cumulative with itself or with other similar magic.' +}; + +wiz3['Hold Person'] = { + 'name': 'Hold Person', + 'level': 'Level 3 Wizard', + 'school': 'Enchantment/Charm', + 'range': '120 yards', + 'duration': '[[2*[[@{level-wizard}]] ]] rounds', + 'aoe': '1—4 persons, 20-foot cube', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'Negate', + 'materials': 'A small, straight piece of iron', + 'reference': 'PHB p. 193', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile for five or more rounds. \n The *hold person* spell affects any bipedal human, demihuman or humanoid of man size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. \n The spell is centered on a point selected by the caster; it affects persons selected by the caster within the area of effect. If the spell is cast at three or four people, each gets an unmodified saving throw. If only two people are being enspelled, each makes his saving throw with a -1 penalty. If the spell is cast at only one person, the saving throw suffers a -3 penalty. Saving throws are adjusted for Wisdom. Those succeeding on their saving throws are unaffected by the spell. Undead creatures cannot be held. \n Held beings cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects’ condition due to wounds, disease, or poison. The caster can end the spell with a single utterance at any time; otherwise, the duration is 10 rounds at 5th level, 12 rounds at 6th level, 14 rounds at 7th level, etc.' +}; + +wiz3['Hold Undead'] = { + 'name': 'Hold Undead', + 'level': 'Level 3 Wizard', + 'school': 'Necromancy', + 'range': '60 feet', + 'duration': '[[1d4+[[@{level-wizard}]] ]] rounds', + 'aoe': '[[1d3]] undead', + 'components': 'V, S, M', + 'cast-time': '5', + 'saving-throw': 'Negate', + 'materials': 'A pinch of sulphur and powdered garlic', + 'reference': 'PHB p. 193', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When cast, this spell renders immobile 1d3 undead creatures whose total Hit Dice are equal to or less than the caster’s level. No more than three undead can be affected by a single spell. To cast, the wizard aims the spell at a point within range and the three undead closest to this are considered to be in the area of effect, provided all are within the field of vision and spell range of the caster. Undead of a mindless nature (skeletons, zombies, or ghouls) are automatically affected. Other forms of undead are allowed a saving throw to negate the effect. If the spell is successful, it renders the undead immobile for the duration of the spell.' +}; + +wiz3['Illusionary Script'] = { + 'name': 'Illusionary Script', + 'level': 'Level 3 Wizard', + 'school': 'Illusion/Phantasm', + 'range': 'Touch', + 'duration': '[[@{wizard-level}]] day', + 'aoe': 'Script reader', + 'components': 'V, S, M', + 'cast-time': 'Special', + 'saving-throw': 'Special', + 'materials': 'A lead-based ink that requires special manufacture by an alchemist, at a cost of not less than 300 gp per usage', + 'reference': 'PHB p. 193', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell enables the wizard to write instructions or other information on parchment, paper, etc. The illusionary script appears to be some form of foreign or magical writing. Only the person (or people) who the wizard desires to read the writing can do so. An illusionist recognizes it for illusionary script. \n Unauthorized creatures glancing at the script must roll saving throws vs. spell. A successful save means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by the caster at the time the *illusionary script* spell was cast. The suggestion cannot require more than three turns to carry out. The suggestion could be to close the book and leave, or to forget the existence of the book, for example. A successful dispel magic spell will remove the illusionary script, but an unsuccessful attempt erases all of the writing. The hidden writings can be read by a combination of the *true seeing* spell and either the *read magic* or *comprehend languages* spell, as applicable.' +}; + +wiz3['Infravision'] = { + 'name': 'Infravision', + 'level': 'Level 3 Wizard', + 'school': 'Alteration', + 'range': 'Touch', + 'duration': '[[2+[[@{level-wizard}]] ]] hours', + 'aoe': 'Creature touched', + 'components': 'V, S, M', + 'cast-time': '1 round', + 'saving-throw': 'None', + 'materials': 'Either a pinch of dried carrot or an agate', + 'reference': 'PHB p. 193', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of this spell, the wizard enables the recipient to see in normal darkness up to 60 feet without light. Note that strong sources of light (fire, lanterns, torches, etc. tend to blind this vision, so infravision does not function efficiently in the presence of such light sources. Invisible creatures are not detectable by infravision.' +}; + +wiz3['Invisibility, 10\' Radius'] = { + 'name': 'Invisibility, 10\' Radius', + 'level': 'Level 3 Wizard', + 'school': 'Illusion/Phantasm', + 'range': 'Touch', + 'duration': 'Special', + 'aoe': '10-foot radius', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': 'An eyelash and a bit of gum arabic, the former encased in the latter', + 'reference': 'PHB p. 193', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell confers invisibility upon all creatures within 10 feet of the recipient. Gear carried and light sources are included, but any light emitted is still visible. The center of the effect is mobile with the recipient. Those affected by this spell cannot see each other. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) that attack negate the invisibility only for themselves. If the spell recipient attacks, the *invisibility, 10’ radius* spell is broken for all.' +}; + +wiz3['Item'] = { + 'name': 'Item', + 'level': 'Level 3 Wizard', + 'school': 'Alteration', + 'range': 'Touch', + 'duration': '[[ [[@{level-wizard}]]*4]] hours', + 'aoe': '[[ [[@{level-wizard}]]*2]] cu. ft.', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'Special', + 'materials': '', + 'reference': 'PHB p. 194', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of this spell, the wizard is able to shrink one nonmagical item (if it is within the size limit) to 1/12 of its normal size. Optionally, the caster can also change its now-shrunken composition to a clothlike one. An object in the possession of another creature is allowed a saving throw vs. spell. Objects changed by an item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original spellcaster. Even a burning fire and its fuel can be shrunk by this spell.' +}; + +wiz3['Leomund\'s Tiny Hut'] = { + 'name': 'Leomund\'s Tiny Hut', + 'level': 'Level 3 Wizard', + 'school': 'Alteration', + 'range': '0', + 'duration': '[[4+[[@{level-wizard}]] ]] hours', + 'aoe': '15-foot-diameter sphere', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': 'A small crystal bead that shatters when the spell duration expires or the hut is dispelled', + 'reference': 'PHB p. 194', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When this spell is cast, the wizard creates an unmoving, opaque sphere of force of any desired color around his person. Half of the sphere projects above the ground, and the lower hemisphere passes through the ground. Up to seven other man-sized creatures can fit into the field with its creator; they can freely pass into and out of the hut without harming it. However, if the spellcaster removes himself from the hut, the spell dissipates.\n The temperature inside the hut is 70° F. (21° C), if the exterior temperature is between 0° and 100° F. (-17° to 38° C). An exterior temperature below 0° or above 100° lowers or raises, respectively, the interior temperature on a 1°-for-1° basis. The tiny hut also provides protection against the elements, such as rain, dust, sandstorms, and the like. The hut can withstand any wind of less than hurricane force without being harmed, but wind force greater than that destroys it. \n The interior of the hut is a hemisphere; the spellcaster can illuminate it dimly upon command, or extinguish the light as desired. Note that although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut. The hut can be dispelled.' +}; + +wiz3['Lightning Bolt'] = { + 'name': 'Lightning Bolt', + 'level': 'Level 3 Wizard', + 'school': 'Evocation', + 'range': '[[40+10*[[@{level-wizard}]] ]] yards', + 'duration': 'Instantaneous', + 'aoe': 'Special', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': '½', + 'materials': 'A bit of fur and an amber, crystal, or glass rod', + 'reference': 'PHB p. 194', + 'damage': '[[ [[{[[@{level-wizard}]],10}kl1]]d6]]', + 'damage-type': 'Lightning', + 'healing': '', + 'effect': 'Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spellcaster (maximum of 10d6) to each creature within its area of effect. A successful saving throw vs. spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (for example, if a 40-foot bolt was started at 180 feet from the wizard, the far end of the bolt would reach 220 feet (180 + 40). The lightning bolt may set fire to combustibles, sunder wooden doors, splinter up to a half-foot thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze). Saving throws must be rolled for objects that withstand the full force of a stroke (see the *fireball* spell). If the damage caused to an interposing barrier shatters or breaks through it (i.e., the saving throw fails), the bolt continues. A bolt can breach 1 inch of wood or half an inch of stone per caster level, up to a maximum of 1 foot of wood or half a foot of stone. \n The lightning bolt’s area of effect is chosen by the spellcaster: either a forked bolt 10 feet wide and 40 feet long or a single bolt 5 feet wide and 80 feet long. If a bolt cannot reach its full length, because of an unyielding barrier (such as a stone wall), the lightning bolt rebounds from the barrier toward its caster, ending only when it reaches its full length. \n For example: An 80-foot-long stroke is begun at a range of 40 feet, but it hits a stone wall at 50 feet. The bolt travels 10 feet, hits the wall, and rebounds for 70 feet back toward its creator (who is only 50 feet from the wall, and so is caught in his own lightning bolt!). \n The DM might allow reflecting bolts. When this type of lightning bolt strikes a solid surface, the bolt reflects from the surface at an angle equal to the angle of incidence (like light off a mirror). A creature crossed more than once by the bolt must roll a saving throw for every time it is crossed, but it still suffers either full damage (if one saving throw is missed) or half damage (if all saving throws are made).' +}; + +wiz3['Melf\'s Minute Meteors'] = { + 'name': 'Melf\'s Minute Meteors', + 'level': 'Level 3 Wizard', + 'school': 'Evocation, Alteration', + 'range': '[[70+10*[[@{level-wizard}]] ]] yards', + 'duration': 'Special', + 'aoe': '1 target/meteor', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': 'Nitre and sulphur formed into a bead by the addition of pine tar. The caster must also have a small hollow tube of minute proportion, fashioned from gold. The tube costs no less than 1,000 gp to construct, so fine is its workmahship and magical engraving, and it can be reused.', + 'reference': 'PHB p. 194', + 'damage': '1d4 per meteor + 1 splash within 3 feet', + 'damage-type': 'Fire', + 'healing': '', + 'effect': 'This spell enables the wizard to cast small globes of fire (one for each experience level he has attained. Currently [[@{wizard-level}]] meteors), each of which bursts into a 1-foot-diameter sphere upon impact, inflicting 1d4 points of damage to the creature struck. It can also ignite combustible materials (even solid planks). The meteors are treated as missiles hurled by the wizard with a +2 bonus to the attack rolls and with no penalty for range. Misses are treated as grenadelike missiles that inflict 1 point of damage to creatures within 3 feet. \n The spell can be cast in either of two ways: \n A) The wizard discharges five meteors every round (see the “Multiple Attacks and Initiative” section in Chapter 9: Combat). Note that this carries over into at least the following round. \n B) The wizard discharges only one meteor per round. In addition to releasing the missile, the caster can perform other actions in the round, including spellcasting, melee, or device use. Spells requiring concentration force the wizard to forgo the rest of the missiles to maintain concentration. Also, if the wizard fails to maintain an exact mental count of the number of missiles he has remaining, he has involuntarily lost the remaining portion of the spell. \n The spell ends when the caster has fired off as many meteors as he has experience levels, when he forgoes casting any still remaining, or when a successful *dispel magic* spell is thrown upon the caster.' +}; + +wiz3['Monster Summoning I'] = { + 'name': 'Monster Summoning I', + 'level': 'Level 3 Wizard', + 'school': 'Conjuration/Summoning', + 'range': 'Special', + 'duration': '[[2+[[@{level-wizard}]] ]] rounds', + 'aoe': '30-yard radius', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': 'A tiny bag and a small (not necessarily lit) candle', + 'reference': 'PHB p. 195', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'Within one round of casting this spell, the wizard magically conjures [[2d4]] 1st-level monsters (selected by the DM, from his 1st-level encounter tables). The monsters appear anywhere within the spell’s area of effect, as desired by the wizard. They attack the spell user’s opponents to the best of their ability until either he commands that the attacks cease, the spell duration expires, or the monsters are slain. These creatures do not check morale, but they vanish when slain. Note that if no opponent exists to fight, summoned monsters can, if the wizard can communicate with them and if they are physically able, perform other services for the summoning wizard. \n In rare cases, adventurers have been known to disappear, summoned by powerful spellcasters using this spell. Those summoned recall all the details of their trip.' +}; + +wiz3['Nondetection'] = { + 'name': 'Nondetection', + 'level': 'Level 3 Wizard', + 'school': 'Abjuration', + 'range': 'Touch', + 'duration': '[[@{level-wizard}]] hours', + 'aoe': '1 creature or item', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': 'A pinch of diamond dust worth 300 gp', + 'reference': 'PHB p. 195', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By casting this spell, the wizard makes the creature or object touched undetectable by divination spells such as *clairaudience*, *clairvoyance*, *locate object*, *ESP*, and detect spells. It also prevents location by such magical items as *crystal balls* and *ESP medallions*. It does not affect the *know alignment* spell or the ability of intelligent or high-level beings to detect invisible creatures. If a divination is attempted, the *nondetection* caster must roll a saving throw vs. spell. If this is successful, the divination fails.' +}; + +wiz3['Phantom Steed'] = { + 'name': 'Phantom Steed', + 'level': 'Level 3 Wizard', + 'school': 'Conjuration, Phantasm', + 'range': 'Touch', + 'duration': '[[@{level-wizard}]] hours', + 'aoe': 'Special', + 'components': 'V, S', + 'cast-time': '1 turn', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'PHB p. 195', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When this spell is cast, the wizard creates a quasi-real, horselike creature. The steed can be ridden only by the wizard who created it, or by any person for whom the wizard specifically creates such a mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. Its eyes are milky-colored. It does not fight, but all normal animals shun it and only monstrous ones will attack. The mount has an Armor Class of 2 and [[ [[@{level-wizard}]]+7]] hit points. If it loses all of its hit points, the phantom steed disappears. A phantom steed moves at a movement rate of [[ [[@{level-wizard}]]*4]], to a maximum movement rate of 48. It has what seems to be a saddle and a bit and bridle. It can bear its rider’s weight, plus up to [[ [[@{level-wizard}]]*10]] pounds. \n These mounts gain certain powers according to the level of the wizard who created them: \n 8th Level: The ability to pass over sandy, muddy, or even swampy ground without difficulty. \n 10th Level: The ability to pass over water as if it were firm, dry ground. \n 12th Level: The ability to travel in the air as if it were firm land, so chasms and the like can be crossed without benefit of a bridge. Note, however, that the mount cannot casually take off and fly; the movement must be between points of similar altitude. \n 14th Level: The ability to perform as if it were a pegasus; it flies at a rate of 48 per round upon command. \n Note that a mount’s abilities include those of lower levels; thus, a 12th-level mount has the 8th-, 10th-, and 12th-level abilities.' +}; + +wiz3['Protection from Evil, 10\' Radius'] = { + 'name': 'Protection From Evil, 10\' Radius', + 'level': 'Level 3 Wizard', + 'school': 'Abjuration (Reversible)', + 'range': 'Touch', + 'duration': '[[2*[[@{level-wizard}]] ]] rounds', + 'aoe': '10-foot radius', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': 'Powdered silver or iron', + 'reference': 'PHB p. 195', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'The globe of protection of this spell is identical in all respects to a *protection from evil* spell, except that it encompasses a much larger area and its duration is greater. The effect is centered on and moves with the creature touched. Any protected creature within the circle can break the warding against enchanted or summoned monsters by meleeing them. If a creature too large to fit into the area of effect is the recipient of the spell, the spell acts as a normal *protection from evil* spell for that creature only. \n To complete this spell, the caster must trace a circle 20 feet in diameter using powdered silver. The material component for the reverse is powdered iron.' +}; + +wiz3['Protection From Normal Missiles'] = { + 'name': 'Protection From Normal Missiles', + 'level': 'Level 3 Wizard', + 'school': 'Abjuration', + 'range': 'Touch', + 'duration': '[[@{level-wizard}]] turns', + 'aoe': 'Creature touched', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': 'A piece of tortoise or turtle shell', + 'reference': 'PHB p. 196', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of this spell, the wizard bestows total invulnerability to hurled and projected missiles such as arrows, axes, bolts, javelins, small stones, and spears. Furthermore, it causes a reduction of 1 from each die of damage (but no die inflicts less than 1 point of damage inflicted by large or magical missiles, such as ballista missiles, catapult stones, hurled boulders, and magical arrows, bolts, javelins, etc. Note, however, that this spell does not convey any protection from such magical attacks as fireballs, lightning bolts, or magic missiles.' +}; + +wiz3['Secret Page'] = { + 'name': 'Secret Page', + 'level': 'Level 3 Wizard', + 'school': 'Alteration', + 'range': 'Touch', + 'duration': 'Until dispelled', + 'aoe': '1 page, up to 2 foot square', + 'components': 'V, S, M', + 'cast-time': '1 turn', + 'saving-throw': 'None', + 'materials': 'Powdered herring scales and either will o’ wisp or boggart essense', + 'reference': 'PHB p. 196', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When cast, a *secret page* spell alters the actual contents of a page so that they appear to be something entirely different. Thus, a map can be changed to become a treatise on burnishing ebony walking sticks. The text of a spell can be altered to show a ledger page or even another form of spell. *Confuse languages* and *explosive runes* spells may be cast upon the secret page, but a *comprehend languages* spell cannot reveal the secret page’s contents. The caster is able to reveal the original contents by speaking a command word, perusing the actual page, and then returning it to its secret page form. The caster can also remove the spell by double repetition of the command word. Others noting the dim magic of a page within this spell cloaking its true contents can attempt to dispel magic, but if it fails, the page is destroyed. A *true seeing* spell does not reveal the contents unless cast in combination with a *comprehend languages* spell. An *erase* spell can destroy the writing.' +}; + +wiz3['Sepia Snake Sigil'] = { + 'name': 'Sepia Snake Sigil', + 'level': 'Level 3 Wizard', + 'school': 'Conjuration/Summoning', + 'range': '5 yards', + 'duration': 'Special', + 'aoe': '1 sigil', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': '100 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores', + 'reference': 'PHB p. 196', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When this spell is cast, a small written symbol appears in the text of any written work. When read, the so-called sepia snake springs into being and strikes at the nearest living creature (but does not attack the wizard who cast the spell). Its attack is made as if it were a monster with Hit Dice equal to the level of the wizard who cast the spell. If it strikes successfully, the victim is engulfed in a shimmering amber field of force, frozen and immobilized until released, either at the caster’s command, by a successful *dispel magic* spell, or until a time equal to 1d4 days + 1 day per caster level has elapsed. Until then, nothing can get at the victim, move the shimmering force surrounding him, or otherwise affect him. The victim does not age, grow hungry, sleep, or regain spells while in this state. He is not aware of his surroundings. If the sepia snake misses its target, it dissipates in a flash of brown light, with a loud noise and a puff of dun-colored smoke that is 10 feet in diameter and lasts for one round. \n&emps;The spell cannot be detected by normal observation, and *detect magic* reveals only that the entire text is magical. A *dispel magic* can remove it; an *erase* spell destroys the entire page of text. It can be cast in combination with other spells that hide or garble text.' +}; + +wiz3['Slow'] = { + 'name': 'Slow', + 'level': 'Level 3 Wizard', + 'school': 'Alteration', + 'range': '[[90+10*[[@{level-wizard}]] ]] yards', + 'duration': '[[3+[[@{level-wizard}]] ]] rounds', + 'aoe': '40-foot cube, [[@{level-wizard}]] creatures', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'Negate', + 'materials': 'A drop of molasses', + 'reference': 'PHB p. 196', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'A *slow* spell causes affected creatures to move and attack at half their normal rates. It negates a *haste* spell or equivalent, but does not otherwise affect magically speeded or slowed creatures. Slowed creatures have an Armor Class penalty of +4 AC, an attack penalty of -4, and all Dexterity combat bonuses are negated. The magic affects a number of creatures equal to the spellcaster’s level, if they are within the area of effect chosen by the wizard (i.e., a 40-foot cubic volume centered as called for by the caster). The creatures are affected from the center of the spell outward. Saving throws against the spell suffer a -4 penalty.' +}; + +wiz3['Spectral Force'] = { + 'name': 'Spectral Force', + 'level': 'Level 3 Wizard', + 'school': 'Illusion/Phantasm', + 'range': '[[60+[[@{level-wizard}]] ]] yards', + 'duration': 'Special', + 'aoe': '[[40+10*[[@{level-wizard}]]-foot cube', + 'components': 'V, S', + 'cast-time': '3', + 'saving-throw': 'Special', + 'materials': '', + 'reference': 'PHB p. 197', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'The *spectral force* spell creates an illusion in which sound, smell, and thermal illusions are included. It is otherwise similar to the *improved phantasmal force* spell. The spell lasts for three rounds after concentration ceases.' +}; + +wiz3['Suggestion'] = { + 'name': 'Suggestion', + 'level': 'Level 3 Wizard', + 'school': 'Enchantment/Charm', + 'range': '30 yards', + 'duration': '[[1+[[@{level-wizard}]] ]] hours', + 'aoe': '1 creature', + 'components': 'V, M', + 'cast-time': '3', + 'saving-throw': 'Negate', + 'materials': 'A snake’s tongue and either a bit of honeycomb or a drop of sweet oil', + 'reference': 'PHB p. 197', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When this spell is cast by the wizard, he influences the actions of the chosen recipient by the utterance of a few words—phrases or a sentence or two—suggesting a course of action desirable to the spellcaster. The creature to be influenced must, of course, be able to understand the wizard’s suggestion—it must be spoken in a language that the spell recipient understands. \n The suggestion must be worded in such a manner as to make the action sound reasonable; asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. However, a suggestion that a pool of acid was actually pure water and that a quick dip would be refreshing is another matter. Urging a red dragon to stop attacking the wizard’s party so that the dragon and party could jointly loot a rich treasure elsewhere is likewise a reasonable use of the spell’s power. \n The course of action of a suggestion can continue in effect for a considerable duration, such as in the case of the red dragon mentioned above. Conditions that will trigger a special action can also be specified; if the condition is not met before the spell expires, the action will not be performed. If the target successfully rolls its saving throw, the spell has no effect. Note that a very reasonable suggestion causes the saving throw to be made with a penalty (such as -1, -2, etc.) at the discretion of the DM. Undead are not subject to suggestion.' +}; + +wiz3['Tongues'] = { + 'name': 'Tongues', + 'level': 'Level 3 Wizard', + 'school': 'Alteration', + 'range': '0', + 'duration': '[[@{level-wizard}]] rounds', + 'aoe': '30-foot radius', + 'components': 'V, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': 'A small clay model of a ziggurat, which shatters when the spell is pronounced', + 'reference': 'PHB p. 197', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell enables the wizard to speak and understand additional languages, whether they are racial tongues or regional dialects. This does not enable the caster to speak with animals. The spell enables the caster to be understood by all creatures of that type within hearing distance, usually 60 feet. This spell does not predispose the subject toward the caster in any way. \n The wizard can speak one additional tongue for every three levels of experience. Currently speak [[floor([[@{wizard-level}]]/3)]] additional tongues. The reverse of the spell cancels the effect of the *tongues* spell or confuses verbal communication of any sort within the area of effect.' +}; + +wiz3['Vampiric Touch'] = { + 'name': 'Vampiric Touch', + 'level': 'Level 3 Wizard', + 'school': 'Necromancy', + 'range': '0', + 'duration': 'One touch', + 'aoe': 'The caster', + 'components': 'V, S', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'PHB p. 197', + 'damage': '[[ [[{floor([[@{level-wizard}]]/2),6}kl1]]d6]]', + 'damage-type': '', + 'healing': 'Equal to damage', + 'effect': 'When the caster touches an opponent in melee with a successful attack roll, the opponent loses 1d6 hit points for every two caster levels, to a maximum drain of 6d6 points for a 12th-level caster. The spell is expended when a successful touch is made or one turn passes. The hit points are added to the caster’s total, with any hit points over the caster’s normal total treated as temporary additional hit points. Any damage to the caster is subtracted from the temporary hit points first. After one hour, any extra hit points above the caster’s normal total are lost. The creature originally losing hit points through this spell can regain them by magical or normal healing. Undead creatures are unaffected by this spell.' +}; + +wiz3['Water Breathing'] = { + 'name': 'Water Breathing', + 'level': 'Level 3 Wizard', + 'school': 'Alteration', + 'range': 'Touch', + 'duration': '[[ [[@level-wizard}]]+1d4]] hours', + 'aoe': 'Creature touched', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'None', + 'materials': 'A short reed or piece of straw', + 'reference': 'PHB p. 197', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'The recipient of a *water breathing* spell is able to breathe water freely for the duration of the spell. The caster can touch more than one creature with a single casting; in this case the duration is divided by the number of creatures touched. The reverse, *air breathing* enables water-breathing creatures to comfortably survive in the atmosphere for an equal duration.' +}; + + +wiz3['Wind Wall'] = { + 'name': 'Wind Wall', + 'level': 'Level 3 Wizard', + 'school': 'Alteration', + 'range': '[[10*[[@{level-wizard}]] ]] yards', + 'duration': '[[@level-wizard}]] rounds', + 'aoe': 'wall, [[10*[[@{level-wizard}]] ]] x [[5*[[@{level-wizard}]] ]] feet x 2 feet wide', + 'components': 'V, S, M', + 'cast-time': '3', + 'saving-throw': 'Special', + 'materials': 'A tiny fan and a feather of exotic origin', + 'reference': 'PHB p. 198', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell brings forth an invisible vertical curtain of wind 2 feet thick and of considerable strength—a strong breeze sufficient to blow away any bird smaller than an eagle or tear papers and like materials from unsuspecting hands. (If in doubt, a saving throw vs. spell determines whether the subject maintains its grasp.) Normal insects cannot pass such a barrier. Loose materials, even cloth garments, fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while sling stones and other missiles under two pounds in weight receive a –4 penalty to a first shot and –2 penalties thereafter. Gases, most breath weapons, and creatures in gaseous form cannot pass this wall, although it is no barrier to noncorporeal creatures.' +}; + +wiz3['Wraithform'] = { + 'name': 'Wraithform', + 'level': 'Level 3 Wizard', + 'school': 'Alteration, Illusion', + 'range': '0', + 'duration': '[[2*[[@level-wizard}]] ]] rounds', + 'aoe': 'The caster', + 'components': 'S, M', + 'cast-time': '1', + 'saving-throw': 'None', + 'materials': 'A bit of gauze and a wisp of smoke', + 'reference': 'PHB p. 198', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When this spell is cast, the wizard and all of his gear become insubstantial. The caster is subject only to magical or special attacks, including those by weapons of +1 or better, or by creatures otherwise able to affect those struck only by magical weapons. Undead of most sorts will ignore an individual in wraithform, believing him to be a wraith or spectre, though a lich or special undead may save vs. spell with a –4 penalty to recognize the spell. \n The wizard can pass through small holes or narrow openings, even mere cracks, with all he wears or holds in his hands, as long as the spell persists. Note, however, that the caster cannot fly without additional magic. No form of attack is possible when in wraithform, except against creatures that exist on the Ethereal Plane, where all attacks (both ways) are normal. A successful *dispel magic* spell forces the wizard in wraithform back to normal form. The spellcaster can end the spell with a single word.' +}; + const wizardSpells = {}; wizardSpells['wiz1'] = wiz1; wizardSpells['wiz2'] = wiz2; +wizardSpells['wiz3'] = wiz3; /* ---- Wizard spells end ---- */ \ No newline at end of file diff --git a/AD&D 2E Revised/raw/2ESheet-raw.html b/AD&D 2E Revised/raw/2ESheet-raw.html index e6e05c3221..d3ee215336 100644 --- a/AD&D 2E Revised/raw/2ESheet-raw.html +++ b/AD&D 2E Revised/raw/2ESheet-raw.html @@ -4068,7 +4068,42 @@ From 407de8ff62a205861fcad277d06a7b9793dedae0 Mon Sep 17 00:00:00 2001 From: Peter Bjerg Mogensen Date: Thu, 21 Jan 2021 17:02:50 +0100 Subject: [PATCH 09/43] - Added 3rd level priest spells - Added (Reversible) tags to all current spells --- AD&D 2E Revised/2ESheet.html | 653 ++++++++++++++++++++- AD&D 2E Revised/javascript/priestSpells.js | 598 ++++++++++++++++++- AD&D 2E Revised/javascript/wizardSpells.js | 24 +- AD&D 2E Revised/raw/2ESheet-raw.html | 31 +- 4 files changed, 1254 insertions(+), 52 deletions(-) diff --git a/AD&D 2E Revised/2ESheet.html b/AD&D 2E Revised/2ESheet.html index 3911198f09..d7eb72dec6 100644 --- a/AD&D 2E Revised/2ESheet.html +++ b/AD&D 2E Revised/2ESheet.html @@ -7625,7 +7625,36 @@ @@ -18028,7 +18057,7 @@ wiz1['Color Spray'] = { wiz1['Comprehend Languages'] = { 'name': 'Comprehend Languages', 'level': 'Level 1 Wizard', - 'school': 'Alteration', + 'school': 'Alteration (Reversible)', 'range': 'Touch', 'duration': '[[5*[[@{level-wizard}]] ]] rounds', 'aoe': '1 speaking creature or written text', @@ -18100,7 +18129,7 @@ wiz1['Detect Undead'] = { wiz1['Enlarge'] = { 'name': 'Enlarge', 'level': 'Level 1 Wizard', - 'school': 'Alteration', + 'school': 'Alteration (Reversible)', 'range': '[[5*[[@{level-wizard}]] ]] yards', 'duration': '[[5*LEVEL#]] rounds', 'aoe': '1 creature or object', @@ -18424,7 +18453,7 @@ wiz1['Phantasmal Force'] = { wiz1['Protection From Evil'] = { 'name': 'Protection From Evil', 'level': 'Level 1 Wizard', - 'school': 'Abjuration', + 'school': 'Abjuration (Reversible)', 'range': 'Touch', 'duration': '[[2*[[@{level-wizard}]] ]] rounds', 'aoe': 'Creature touched', @@ -18488,7 +18517,7 @@ wiz1['Shocking Grasp'] = { 'materials': '', 'reference': 'PHB p. 178', 'damage': '[[1d8+[[@{level-wizard}]] ]]', - 'damage-type': 'Lightning', + 'damage-type': 'Electrical', 'healing': '', 'effect': 'When the wizard casts this spell, he develops a powerful electrical charge that gives a jolt to the creature touched. The spell remains in effect for one round per level of the caster ([[@{level-wizard}]] rounds) or until it is discharged by the caster touching another creature. The shocking grasp delivers 1d8 points of damage, plus 1 point per level of the wizard (for example, a 2nd-level wizard would discharge a shock causing 1d8+2 points of damage). While the wizard must come close enough to his opponent to lay a hand on the opponent’s body or upon an electrical conductor that touches the opponent’s body, a like touch from the opponent does not discharge the spell.' }; @@ -18731,7 +18760,7 @@ wiz2['Blur'] = { wiz2['Continual Light'] = { 'name': 'Continual Light', 'level': 'Level 2 Wizard', - 'school': 'Alteration', + 'school': 'Alteration (Reversible)', 'range': '60 yards', 'duration': 'Permanent', 'aoe': '60-foot radius', @@ -18803,7 +18832,7 @@ wiz2['Deeppockets'] = { wiz2['Detect Evil'] = { 'name': 'Detect Evil', 'level': 'Level 2 Wizard', - 'school': 'Divination', + 'school': 'Divination (Reversible)', 'range': '0', 'duration': '[[5*[[@{level-wizard}]] ]] rounds', 'aoe': '10 x 180 feet', @@ -19019,7 +19048,7 @@ wiz2['Irritation'] = { wiz2['Knock'] = { 'name': 'Knock', 'level': 'Level 2 Wizard', - 'school': 'Alteration', + 'school': 'Alteration (Reversible)', 'range': '60yards', 'duration': 'Special', 'aoe': '[[10*[[@{level-wizard}]] ]] feet', @@ -19037,7 +19066,7 @@ wiz2['Knock'] = { wiz2['Know Alignment'] = { 'name': 'Know Alignment', 'level': 'Level 2 Wizard', - 'school': 'Divination', + 'school': 'Divination (Reversible)', 'range': '10 yards', 'duration': '[[@{level-wizard}]] rounds', 'aoe': '1 creature or object per 2 rounds', @@ -19091,7 +19120,7 @@ wiz2['Levitate'] = { wiz2['Locate Object'] = { 'name': 'Locate Object', 'level': 'Level 2 Wizard', - 'school': 'Divination', + 'school': 'Divination (Reversible)', 'range': '0', 'duration': '[[@{level-wizard}]] rounds', 'aoe': '[[20*[[@{level-wizard}]] ]] yards', @@ -19786,7 +19815,7 @@ wiz3['Lightning Bolt'] = { 'materials': 'A bit of fur and an amber, crystal, or glass rod', 'reference': 'PHB p. 194', 'damage': '[[ [[{[[@{level-wizard}]],10}kl1]]d6]]', - 'damage-type': 'Lightning', + 'damage-type': 'Electrical', 'healing': '', 'effect': 'Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spellcaster (maximum of 10d6) to each creature within its area of effect. A successful saving throw vs. spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (for example, if a 40-foot bolt was started at 180 feet from the wizard, the far end of the bolt would reach 220 feet (180 + 40). The lightning bolt may set fire to combustibles, sunder wooden doors, splinter up to a half-foot thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze). Saving throws must be rolled for objects that withstand the full force of a stroke (see the *fireball* spell). If the damage caused to an interposing barrier shatters or breaks through it (i.e., the saving throw fails), the bolt continues. A bolt can breach 1 inch of wood or half an inch of stone per caster level, up to a maximum of 1 foot of wood or half a foot of stone. \n The lightning bolt’s area of effect is chosen by the spellcaster: either a forked bolt 10 feet wide and 40 feet long or a single bolt 5 feet wide and 80 feet long. If a bolt cannot reach its full length, because of an unyielding barrier (such as a stone wall), the lightning bolt rebounds from the barrier toward its caster, ending only when it reaches its full length. \n For example: An 80-foot-long stroke is begun at a range of 40 feet, but it hits a stone wall at 50 feet. The bolt travels 10 feet, hits the wall, and rebounds for 70 feet back toward its creator (who is only 50 feet from the wall, and so is caught in his own lightning bolt!). \n The DM might allow reflecting bolts. When this type of lightning bolt strikes a solid surface, the bolt reflects from the surface at an angle equal to the angle of incidence (like light off a mirror). A creature crossed more than once by the bolt must roll a saving throw for every time it is crossed, but it still suffers either full damage (if one saving throw is missed) or half damage (if all saving throws are made).' }; @@ -19992,7 +20021,7 @@ wiz3['Suggestion'] = { wiz3['Tongues'] = { 'name': 'Tongues', 'level': 'Level 3 Wizard', - 'school': 'Alteration', + 'school': 'Alteration (Reversible)', 'range': '0', 'duration': '[[@{level-wizard}]] rounds', 'aoe': '30-foot radius', @@ -20028,7 +20057,7 @@ wiz3['Vampiric Touch'] = { wiz3['Water Breathing'] = { 'name': 'Water Breathing', 'level': 'Level 3 Wizard', - 'school': 'Alteration', + 'school': 'Alteration (Reversible)', 'range': 'Touch', 'duration': '[[ [[@level-wizard}]]+1d4]] hours', 'aoe': 'Creature touched', @@ -20110,7 +20139,7 @@ pri1['Animal Friendship'] = { pri1['Bless'] = { 'name': 'Bless', 'level': 'Level 1 Priest', - 'school': 'Conjuration/Summoning', + 'school': 'Conjuration/Summoning (Reversible)', 'sphere': 'All', 'range': '60 yards', 'duration': '6 rounds', @@ -20167,7 +20196,7 @@ pri1['Command'] = { pri1['Create Water'] = { 'name': 'Create Water', 'level': 'Level 1 Priest', - 'school': 'Alteration', + 'school': 'Alteration (Reversible)', 'sphere': 'Elemental (Water)', 'range': '30 yards', 'duration': 'Permanent', @@ -20186,7 +20215,7 @@ pri1['Create Water'] = { pri1['Cure Light Wounds'] = { 'name': 'Cure Light Wounds', 'level': 'Level 1 Priest', - 'school': 'Necromancy', + 'school': 'Necromancy (Reversible)', 'sphere': 'Healing', 'range': 'Touch', 'duration': 'Permanent', @@ -20205,7 +20234,7 @@ pri1['Cure Light Wounds'] = { pri1['Detect Evil'] = { 'name': 'Detect Evil', 'level': 'Level 1 Priest', - 'school': 'Divination', + 'school': 'Divination (Reversible)', 'sphere': 'All', 'range': '0', 'duration': '1 turn + [[5*[[@{level-priest}]] ]] rounds', @@ -20376,7 +20405,7 @@ pri1['Invisibility to Undead'] = { pri1['Light'] = { 'name': 'Light', 'level': 'Level 1 Priest', - 'school': 'Alteration', + 'school': 'Alteration (Reversible)', 'sphere': 'Sun', 'range': '120 yards', 'duration': '1 hour + [[@{level-priest}]] turns', @@ -20452,7 +20481,7 @@ pri1['Pass Without Trace'] = { pri1['Protection From Evil'] = { 'name': 'Protection From Evil', 'level': 'Level 1 Priest', - 'school': 'Abjuration', + 'school': 'Abjuration (Reversible)', 'sphere': 'Protection', 'range': 'Touch', 'duration': '[[3*[[@{level-priest}]] ]] rounds', @@ -20471,7 +20500,7 @@ pri1['Protection From Evil'] = { pri1['Purify Food & Drink'] = { 'name': 'Purify Food & Drink', 'level': 'Level 1 Priest', - 'school': 'Alteration', + 'school': 'Alteration (Reversible)', 'sphere': 'All', 'range': '30 yards', 'duration': 'Permanent', @@ -20490,7 +20519,7 @@ pri1['Purify Food & Drink'] = { pri1['Remove Fear'] = { 'name': 'Remove Fear', 'level': 'Level 1 Priest', - 'school': 'Abjuration', + 'school': 'Abjuration (Reversible)', 'sphere': 'Charm', 'range': '10 yards', 'duration': 'Special', @@ -20643,7 +20672,7 @@ pri2['Charm Person or Mammal'] = { pri2['Detect Charm'] = { 'name': 'Detect Charm', 'level': 'Level 2 Priest', - 'school': 'Divination', + 'school': 'Divination (Reversible)', 'sphere': 'Divination', 'range': '30 yards', 'duration': '1 turn', @@ -20757,7 +20786,7 @@ pri2['Flame Blade'] = { pri2['Goodberry'] = { 'name': 'Goodberry', 'level': 'Level 2 Priest', - 'school': 'Alteration, Evocation', + 'school': 'Alteration, Evocation (Reversible)', 'sphere': 'Plant', 'range': 'Touch', 'duration': '[[1+[[@{level-priest}]] ]] days', @@ -20776,7 +20805,7 @@ pri2['Goodberry'] = { pri2['Heat Metal'] = { 'name': 'Heat Metal', 'level': 'Level 2 Priest', - 'school': 'Alteration', + 'school': 'Alteration (Reversible)', 'sphere': 'Elemental (Fire)', 'range': '40 yards', 'duration': '7 rounds', @@ -20814,7 +20843,7 @@ pri2['Hold Person'] = { pri2['Know Alignment'] = { 'name': 'Know Alignment', 'level': 'Level 2 Priest', - 'school': 'Divination', + 'school': 'Divination (Reversible)', 'sphere': 'Divination', 'range': '10 yards', 'duration': '1 turn', @@ -21004,7 +21033,7 @@ pri2['Trip'] = { pri2['Warp Wood'] = { 'name': 'Warp Wood', 'level': 'Level 2 Priest', - 'school': 'Alteration', + 'school': 'Alteration (Reversible)', 'sphere': 'Plant', 'range': '[[10*[[@{level-priest}]] ]] yards', 'duration': 'Permanent', @@ -21058,9 +21087,581 @@ pri2['Wyvern Watch'] = { 'effect': 'This spell is known as *wyvern watch* because of the insubstantial haze brought forth by its casting, which vaguely resembles a wyvern. It is typically used to guard some area against intrusion. Any creature approaching within 10 feet of the guarded area may be affected by the “wyvern.” Any creature entering the guarded area must roll a successful saving throw vs. spell or stand paralyzed for one round per level of the caster ([[@{level-priest}]] rounds), until freed by the spellcaster, by a *dispel magic* spell, or by a *remove paralysis* spell. A successful saving throw indicates that the subject creature was missed by the attack of the wyvern-form, and the spell remains in place. As soon as a subject creature is successfully struck by the wyvern-form, the paralysis takes effect and the force of the spell dissipates. The spell force likewise dissipates if no intruder is struck by the wyvern-form for eight hours after the spell is cast. Any creature approaching the space being guarded by the wyvern-form may be able to detect its presence before coming close enough to be attacked; this chance of detection is 90% in bright light, 30% in twilight conditions, and 0% in darkness.' }; +const pri3 = {}; +pri3['Animate Dead'] = { + 'name': 'Animate Dead', + 'level': 'Level 3 Priest', + 'school': 'Necromancy', + 'sphere': 'Necromantic', + 'range': '10 yards', + 'duration': 'Permanent', + 'aoe': 'Special', + 'components': 'V, S, M', + 'cast-time': '1 round', + 'saving-throw': 'None', + 'materials': 'A drop of blood, a piece of flesh of the type of creature being animated, and pinch of bone powder or a bone shard', + 'reference': 'PHB p. 265', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell creates the lowest of the undead monsters, skeletons or zombies, usually from the bones or bodies of dead humans, demihumans, or humanoids. The spell causes these remains to become animated and obey the simple verbal commands of the caster, regardless of how they communicated in life. The skeletons or zombies can follow the caster, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The undead remain animated until they are destroyed in combat or are turned; the magic cannot be dispelled. \n The priest can animate one skeleton or one zombie for each experience level he has attained. Currently [[@{priest-level}]] skeletons. If creatures with more than 1+ Hit Dice are animated, the number is determined by the monster Hit Dice. Skeletal forms have the Hit Dice of the original creature, while zombie forms have 1 more Hit Die. Thus, a 12th-level priest could animate 12 dwarven skeletons (or six zombies), four zombie gnolls, or a single zombie fire giant. Note that this is based on the standard racial Hit Die norm; thus, a high-level adventurer would be animated as a skeleton or zombie of 1 or 2 Hit Dice, and without special class or racial abilities. The caster can, alternatively, animate two small animal skeletons (1-1 Hit Die or less) for every level of experience he has achieved. Currently [[2*[[@{priest-level}]] ]] animal skeletons. \n Casting this spell is not a good act, and only evil priests use it frequently.' +}; + +pri3['Call Lightning'] = { + 'name': 'Call Lightning', + 'level': 'Level 3 Priest', + 'school': 'Alteration', + 'sphere': 'Weather', + 'range': '360 yards', + 'duration': '[[@{level-priest}]] turns', + 'aoe': '10-foot radius', + 'components': 'V, S', + 'cast-time': '1 turn', + 'saving-throw': '½', + 'materials': '', + 'reference': 'PHB p. 266', + 'damage': '[[2d8+[[@{level-priest}]]d8]]', + 'damage-type': 'Electrical', + 'healing': '', + 'effect': 'When a *call lightning* spell is cast, there must be a storm of some sort in the area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinn or air elemental of 7 Hit Dice or more). The caster is then able to call down bolts of lightning. The caster can call down one bolt per turn. The caster need not call a bolt of lightning immediately—other actions, even spellcasting, can be performed; however, the caster must remain stationary and concentrate for a full round each time a bolt is called. The spell has a duration of one turn per caster level. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points for each of the caster’s experience levels. Thus, a 4th-level caster calls down a 6d8 bolt (2d8+4d8). \n The bolt of lightning flashes down in a vertical stroke at whatever distance the spellcaster decides, up to 360 yards away. Any creature within a 10-foot radius of the path or the point where the lightning strikes suffers full damage unless a successful saving throw vs. spell is rolled, in which case only one-half damage is taken. \n Because it requires a storm overhead, this spell can only be used outdoors. It does not function under ground or under water.' +}; + +pri3['Continual Light'] = { + 'name': 'Continual Light', + 'level': 'Level 3 Priest', + 'school': 'Alteration (Reversible)', + 'sphere': 'Sun', + 'range': '120 yards', + 'duration': 'Permanent', + 'aoe': '60-foot radius', + 'components': 'V, S', + 'cast-time': '6', + 'saving-throw': 'Special', + 'materials': '', + 'reference': 'PHB p. 266', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell is similar to a *light* spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a *dispel magic* spell. Creatures with penalties in bright light suffer them in this spell’s area of effect. As with the *light* spell, this can be cast into the air, onto an object, or at a creature. In the third case, the continual light affects the space about 1 foot behind a creature that successfully rolls its saving throw vs. spell (a failed saving throw means the continual light is centered on the creature and moves as it moves). Note that this spell also blinds a creature if it is successfully cast upon the creature’s visual organs. If the spell is cast on a small object that is then placed in a light-proof covering, the spell effects are blocked until the covering is removed. \n Continual light brought into an area of magical darkness (or vice versa) cancels the darkness so that the otherwise prevailing light conditions exist in the overlapping areas of effect. A direct casting of a *continual light* spell against a similar or weaker magical darkness cancels both. \n This spell eventually consumes the material it is cast upon, but the process takes far longer than the time in a typical campaign. Extremely hard and expensive materials might last hundreds or even thousands of years. \n The reverse spell, *continual darkness*, causes complete absence of light (pitch blackness), similar to the *darkness* spell but of greater duration and area.' +}; + +pri3['Create Food & Water'] = { + 'name': 'Create Food & Water', + 'level': 'Level 3 Priest', + 'school': 'Alteration', + 'sphere': 'Creation', + 'range': '10 yards', + 'duration': 'Special', + 'aoe': '[[@{level-priest}]] cubic feet', + 'components': 'V, S', + 'cast-time': '1 turn', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'PHB p. 266', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When this spell is cast, the priest causes food and water to appear. The food thus created is highly nourishing if rather bland; each cubic foot of the material sustains three human-sized creatures or one horse-sized creature for a full day. The food decays and becomes inedible within 24 hours, although it can be restored for another 24 hours by casting a *purify food and water* spell upon it. The water created by this spell is the same as that created by the 1st-level priest spell create water. For each experience level the priest has attained, 1 cubic foot of food or water is created by the spell. For example, a 2nd-level priest could create 1 cubic foot of food and 1 cubic foot of water.' +}; + +pri3['Cure Blindness or Deafness'] = { + 'name': 'Cure Blindness or Deafness', + 'level': 'Level 3 Priest', + 'school': 'Abjuration (Reversible)', + 'sphere': 'Necromantic', + 'range': 'Touch', + 'duration': 'Permanent', + 'aoe': '1 creature', + 'components': 'V, S', + 'cast-time': '1 round', + 'saving-throw': 'Special', + 'materials': '', + 'reference': 'PHB p. 266', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By touching the creature afflicted, the priest employing the spell can permanently cure some forms of blindness or deafness. This spell does not restore or repair visual or auditory organs damaged by injury or disease. \n Its reverse, *cause blindness or deafness*, requires a successful touch (successful attack roll) on the victim. If the victim rolls a successful saving throw, the effect is negated. If the saving throw is failed, a nondamaging magical blindness or deafness results. \n A deafened creature can react only to what it can see or feel, and suffers a -1 penalty to surprise rolls, a +1 penalty to its initiative rolls, and a 20% chance of spell failure for spells with verbal components. A blinded creature suffers a -4 penalty to its attack rolls, a +4 penalty to its Armor Class, and a +2 penalty to its initiative rolls.' +}; + +pri3['Cure Disease'] = { + 'name': 'Cure Disease', + 'level': 'Level 3 Priest', + 'school': 'Abjuration (Reversible)', + 'sphere': 'Necromantic', + 'range': 'Touch', + 'duration': 'Permanent', + 'aoe': '1 creature', + 'components': 'V, S', + 'cast-time': '1 round', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'PHB p. 267', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell enables the caster to cure most diseases by placing his hand upon the diseased creature. The affliction rapidly disappears thereafter, making the cured creature whole and well in from one turn to 10 days, depending on the type of disease and the state of its advancement when the cure took place. (The DM must adjudicate these conditions.) The spell is also effective against parasitic monsters such as green slime, rot grubs, and others. When cast by a priest of at least 12th level, this spell cures lycanthropy if cast within three days of the infection. Note that the spell does not prevent reoccurrence of a disease if the recipient is again exposed. \n The reverse of the *cure disease* spell is *cause disease*. To be effective, the priest must touch the intended victim, and the victim must fail a saving throw vs. spell. The severity of the disease is decided by the priest (debilitating or fatal). The exact details of the disease are decided by the DM, but the following are typical: \n *Debilitating:* The disease takes effect in 1d6 turns, after which the creature loses 1 point of Strength per hour until his Strength is reduced to 2 or less, at which time the recipient is weak and virtually helpless. If a creature has no Strength rating, it loses 10% of its hit points per Strength loss, down to 10% of its original hit points. If the disease also affects hit points, use the more severe penalty. Recovery requires a period of 1d3 weeks.\n *Fatal:* This wasting disease is effective immediately. Infected creatures receive no benefit from *cure wound* spells while the disease is in effect; wounds heal at only 10% of the natural rate. The disease proves fatal within 1d6 months and can be cured only by magical means. Each month the disease progresses, the creature loses 2 points of Charisma, permanently. \n The inflicted disease can be cured by the *cure disease* spell. Lycanthropy cannot be caused' +}; + +pri3['Dispel Magic'] = { + 'name': 'Dispel Magic', + 'level': 'Level 3 Priest', + 'school': 'Abjuration', + 'sphere': 'Protection', + 'range': '60 yards', + 'duration': 'Special', + 'aoe': '30-foot cube or 1 item', + 'components': 'V, S', + 'cast-time': '6', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'PHB p. 267', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When a priest casts this spell, it has a chance to neutralize or negate the magic it comes in contact with as follows:\n First, it has a chance to remove spells and spell-like effects (including device effects and innate abilities) from creatures or objects. Second, it may disrupt the casting or use of these in the area of effect at the instant the dispel is cast. Third, it may destroy magical potions (which are treated as 12th level for purposes of this spell).\n Each effect or potion in the spell’s area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise, the chance depends on the difference in level between the magical effect and the caster. The base chance of successfully dispelling is 11 or higher on 1d20. If the caster is of higher level than the creator of the effect to be dispelled, the difference is *subtracted* from this base number needed. If the caster is of lower level, the difference is *added* to the base. A die roll of 20 always succeeds and a die roll of 1 always fails. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, only a roll of 1 prevents the effect from being dispelled.\n A *dispel magic* can affect only a specially enchanted item (such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor) if it is cast directly upon the item. This renders the item nonoperational for 1d4 rounds. An item possessed or carried by a creature has the creature’s saving throw against this effect; otherwise, it is automatically rendered nonoperational. An interdimensional interface (such as a *bag of holding*) rendered nonoperational is temporarily closed. Note that an item’s physical properties are unchanged: A nonoperational magical sword is still a sword. Artifacts and relics are not subject to this spell, but some of their spell-like effects may be, at the DM’s option. Note that this spell, if successful, will release charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions.\n\n**Summary of Dispel Magic Effects**\n\n**Source of Effect  Resists As  Result of Dispel**\nCaster         None      Dispel automatic\nOther caster/     Leve/HD of\n innate ability    other caster  Effect negated\nWand        6th level    *\nStaff         8th level      *\nPotion         12th level    Potion destroyed\nOther magic     12th,\n           unless special *\nArtifact       DM discretion  DM discretion\n\n* Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.' +}; + +pri3['Feign Death'] = { + 'name': 'Feign Death', + 'level': 'Level 3 Priest', + 'school': 'Necromancy', + 'sphere': 'Necromantic', + 'range': 'Touch', + 'duration': '1 turn + [[@{level-priest}]] rounds', + 'aoe': 'Person touched', + 'components': 'V', + 'cast-time': '½', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'PHB p. 267', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of this spell, the caster or any other willing person can be put into a cataleptic state that is impossible to distinguish from actual death. Although the person affected can smell, hear, and know what is going on, no feeling or sight of any sort is possible; thus, any wounding or mistreatment of the body is not felt, no reaction occurs, and damage is only one-half normal. In addition, paralysis, poison, or energy level drain does not affect a person under the influence of this spell, but poison injected or otherwise introduced into the body becomes effective when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted. However, the spell offers no protection from causes of certain death—being crushed under a landslide, etc. Only a willing individual can be affected by a *feign death* spell. The priest is able to end the spell effect at any time, but it requires a full round for bodily functions to begin again.\n Note that, unlike the wizard version of this spell, only people can be affected, and that those of any level can be affected by the priest casting this spell.' +}; + +pri3['Flame Walk'] = { + 'name': 'Flame Walk', + 'level': 'Level 3 Priest', + 'school': 'Alteration', + 'sphere': 'Elemental (Fire)', + 'range': 'Touch', + 'duration': '[[1+[[@{level-priest}]] ]] rounds', + 'aoe': '[[ [[@{priest-level}]]-4]] Creature(s) touched', + 'components': 'V, S, M', + 'cast-time': '5', + 'saving-throw': 'None', + 'materials': 'The priest’s holy symbol and at least 500 gp of powdered ruby per affected creature', + 'reference': 'PHB p. 268', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of this spell, the caster empowers one or more creatures to withstand nonmagical fires of temperatures up to 2,000° F. (1093° C) (enabling them to walk upon molten lava). It also confers a +2 bonus to saving throws against magical fire and reduces damage from such fires by one-half, even if the saving throw is failed. For every experience level above the minimum required to cast the spell (5th), the priest can affect an additional creature. This spell is not cumulative with *resist fire* spells or similar protections.' +}; + +pri3['Glyph of Warding'] = { + 'name': 'Glyph of Warding', + 'level': 'Level 3 Priest', + 'school': 'Abjuration, Evocation', + 'sphere': 'Guardian', + 'range': 'Touch', + 'duration': 'Until discharged', + 'aoe': 'Special', + 'components': 'V, S, M', + 'cast-time': 'Special', + 'saving-throw': 'Special', + 'materials': 'Incense and, if the area exceeds 50 sq. ft., 2000 gp worth of powdered diamond', + 'reference': 'PHB p. 268', + 'damage': '[[ [[@{level-priest}]]d4]]', + 'damage-type': 'varies', + 'healing': '', + 'effect': 'A glyph of warding is a powerful inscription magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box. \n The priest must set the conditions of the ward; typically any creature violating the warded area without speaking the name of the glyph is subject to the magic it stores. A successful saving throw vs. spell enables the creature to escape the effects of the glyph. Glyphs can be set according to physical characteristics, such as creature type, size, and weight. Glyphs can also be set with respect to good or evil, or to pass those of the caster’s religion. They cannot be set according to class, Hit Dice, or level. Multiple glyphs cannot be cast on the same area; although if a cabinet had three drawers, each could be separately warded. \n When the spell is cast, the priest weaves a tracery of faintly glowing lines around the warding sigil. For every 5 square feet of area to be protected, one round is required to trace the warding lines of the glyph. The caster can affect an area equal to a square the sides of which are the same as his level, in feet. The glyph can be placed to conform to any shape up to the limitations of the caster’s total square footage. Thus, a 6th-level caster could place a glyph on a 6-foot × 6-foot square, a 4-foot × 9-foot rectangle, a 2-foot × 18-foot band, or a 1-foot by 36-foot strip. When the spell is completed, the glyph and tracery become invisible. \n The priest traces the glyph with incense, which, if the area exceeds 50 square feet, must be sprinkled with powdered diamond (at least 2,000 gp worth). \n Typical glyphs shock for 1d4 points of electrical damage per level of the spellcaster, explode for a like amount of fire damage, paralyze, blind, deafen, and so forth. The DM may allow any harmful priest spell effect to be used as a glyph, provided the caster is of sufficient level to cast the spell. Successful saving throws either reduce effects by one-half or negate them, according to the glyph employed. Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled by magic and foiled by high-level thieves using their find-and-remove-traps skill. \n The DM may decide that the exact glyphs available to a priest depend on his religion, and he might make new glyphs available according to the magical research rules.' +}; + +pri3['Hold Animal'] = { + 'name': 'Hold Animal', + 'level': 'Level 3 Priest', + 'school': 'Enchantment/Charm', + 'sphere': 'Animal', + 'range': '80 yards', + 'duration': '[[2*[[@{level-priest}]] ]] rounds', + 'aoe': '1–4 animals in 40-foot cube', + 'components': 'V, S', + 'cast-time': '6', + 'saving-throw': 'Negate', + 'materials': '', + 'reference': 'PHB p. 268', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of this spell, the caster holds one to four animals rigid. Animals affected are normal or giant-sized mammals, birds, or rep-tiles, but not monsters such as centaurs, gorgons, harpies, naga, etc. Apes, bears, crocodiles, dogs, eagles, foxes, giant beavers, and similar animals are subject to this spell. The hold lasts for two rounds per caster level. The caster decides how many animals can be affected, but the greater the number, the better chance each has to successfully save against the spell. Each animal gets a saving throw: If only one is the subject of the spell, it has a penalty of –4 on its roll; if two are subject, each receives a penalty of –2 on its roll; if three are subject, each receives a penalty of –1 on its roll; and if four are subject, each gets an unmodified saving throw. \n A maximum body weight of 400 pounds (100 pounds for non-mammals) per animal per caster level can be affected. (Currently [[400*[[@{priest-level}]] ]]-pound mammals or [[100*[[@{priest-level}]] ]]-pound nonmammals) —for example, an 8th-level caster can affect up to four 3,200-pound mammals or a like number of 800-pound nonmammals, such as birds or reptiles.' +}; + +pri3['Locate Object'] = { + 'name': 'Locate Object', + 'level': 'Level 3 Priest', + 'school': 'Divination (Reversible)', + 'sphere': 'Divination', + 'range': '[[60+10*[[@{level-priest}]]]] yards', + 'duration': '8 hours.', + 'aoe': '1 object', + 'components': 'V, S, M', + 'cast-time': '1 turn', + 'saving-throw': 'None', + 'materials': 'A piece of lodestone', + 'reference': 'PHB p. 268', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell helps locate a known or familiar object. The priest casts the spell, slowly turns, and will sense when he is facing in the direction of the object to be located, provided the object is within range—for example, 90 yards for 3rd-level priests, 100 yards for 4th, 110 yards for 5th, etc. The spell locates such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Once the caster has fixed in his mind the items sought, the spell locates only that item. Attempting to find a specific item, such as a kingdom’s crown, requires an accurate mental image. If the image is not close enough to the actual item, the spell does not work; in short, desired but unique objects cannot be located by this spell unless they are known by the caster. The spell is blocked by lead.\n The reversal, *obscure object*, hides an object from location by spell, *crystal ball*, or similar means for eight hours. The caster must touch the object being concealed. \n Neither application of the spell affects living creatures.' +}; + +pri3['Magical Vestment'] = { + 'name': 'Magical Vestment', + 'level': 'Level 3 Priest', + 'school': 'Enchantment', + 'sphere': 'Protection', + 'range': '0', + 'duration': '[[5*[[@{level-priest}]] ]] rounds', + 'aoe': 'The caster', + 'components': 'V, S, M', + 'cast-time': '1 rd.', + 'saving-throw': 'None', + 'materials': 'The vestment to be enchanted and the priest’s holy symbol, which are not expended', + 'reference': 'PHB p. 269', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell enchants the caster’s vestment, providing protection at least the equivalent of chain mail (AC 5). The vestment gains a +1 enchantment for each three levels of the priest beyond 5th level, to a maximum of AC 1 at 17th level. (Currently +[[{[[floor(([[@{level-priest}]]-5)/3)]],4}kl1]] enchantment for a total of [[5-[[{[[floor(([[@{level-priest}]]-5)/3)]],4}kl1]] ]] AC). The magic lasts for five rounds per level of the caster, or until the caster loses consciousness. If the vest-ment is worn with other armors, only the best AC (either the armor or the vestment) is used; this protection is not cumulative with any other AC protection.' +}; + +pri3['Meld Into Stone'] = { + 'name': 'Meld Into Stone', + 'level': 'Level 3 Priest', + 'school': 'Alteration', + 'sphere': 'Elemental (Earth)', + 'range': '0', + 'duration': '[[8+1d8]] rounds', + 'aoe': 'The caster', + 'components': 'V, S, M', + 'cast-time': '6', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'PHB p. 269', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell enables the priest to meld his body and possessions into a single block of stone. The stone must be large enough to accommodate his body in all three dimensions. When the casting is complete, the priest and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted. \n While in the stone, the priest remains in contact, however tenuous, with the face of the stone through which he melded. The priest remains aware of the passage of time. Nothing that goes on outside the stone can be seen or heard, however. Minor physical damage to the stone does not harm the priest, but its partial destruction, if enough so that the caster no longer fits, expels the priest with 4d8 points of damage. The stone’s destruction expels the priest and slays him instantly, unless he rolls a successful saving throw vs. spell. \n The magic lasts for 1d8+8 rounds, with the variable part of the duration rolled secretly by the DM. At any time before the duration expires, the priest can step out of the stone through the stone surface he entered. If the duration runs out, or the effect is dispelled before the priest exits the stone, he is violently expelled and suffers 4d8 points of damage.\n The following spells harm the priest if cast upon the stone that he is occupying: *stone to flesh* expels the priest and inflicts 4d8 points of damage; *stone shape* causes 4d4 points of damage, but does not expel the priest; *transmute rock to mud* expels and slays him instantly unless he rolls a successful saving throw vs. spell; and *passwall* expels the priest without damage.' +}; + +pri3['Negative Plane Protection'] = { + 'name': 'Negative Plane Protection', + 'level': 'Level 3 Priest', + 'school': 'Abjuration', + 'sphere': 'Protection, Necromantic', + 'range': 'Touch', + 'duration': 'Special', + 'aoe': '1 creature', + 'components': 'V, S', + 'cast-time': '1 round', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'PHB p. 269', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell affords the caster or touched creature partial protection from undead monsters with Negative Energy plane connections (such as shadows, wights, wraiths, spectres, or vampires) and certain weapons and spells that drain energy levels. The *negative plane protection* spell opens a channel to the Positive Energy plane, possibly offsetting the effect of the negative energy attack. A protected creature struck by a negative energy attack is allowed a saving throw vs. death magic. If successful, the energies cancel with a bright flash of light and a thunderclap. The protected creature suffers only normal hit point damage from the attack and does not suffer any drain of experience or Strength, regardless of the number of levels the attack would have drained. An attacking undead creature suffers 2d6 points of damage from the positive energy; a draining wizard or weapon receives no damage.\n This protection is proof against only one such attack, dissipating immediately whether or not the saving throw was successful. If the saving throw is failed, the spell recipient suffers double the usual physical damage, in addition to the loss of experience or Strength that normally occurs. The protection lasts for one turn per level of the priest casting the spell, or until the protected creature is struck by a negative energy attack. This spell cannot be cast on the Negative Energy plane.' +}; + +pri3['Plant Growth'] = { + 'name': 'Plant Growth', + 'level': 'Level 3 Priest', + 'school': 'Alteration', + 'sphere': 'Plant', + 'range': '160 yards', + 'duration': 'Permanent', + 'aoe': 'Special', + 'components': 'V, S, M', + 'cast-time': '1 round', + 'saving-throw': 'Special', + 'materials': '', + 'reference': 'PHB p. 269', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'The *plant growth* spell enables the caster to choose either of two different uses. The first causes normal vegetation to grow, entwine, and entangle to form a thicket or jungle that creatures must hack or force a way through at a movement rate of 10 feet per round (or 20 feet per round for larger-than-man-sized creatures). Note that the area must have brush and trees in it in order for this spell to take effect. Briars, bushes, creepers, lianas, roots, saplings, thistles, thorn, trees, vines, and weeds become so thick and overgrown in the area of effect as to form a barrier. The area of effect is a square 20 feet on a side per level of experience of the caster, in any square or rectangular shape that the caster decides upon at the time of the spellcasting. (Currently [[20*[[@{level-priest}]]-foot square). Thus, an 8th-level caster can affect a maximum area of a 160-foot × 160-foot square, a 320-foot × 80-foot rectangle, a 640-foot × 40-foot rectangle, a 1,280-foot × 20-foot rectangle, etc. The spell’s effects persist in the area until it is cleared by labor, fire, or such magical means as a *dispel magic* spell.\n The second use of the spell affects a one-mile square area. The DM secretly makes a saving throw (based on the caster’s level) to see if the spell takes effect. If successful, the spell renders plants more vigorous, fruitful, and hardy, increasing yields by 20% to 50% ([1d4+1] × 10%), given a normal growing season. The spell does not prevent disaster in the form of floods, drought, fire, or insects, although even in these cases the plants survive better than expected. This effect lasts only for the life cycle of one season, the winter “death” marking the end of a life cycle even for the sturdiest of trees. In many farming communities, this spell is normally cast at planting time as part of the spring festivals.' +}; + +pri3['Prayer'] = { + 'name': 'Prayer', + 'level': 'Level 3 Priest', + 'school': 'Conjuration/Summoning', + 'sphere': 'Combat', + 'range': '0', + 'duration': '[[@{priest-level}]] rounds', + 'aoe': '60-foot. radius', + 'components': 'V, S, M', + 'cast-time': '6', + 'saving-throw': 'None', + 'materials': 'A silver holy symbol, prayer beads, or a similar device', + 'reference': 'PHB p. 270', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of the *prayer* spell, the priest brings special favor upon himself and his party and causes harm to his enemies. Those in the area at the instant the spell is completed are affected for the duration of the spell. When the spell is completed, all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the priest gain +1 bonuses, while those of the priest’s enemies suffer –1 penalties. Once the *prayer* spell is uttered, the priest can do other things, unlike a *chant*, which he must continue to make the spell effective. If another priest of the same religious persuasion (not merely the same alignment) is chanting when a prayer is cast, the effects combine to +2 and –2, as long as both are in effect at once.' +}; + +pri3['Protection From Fire'] = { + 'name': 'Protection From Fire', + 'level': 'Level 3 Priest', + 'school': 'Abjuration', + 'sphere': 'Protection, Elemental (Fire)', + 'range': 'Touch', + 'duration': 'Special', + 'aoe': '1 creature', + 'components': 'V, S, M', + 'cast-time': '6', + 'saving-throw': 'None', + 'materials': 'The caster’s holy symbol', + 'reference': 'PHB p. 270', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'The effect of a *protection from fire* spell differs according to whether the recipient of the magic is the caster or some other creature. In either case, the spell lasts no longer than one turn per caster level. (Currently [[@{level-priest}]] turns).\n If the spell is cast upon the caster, it confers complete invulnerability to: normal fires (torches, bonfires, oil fires, and the like); exposure to magical fires such as fiery dragon breath; spells such as *burning hands*, *fireball*, *fire seeds*, *fire storm*, *flame strike*, and *meteor swarm*; hell hound or pyrohydra breath, etc. The invulnerability lasts until the spell has absorbed 12 points of heat or fire damage per level of the caster, (Currently [[12*[[@{level-priest}]] ]] points of heat or fire damage), at which time the spell is negated. If the spell is cast upon another creature, it gives invulnerability to normal fire, gives a bonus of +4 to saving throw die rolls vs. fire attacks, and reduces damage sustained from magical fires by 50%.' +}; + +pri3['Pyrotechnics'] = { + 'name': 'Pyrotechnics', + 'level': 'Level 3 Priest', + 'school': 'Alteration', + 'sphere': 'Elemental (Fire)', + 'range': '160 yards', + 'duration': 'Special', + 'aoe': '10 or 100 x fire', + 'components': 'V, S, M', + 'cast-time': '6', + 'saving-throw': 'Special', + 'materials': 'One fire source within the area of effect which is immediately extinguished', + 'reference': 'PHB p. 270', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'A *pyrotechnics* spell draws on an existing fire source to produce either of two effects, at the option of the caster.\n&emps;First, it can produce a flashing and fiery burst of glowing, colored aerial fireworks that lasts one round. Creatures in, under, or within 120 feet of the area that have an unobstructed line of sight to the effect are blinded for [[1d4+1]] rounds unless they roll successful saving throws vs. spell. The fireworks fill a volume 10 times greater than the original fire source.\n Second, it can cause a thick, writhing stream of smoke to arise from the source and form a choking cloud that lasts for one round per experience level of the caster. (Currently [[@{level-priest}]] rounds). This covers a roughly hemispherical volume from the ground or floor up (or conforming to the shape of a confined area) that totally obscures vision beyond 2 feet. The smoke fills a volume 100 times that of the fire source.\n The spell uses one fire source within the area of effect, which is immediately extinguished. If an extremely large fire is used as the source, it is only partially extinguished by the casting. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source suffers [[1d4+[[@{level-priest}]] points of damage. This spell does not function under water.' +}; + +pri3['Remove Curse'] = { + 'name': 'Remove Curse', + 'level': 'Level 3 Priest', + 'school': 'Abjuration (Reversible)', + 'sphere': 'Protection', + 'range': 'Touch', + 'duration': 'Permanent', + 'aoe': 'Special', + 'components': 'V, S', + 'cast-time': '6', + 'saving-throw': 'Special', + 'materials': '', + 'reference': 'PHB p. 270', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'Upon casting this spell, the priest is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the *remove curse* spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more. A caster of 12th level or more can cure lycanthropy with this spell by casting it on the animal form. The were-creature receives a saving throw vs. spell and, if successful, the spell fails and the priest must gain a level before attempting the remedy on this creature again.\n The reverse of the spell is not permanent; the *bestow curse* spell lasts for one turn for every experience level of the priest using the spell. (Currently [[@{level-priest}]] turns). The curse can have one of the following effects (roll percentile dice): 50% of the time it reduces one ability of the victim to 3 (the DM randomly determines which ability); 25% of the time it lowers the victim’s attack and saving throw rolls by –4; 25% of the time it makes the victim 50% likely to drop whatever he is holding (or do nothing, in the case of creatures not using tools)—roll each round.\n It is possible for a priest to devise his own curse, and it should be similar in power to those given here. Consult your DM. The subject of a *bestow curse* spell must be touched. If the victim is touched, a saving throw is still applicable; if it is successful, the effect is negated. The bestowed curse cannot be dispelled.' +}; + +pri3['Remove Paralysis'] = { + 'name': 'Remove Paralysis', + 'level': 'Level 3 Priest', + 'school': 'Abjuration', + 'sphere': 'Protection', + 'range': '[[10*[[@{level-priest}]] yards', + 'duration': 'Permanent', + 'aoe': '[[1d4]] creatures in 20-foot cube', + 'components': 'V, S', + 'cast-time': '6', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'PHB p. 271', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By the use of this spell, the priest can free one or more creatures from the effects of any paralyzation or from related magic (such as a ghoul touch, or a *hold* or *slow* spell). If the spell is cast on one creature, the paralyzation is negated. If cast on two creatures, each receives another saving throw vs. the effect that afflicts it, with a +4 bonus. If cast on three or four creatures, each receives another saving throw with a +2 bonus. There must be no physical or magical barrier between the caster and the creatures to be affected, or the spell fails and is wasted.' +}; + +pri3['Snare'] = { + 'name': 'Snare', + 'level': 'Level 3 Priest', + 'school': 'Enchantment/Charm', + 'sphere': 'Plant', + 'range': 'Touch', + 'duration': 'Until triggered', + 'aoe': '[[24+2*[[@{level-priest}]] ]]-inch diameter', + 'components': 'V, S, M', + 'cast-time': '3 rounds', + 'saving-throw': 'None', + 'materials': 'A snake skin and a piece of sinew from a strong animal to weave into the cordlike object from which he will make the snare. Also the caster’s holy symbol is needed', + 'reference': 'PHB p. 271', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell enables the caster to make a snare that is 90% undetectable without magical aid. The snare can be made from any supple vine, a thong, or a rope. When the *snare* spell is cast upon it, the cordlike object blends with its surroundings. One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle (note that the head of a worm or snake could be thus ensnared).\n If a strong and supple tree is nearby, the snare can be fastened to it. The magic of the spell causes the tree to bend and then straighten when the loop is triggered, inflicting 1d6 points of damage to the creature trapped, and lifting it off the ground by the trapped member(s) (or strangling it if the head/neck triggered the snare). If no such sapling or tree is available, the cordlike object tightens upon the member(s), then wraps around the entire creature, causing no damage, but tightly binding it. Under water, the cord coils back upon its anchor point. The snare is magical, so for one hour it is breakable only by cloud giant or greater Strength (23); each hour thereafter, the snare material loses magic so as to become 1 point more breakable per hour—22 after two hours, 21 after three, 20 after four—until six full hours have elapsed. At that time, 18 Strength will break the bonds. After 12 hours have elapsed, the materials of the snare lose all magical properties and the loop opens, freeing anything it held. The snare can be cut with any magical weapon, or with any edged weapon wielded with at least a +2 attack bonus (from Strength, for example).' +}; + +pri3['Speak With Dead'] = { + 'name': 'Speak With Dead', + 'level': 'Level 3 Priest', + 'school': 'Necromancy', + 'sphere': 'Divination', + 'range': '1', + 'duration': 'Special', + 'aoe': '1 creature', + 'components': 'V, S, M', + 'cast-time': '1 turn', + 'saving-throw': 'Special', + 'materials': 'A holy symbol and burning incense', + 'reference': 'PHB p. 271', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'Upon casting a *speak with dead* spell, the priest is able to ask several questions of a dead creature in a set period of time and receive answers according to the knowledge of that creature. Of course, the priest must be able to converse in the language that the dead creature once used. The length of time the creature has been dead is a factor, since only higher level priests can converse with a long-dead creature. The number of questions that can be answered and the length of time in which the questions can be asked depend on the level of experience of the priest. Even if the casting is successful, such creatures are as evasive as possible when questioned. The dead tend to give extremely brief and limited answers, often cryptic, and to take questions literally. Furthermore, their knowledge is often limited to what they knew in life.\n A dead creature of different alignment or of higher level or Hit Dice than the caster’s level receives a saving throw vs. spell. A dead creature that successfully saves can refuse to answer questions, ending the spell. At the DM’s option, the casting of this spell on a given creature might be restricted to once per week.\n The priest needs a holy symbol and burning incense in order to cast this spell upon the body, remains, or a portion thereof. The remains are not expended. This spell does not function under water.\n\n**Caster’s Level**  **Max. Length**   **Time**    **No. of**\n**of Experience**  **of Time Dead** **Questioned** **Questions**\n1–6       1 week      1 round    2\n7–8       1 month      3 rounds     3\n9–12        1 year       1 turn     4\n13–15       10 years     2 turns     5\n16–20       100 years     3 turns     6\n21+        1,000 years    1 hour       7' +}; + +pri3['Spike Growth'] = { + 'name': 'Spike Growth', + 'level': 'Level 3 Priest', + 'school': 'Alteration, Enchantment', + 'sphere': 'Plant', + 'range': '60 yards', + 'duration': '[[3d4+[[@{level-priest}]] ]] turns', + 'aoe': '[[@{level-priest}]] 10-foot squares ', + 'components': 'V, S, M', + 'cast-time': '6', + 'saving-throw': 'None', + 'materials': 'The priest’s holy symbol and either seven sharp thorns or seven small twigs, each sharpened to a point.', + 'reference': 'PHB p. 271', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'Wherever any type of plant growth of moderate size or density is found, this spell can be used. The ground-covering vegetation or roots and rootlets in the area become very hard and sharply pointed. In effect, the ground cover, while appearing to be unchanged, acts as if the area were strewn with caltrops. In areas of bare ground or earthen pits, roots and rootlets act in the same way. For each 10 feet of movement through the area, the victim suffers 2d4 points of damage. He must also roll a saving throw vs. spell. If this saving throw is failed, the victim’s movement rate is reduced by 1⁄3 of its current total (but a creature’s movement rate can never be less than 1). This penalty lasts for 24 hours, after which the character’s normal movement rate is regained.\n Without the use of a spell such as *true seeing*, similar magical aids, or some other special means of detection (such as *detect traps* or *detect snares and pits*), an area affected by *spike growth* is absolutely undetectable as such until a victim enters the area and suffers damage. Even then, the creature cannot determine the extent of the perilous area unless some means of magical detection is used.' +}; + +pri3['Starshine'] = { + 'name': 'Starshine', + 'level': 'Level 3 Priest', + 'school': 'Evocation, Illusion/Phantasm', + 'sphere': 'Sun', + 'range': '[[10*[[@{level-priest}]] ]] yards', + 'duration': '[[@{level-priest}]] turns', + 'aoe': '[[@{level-priest}]] 10-foot squares', + 'components': 'V, S, M', + 'cast-time': '6', + 'saving-throw': 'None', + 'materials': 'Several stalks from an amaryllis plant (especially Hypoxis) and several holly berries', + 'reference': 'PHB p. 272', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'A *starshine* spell enables the caster to softly illuminate an area as if it were exposed to a clear night sky filled with stars. Regardless of the height of the open area in which the spell is cast, the area immediately beneath it is lit by starshine. Vision ranges are the same as those for a bright moonlit night—movement noted out to 100 yards; stationary creatures seen up to 50 yards; general identifications made at 30 yards; and recognition at 10 yards. The spell creates shadows and has no effect on infravision. The area of effect actually appears to be a night sky, but disbelief of the illusion merely enables the disbeliever to note that the “stars” are actually evoked lights. This spell does not function under water.' +}; + +pri3['Stone Shape'] = { + 'name': 'Stone Shape', + 'level': 'Level 3 Priest', + 'school': 'Alteration', + 'sphere': 'Elemental (Earth)', + 'range': 'Touch', + 'duration': 'Permanent', + 'aoe': '[[9+[[@{level-priest}]] ]] cubic feet', + 'components': 'V, S, M', + 'cast-time': '1 round', + 'saving-throw': 'None', + 'materials': 'Soft clay that must be worked into roughly the desired shape of the stone object, and then touched to the stone when the spell is uttered', + 'reference': 'PHB p. 272', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of this spell, the caster can form an existing piece of stone into any shape that suits his purposes. For example, he can make a stone weapon, a special trapdoor, or a crude idol. By the same token, it enables the spellcaster to shape a stone door, perhaps so as to escape imprisonment, providing the volume of stone involved is within the limits of the area of effect. While stone coffers can be thus formed, stone doors made, etc., the fineness of detail is not great. If the shaping has moving parts, there is a 30% chance they do not work.' +}; + +pri3['Summon Insects'] = { + 'name': 'Summon Insects', + 'level': 'Level 3 Priest', + 'school': 'Conjuration/Summoning', + 'sphere': 'Animal', + 'range': '30 yards', + 'duration': '[[@{level-priest}]] rounds', + 'aoe': '1 creature', + 'components': 'V, S, M', + 'cast-time': '1 rd.', + 'saving-throw': 'None', + 'materials': 'The caster’s holy symbol, a flower petal, and a bit of mud or wet clay', + 'reference': 'PHB p. 272', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'The *summon insects* spell attracts a cloud or swarm of normal insects to attack the foes of the caster. Flying insects appear 70% of the time, while crawling insects appear 30% of the time. The exact insects called are bees, biting flies, hornets, or wasps, if flying insects are indicated; biting ants or pinching beetles, if crawling insects are indicated. A cloud of the flying type, or a swarm of the crawling sort, appears after the spell is cast. This gathers at a point chosen by the caster, within the spell’s range, and attacks any single creature the caster points to.\n The attacked creature sustains 2 points of damage if it does nothing but attempt to flee or fend off the insects during the time it is attacked; it suffers 4 points of damage per round otherwise. If the insects are ignored, the victim fights with a –2 penalty to his attack roll and a +2 penalty to his Armor Class. If he attempts to cast a spell, an initiative roll should be made for the insects to see if their damage occurs before the spell is cast. If it does, the victim’s concentration is ruined and the spell is lost.\n The insects disperse and the spell ends if the victim enters thick smoke or hot flames. Besides being driven off by smoke or hot flames, the swarm might possibly be outrun, or evaded by plunging into a sufficient body of water. If evaded, the summoned insects can be sent against another opponent, but there will be at least a 1 round delay while they leave the former opponent and attack the new victim. Crawling insects can travel only about 10 feet per round (maximum speed over smooth ground) and flying insects travel 60 feet per round. The caster must concentrate to maintain the swarm; it dissipates if he moves or is disturbed.\n It is possible, in underground situations, that the caster might summon 1d4 giant ants by means of the spell, but the possibility is only 30% unless giant ants are nearby. This spell does not function under water.' +}; + +pri3['Tree'] = { + 'name': 'Tree', + 'level': 'Level 3 Priest', + 'school': 'Alteration', + 'sphere': 'Plant', + 'range': '0', + 'duration': '[[6+[[@{level-priest}]] ]] turns', + 'aoe': 'The caster', + 'components': 'V, S, M', + 'cast-time': '6', + 'saving-throw': 'None', + 'materials': 'The priest’s holy symbol and a twig from a tree', + 'reference': 'PHB p. 273', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of this spell, the caster is able to assume the form of a small living tree or shrub or that of a large dead tree trunk with only a few limbs. Although the closest inspection cannot reveal that this plant is actually a person, and for all normal tests he is, in fact, a tree or shrub, the caster is able to observe all that goes on around him just as if he were in normal form. The Armor Class and hit points of the plant are those of the caster. The caster can remove the spell at any time, instantly changing from plant to his normal form and having full capability for any action normally possible (including spellcasting). Note that all clothing and gear worn or carried change with the caster.' +}; + +pri3['Water Breathing'] = { + 'name': 'Water Breathing', + 'level': 'Level 3 Priest', + 'school': 'Alteration (Reversible)', + 'sphere': 'Elemental (Water, Air)', + 'range': 'Touch', + 'duration': '[[@{level-priest}]] hours', + 'aoe': '1 creature', + 'components': 'V, S', + 'cast-time': '6', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'PHB p. 273', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'The recipient of a *water breathing* spell is able to breathe under water freely for the duration of the spell—i.e., one hour for each experience level of the caster. The priest can divide the base duration between multiple characters. Thus, an 8th-level priest can confer this ability to two characters for four hours, four for two hours, eight for one hour, etc., to a minimum of one half-hour per character.\n The reverse, *air breathing*, enables water-breathing creatures to survive comfortably in the atmosphere for an equal duration. Note that neither version prevents the recipient creature from breathing in its natural element.' +}; + +pri3['Water Walk'] = { + 'name': 'Water Walk', + 'level': 'Level 3 Priest', + 'school': 'Alteration', + 'sphere': 'Elemental (Water)', + 'range': '0', + 'duration': '[[1+[[@{level-priest}]] ]] turns', + 'aoe': 'Special', + 'components': 'V, S, M', + 'cast-time': '6', + 'saving-throw': 'None', + 'materials': 'A piece of cork and the priest’s holy symbol', + 'reference': 'PHB p. 273', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of this spell, the caster is able to empower one or more creatures to tread upon any liquid as if it were firm ground; this includes mud, quicksand, oil, running water, and snow. The recipient’s feet do not touch the surface of the liquid, but oval depressions of his appropriate foot size and 2 inches deep are left in the mud or snow. The recipient’s rate of movement remains normal. If cast under water, the recipient is borne toward the surface.\n For every level of the caster above the minimum required to cast the spell (5th level), he can affect another creature. Currently [[ [[@{level-priest}]]-4]] creatures.' +}; + const priestSpells = {}; priestSpells['pri1'] = pri1; priestSpells['pri2'] = pri2; +priestSpells['pri3'] = pri3; /* ---- Priest spells end ---- */ // --- ALL SHEET WORKERS START --- // diff --git a/AD&D 2E Revised/javascript/priestSpells.js b/AD&D 2E Revised/javascript/priestSpells.js index 00d0b75d42..38bebf1969 100644 --- a/AD&D 2E Revised/javascript/priestSpells.js +++ b/AD&D 2E Revised/javascript/priestSpells.js @@ -22,7 +22,7 @@ pri1['Animal Friendship'] = { pri1['Bless'] = { 'name': 'Bless', 'level': 'Level 1 Priest', - 'school': 'Conjuration/Summoning', + 'school': 'Conjuration/Summoning (Reversible)', 'sphere': 'All', 'range': '60 yards', 'duration': '6 rounds', @@ -79,7 +79,7 @@ pri1['Command'] = { pri1['Create Water'] = { 'name': 'Create Water', 'level': 'Level 1 Priest', - 'school': 'Alteration', + 'school': 'Alteration (Reversible)', 'sphere': 'Elemental (Water)', 'range': '30 yards', 'duration': 'Permanent', @@ -98,7 +98,7 @@ pri1['Create Water'] = { pri1['Cure Light Wounds'] = { 'name': 'Cure Light Wounds', 'level': 'Level 1 Priest', - 'school': 'Necromancy', + 'school': 'Necromancy (Reversible)', 'sphere': 'Healing', 'range': 'Touch', 'duration': 'Permanent', @@ -117,7 +117,7 @@ pri1['Cure Light Wounds'] = { pri1['Detect Evil'] = { 'name': 'Detect Evil', 'level': 'Level 1 Priest', - 'school': 'Divination', + 'school': 'Divination (Reversible)', 'sphere': 'All', 'range': '0', 'duration': '1 turn + [[5*[[@{level-priest}]] ]] rounds', @@ -288,7 +288,7 @@ pri1['Invisibility to Undead'] = { pri1['Light'] = { 'name': 'Light', 'level': 'Level 1 Priest', - 'school': 'Alteration', + 'school': 'Alteration (Reversible)', 'sphere': 'Sun', 'range': '120 yards', 'duration': '1 hour + [[@{level-priest}]] turns', @@ -364,7 +364,7 @@ pri1['Pass Without Trace'] = { pri1['Protection From Evil'] = { 'name': 'Protection From Evil', 'level': 'Level 1 Priest', - 'school': 'Abjuration', + 'school': 'Abjuration (Reversible)', 'sphere': 'Protection', 'range': 'Touch', 'duration': '[[3*[[@{level-priest}]] ]] rounds', @@ -383,7 +383,7 @@ pri1['Protection From Evil'] = { pri1['Purify Food & Drink'] = { 'name': 'Purify Food & Drink', 'level': 'Level 1 Priest', - 'school': 'Alteration', + 'school': 'Alteration (Reversible)', 'sphere': 'All', 'range': '30 yards', 'duration': 'Permanent', @@ -402,7 +402,7 @@ pri1['Purify Food & Drink'] = { pri1['Remove Fear'] = { 'name': 'Remove Fear', 'level': 'Level 1 Priest', - 'school': 'Abjuration', + 'school': 'Abjuration (Reversible)', 'sphere': 'Charm', 'range': '10 yards', 'duration': 'Special', @@ -555,7 +555,7 @@ pri2['Charm Person or Mammal'] = { pri2['Detect Charm'] = { 'name': 'Detect Charm', 'level': 'Level 2 Priest', - 'school': 'Divination', + 'school': 'Divination (Reversible)', 'sphere': 'Divination', 'range': '30 yards', 'duration': '1 turn', @@ -669,7 +669,7 @@ pri2['Flame Blade'] = { pri2['Goodberry'] = { 'name': 'Goodberry', 'level': 'Level 2 Priest', - 'school': 'Alteration, Evocation', + 'school': 'Alteration, Evocation (Reversible)', 'sphere': 'Plant', 'range': 'Touch', 'duration': '[[1+[[@{level-priest}]] ]] days', @@ -688,7 +688,7 @@ pri2['Goodberry'] = { pri2['Heat Metal'] = { 'name': 'Heat Metal', 'level': 'Level 2 Priest', - 'school': 'Alteration', + 'school': 'Alteration (Reversible)', 'sphere': 'Elemental (Fire)', 'range': '40 yards', 'duration': '7 rounds', @@ -726,7 +726,7 @@ pri2['Hold Person'] = { pri2['Know Alignment'] = { 'name': 'Know Alignment', 'level': 'Level 2 Priest', - 'school': 'Divination', + 'school': 'Divination (Reversible)', 'sphere': 'Divination', 'range': '10 yards', 'duration': '1 turn', @@ -916,7 +916,7 @@ pri2['Trip'] = { pri2['Warp Wood'] = { 'name': 'Warp Wood', 'level': 'Level 2 Priest', - 'school': 'Alteration', + 'school': 'Alteration (Reversible)', 'sphere': 'Plant', 'range': '[[10*[[@{level-priest}]] ]] yards', 'duration': 'Permanent', @@ -970,7 +970,579 @@ pri2['Wyvern Watch'] = { 'effect': 'This spell is known as *wyvern watch* because of the insubstantial haze brought forth by its casting, which vaguely resembles a wyvern. It is typically used to guard some area against intrusion. Any creature approaching within 10 feet of the guarded area may be affected by the “wyvern.” Any creature entering the guarded area must roll a successful saving throw vs. spell or stand paralyzed for one round per level of the caster ([[@{level-priest}]] rounds), until freed by the spellcaster, by a *dispel magic* spell, or by a *remove paralysis* spell. A successful saving throw indicates that the subject creature was missed by the attack of the wyvern-form, and the spell remains in place. As soon as a subject creature is successfully struck by the wyvern-form, the paralysis takes effect and the force of the spell dissipates. The spell force likewise dissipates if no intruder is struck by the wyvern-form for eight hours after the spell is cast. Any creature approaching the space being guarded by the wyvern-form may be able to detect its presence before coming close enough to be attacked; this chance of detection is 90% in bright light, 30% in twilight conditions, and 0% in darkness.' }; +const pri3 = {}; +pri3['Animate Dead'] = { + 'name': 'Animate Dead', + 'level': 'Level 3 Priest', + 'school': 'Necromancy', + 'sphere': 'Necromantic', + 'range': '10 yards', + 'duration': 'Permanent', + 'aoe': 'Special', + 'components': 'V, S, M', + 'cast-time': '1 round', + 'saving-throw': 'None', + 'materials': 'A drop of blood, a piece of flesh of the type of creature being animated, and pinch of bone powder or a bone shard', + 'reference': 'PHB p. 265', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell creates the lowest of the undead monsters, skeletons or zombies, usually from the bones or bodies of dead humans, demihumans, or humanoids. The spell causes these remains to become animated and obey the simple verbal commands of the caster, regardless of how they communicated in life. The skeletons or zombies can follow the caster, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The undead remain animated until they are destroyed in combat or are turned; the magic cannot be dispelled. \n The priest can animate one skeleton or one zombie for each experience level he has attained. Currently [[@{priest-level}]] skeletons. If creatures with more than 1+ Hit Dice are animated, the number is determined by the monster Hit Dice. Skeletal forms have the Hit Dice of the original creature, while zombie forms have 1 more Hit Die. Thus, a 12th-level priest could animate 12 dwarven skeletons (or six zombies), four zombie gnolls, or a single zombie fire giant. Note that this is based on the standard racial Hit Die norm; thus, a high-level adventurer would be animated as a skeleton or zombie of 1 or 2 Hit Dice, and without special class or racial abilities. The caster can, alternatively, animate two small animal skeletons (1-1 Hit Die or less) for every level of experience he has achieved. Currently [[2*[[@{priest-level}]] ]] animal skeletons. \n Casting this spell is not a good act, and only evil priests use it frequently.' +}; + +pri3['Call Lightning'] = { + 'name': 'Call Lightning', + 'level': 'Level 3 Priest', + 'school': 'Alteration', + 'sphere': 'Weather', + 'range': '360 yards', + 'duration': '[[@{level-priest}]] turns', + 'aoe': '10-foot radius', + 'components': 'V, S', + 'cast-time': '1 turn', + 'saving-throw': '½', + 'materials': '', + 'reference': 'PHB p. 266', + 'damage': '[[2d8+[[@{level-priest}]]d8]]', + 'damage-type': 'Electrical', + 'healing': '', + 'effect': 'When a *call lightning* spell is cast, there must be a storm of some sort in the area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinn or air elemental of 7 Hit Dice or more). The caster is then able to call down bolts of lightning. The caster can call down one bolt per turn. The caster need not call a bolt of lightning immediately—other actions, even spellcasting, can be performed; however, the caster must remain stationary and concentrate for a full round each time a bolt is called. The spell has a duration of one turn per caster level. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points for each of the caster’s experience levels. Thus, a 4th-level caster calls down a 6d8 bolt (2d8+4d8). \n The bolt of lightning flashes down in a vertical stroke at whatever distance the spellcaster decides, up to 360 yards away. Any creature within a 10-foot radius of the path or the point where the lightning strikes suffers full damage unless a successful saving throw vs. spell is rolled, in which case only one-half damage is taken. \n Because it requires a storm overhead, this spell can only be used outdoors. It does not function under ground or under water.' +}; + +pri3['Continual Light'] = { + 'name': 'Continual Light', + 'level': 'Level 3 Priest', + 'school': 'Alteration (Reversible)', + 'sphere': 'Sun', + 'range': '120 yards', + 'duration': 'Permanent', + 'aoe': '60-foot radius', + 'components': 'V, S', + 'cast-time': '6', + 'saving-throw': 'Special', + 'materials': '', + 'reference': 'PHB p. 266', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell is similar to a *light* spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a *dispel magic* spell. Creatures with penalties in bright light suffer them in this spell’s area of effect. As with the *light* spell, this can be cast into the air, onto an object, or at a creature. In the third case, the continual light affects the space about 1 foot behind a creature that successfully rolls its saving throw vs. spell (a failed saving throw means the continual light is centered on the creature and moves as it moves). Note that this spell also blinds a creature if it is successfully cast upon the creature’s visual organs. If the spell is cast on a small object that is then placed in a light-proof covering, the spell effects are blocked until the covering is removed. \n Continual light brought into an area of magical darkness (or vice versa) cancels the darkness so that the otherwise prevailing light conditions exist in the overlapping areas of effect. A direct casting of a *continual light* spell against a similar or weaker magical darkness cancels both. \n This spell eventually consumes the material it is cast upon, but the process takes far longer than the time in a typical campaign. Extremely hard and expensive materials might last hundreds or even thousands of years. \n The reverse spell, *continual darkness*, causes complete absence of light (pitch blackness), similar to the *darkness* spell but of greater duration and area.' +}; + +pri3['Create Food & Water'] = { + 'name': 'Create Food & Water', + 'level': 'Level 3 Priest', + 'school': 'Alteration', + 'sphere': 'Creation', + 'range': '10 yards', + 'duration': 'Special', + 'aoe': '[[@{level-priest}]] cubic feet', + 'components': 'V, S', + 'cast-time': '1 turn', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'PHB p. 266', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When this spell is cast, the priest causes food and water to appear. The food thus created is highly nourishing if rather bland; each cubic foot of the material sustains three human-sized creatures or one horse-sized creature for a full day. The food decays and becomes inedible within 24 hours, although it can be restored for another 24 hours by casting a *purify food and water* spell upon it. The water created by this spell is the same as that created by the 1st-level priest spell create water. For each experience level the priest has attained, 1 cubic foot of food or water is created by the spell. For example, a 2nd-level priest could create 1 cubic foot of food and 1 cubic foot of water.' +}; + +pri3['Cure Blindness or Deafness'] = { + 'name': 'Cure Blindness or Deafness', + 'level': 'Level 3 Priest', + 'school': 'Abjuration (Reversible)', + 'sphere': 'Necromantic', + 'range': 'Touch', + 'duration': 'Permanent', + 'aoe': '1 creature', + 'components': 'V, S', + 'cast-time': '1 round', + 'saving-throw': 'Special', + 'materials': '', + 'reference': 'PHB p. 266', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By touching the creature afflicted, the priest employing the spell can permanently cure some forms of blindness or deafness. This spell does not restore or repair visual or auditory organs damaged by injury or disease. \n Its reverse, *cause blindness or deafness*, requires a successful touch (successful attack roll) on the victim. If the victim rolls a successful saving throw, the effect is negated. If the saving throw is failed, a nondamaging magical blindness or deafness results. \n A deafened creature can react only to what it can see or feel, and suffers a -1 penalty to surprise rolls, a +1 penalty to its initiative rolls, and a 20% chance of spell failure for spells with verbal components. A blinded creature suffers a -4 penalty to its attack rolls, a +4 penalty to its Armor Class, and a +2 penalty to its initiative rolls.' +}; + +pri3['Cure Disease'] = { + 'name': 'Cure Disease', + 'level': 'Level 3 Priest', + 'school': 'Abjuration (Reversible)', + 'sphere': 'Necromantic', + 'range': 'Touch', + 'duration': 'Permanent', + 'aoe': '1 creature', + 'components': 'V, S', + 'cast-time': '1 round', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'PHB p. 267', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell enables the caster to cure most diseases by placing his hand upon the diseased creature. The affliction rapidly disappears thereafter, making the cured creature whole and well in from one turn to 10 days, depending on the type of disease and the state of its advancement when the cure took place. (The DM must adjudicate these conditions.) The spell is also effective against parasitic monsters such as green slime, rot grubs, and others. When cast by a priest of at least 12th level, this spell cures lycanthropy if cast within three days of the infection. Note that the spell does not prevent reoccurrence of a disease if the recipient is again exposed. \n The reverse of the *cure disease* spell is *cause disease*. To be effective, the priest must touch the intended victim, and the victim must fail a saving throw vs. spell. The severity of the disease is decided by the priest (debilitating or fatal). The exact details of the disease are decided by the DM, but the following are typical: \n *Debilitating:* The disease takes effect in 1d6 turns, after which the creature loses 1 point of Strength per hour until his Strength is reduced to 2 or less, at which time the recipient is weak and virtually helpless. If a creature has no Strength rating, it loses 10% of its hit points per Strength loss, down to 10% of its original hit points. If the disease also affects hit points, use the more severe penalty. Recovery requires a period of 1d3 weeks.\n *Fatal:* This wasting disease is effective immediately. Infected creatures receive no benefit from *cure wound* spells while the disease is in effect; wounds heal at only 10% of the natural rate. The disease proves fatal within 1d6 months and can be cured only by magical means. Each month the disease progresses, the creature loses 2 points of Charisma, permanently. \n The inflicted disease can be cured by the *cure disease* spell. Lycanthropy cannot be caused' +}; + +pri3['Dispel Magic'] = { + 'name': 'Dispel Magic', + 'level': 'Level 3 Priest', + 'school': 'Abjuration', + 'sphere': 'Protection', + 'range': '60 yards', + 'duration': 'Special', + 'aoe': '30-foot cube or 1 item', + 'components': 'V, S', + 'cast-time': '6', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'PHB p. 267', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'When a priest casts this spell, it has a chance to neutralize or negate the magic it comes in contact with as follows:\n First, it has a chance to remove spells and spell-like effects (including device effects and innate abilities) from creatures or objects. Second, it may disrupt the casting or use of these in the area of effect at the instant the dispel is cast. Third, it may destroy magical potions (which are treated as 12th level for purposes of this spell).\n Each effect or potion in the spell’s area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise, the chance depends on the difference in level between the magical effect and the caster. The base chance of successfully dispelling is 11 or higher on 1d20. If the caster is of higher level than the creator of the effect to be dispelled, the difference is *subtracted* from this base number needed. If the caster is of lower level, the difference is *added* to the base. A die roll of 20 always succeeds and a die roll of 1 always fails. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, only a roll of 1 prevents the effect from being dispelled.\n A *dispel magic* can affect only a specially enchanted item (such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor) if it is cast directly upon the item. This renders the item nonoperational for 1d4 rounds. An item possessed or carried by a creature has the creature’s saving throw against this effect; otherwise, it is automatically rendered nonoperational. An interdimensional interface (such as a *bag of holding*) rendered nonoperational is temporarily closed. Note that an item’s physical properties are unchanged: A nonoperational magical sword is still a sword. Artifacts and relics are not subject to this spell, but some of their spell-like effects may be, at the DM’s option. Note that this spell, if successful, will release charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions.\n\n**Summary of Dispel Magic Effects**\n\n**Source of Effect  Resists As  Result of Dispel**\nCaster         None      Dispel automatic\nOther caster/     Leve/HD of\n innate ability    other caster  Effect negated\nWand        6th level    *\nStaff         8th level      *\nPotion         12th level    Potion destroyed\nOther magic     12th,\n           unless special *\nArtifact       DM discretion  DM discretion\n\n* Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.' +}; + +pri3['Feign Death'] = { + 'name': 'Feign Death', + 'level': 'Level 3 Priest', + 'school': 'Necromancy', + 'sphere': 'Necromantic', + 'range': 'Touch', + 'duration': '1 turn + [[@{level-priest}]] rounds', + 'aoe': 'Person touched', + 'components': 'V', + 'cast-time': '½', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'PHB p. 267', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of this spell, the caster or any other willing person can be put into a cataleptic state that is impossible to distinguish from actual death. Although the person affected can smell, hear, and know what is going on, no feeling or sight of any sort is possible; thus, any wounding or mistreatment of the body is not felt, no reaction occurs, and damage is only one-half normal. In addition, paralysis, poison, or energy level drain does not affect a person under the influence of this spell, but poison injected or otherwise introduced into the body becomes effective when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted. However, the spell offers no protection from causes of certain death—being crushed under a landslide, etc. Only a willing individual can be affected by a *feign death* spell. The priest is able to end the spell effect at any time, but it requires a full round for bodily functions to begin again.\n Note that, unlike the wizard version of this spell, only people can be affected, and that those of any level can be affected by the priest casting this spell.' +}; + +pri3['Flame Walk'] = { + 'name': 'Flame Walk', + 'level': 'Level 3 Priest', + 'school': 'Alteration', + 'sphere': 'Elemental (Fire)', + 'range': 'Touch', + 'duration': '[[1+[[@{level-priest}]] ]] rounds', + 'aoe': '[[ [[@{priest-level}]]-4]] Creature(s) touched', + 'components': 'V, S, M', + 'cast-time': '5', + 'saving-throw': 'None', + 'materials': 'The priest’s holy symbol and at least 500 gp of powdered ruby per affected creature', + 'reference': 'PHB p. 268', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of this spell, the caster empowers one or more creatures to withstand nonmagical fires of temperatures up to 2,000° F. (1093° C) (enabling them to walk upon molten lava). It also confers a +2 bonus to saving throws against magical fire and reduces damage from such fires by one-half, even if the saving throw is failed. For every experience level above the minimum required to cast the spell (5th), the priest can affect an additional creature. This spell is not cumulative with *resist fire* spells or similar protections.' +}; + +pri3['Glyph of Warding'] = { + 'name': 'Glyph of Warding', + 'level': 'Level 3 Priest', + 'school': 'Abjuration, Evocation', + 'sphere': 'Guardian', + 'range': 'Touch', + 'duration': 'Until discharged', + 'aoe': 'Special', + 'components': 'V, S, M', + 'cast-time': 'Special', + 'saving-throw': 'Special', + 'materials': 'Incense and, if the area exceeds 50 sq. ft., 2000 gp worth of powdered diamond', + 'reference': 'PHB p. 268', + 'damage': '[[ [[@{level-priest}]]d4]]', + 'damage-type': 'varies', + 'healing': '', + 'effect': 'A glyph of warding is a powerful inscription magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box. \n The priest must set the conditions of the ward; typically any creature violating the warded area without speaking the name of the glyph is subject to the magic it stores. A successful saving throw vs. spell enables the creature to escape the effects of the glyph. Glyphs can be set according to physical characteristics, such as creature type, size, and weight. Glyphs can also be set with respect to good or evil, or to pass those of the caster’s religion. They cannot be set according to class, Hit Dice, or level. Multiple glyphs cannot be cast on the same area; although if a cabinet had three drawers, each could be separately warded. \n When the spell is cast, the priest weaves a tracery of faintly glowing lines around the warding sigil. For every 5 square feet of area to be protected, one round is required to trace the warding lines of the glyph. The caster can affect an area equal to a square the sides of which are the same as his level, in feet. The glyph can be placed to conform to any shape up to the limitations of the caster’s total square footage. Thus, a 6th-level caster could place a glyph on a 6-foot × 6-foot square, a 4-foot × 9-foot rectangle, a 2-foot × 18-foot band, or a 1-foot by 36-foot strip. When the spell is completed, the glyph and tracery become invisible. \n The priest traces the glyph with incense, which, if the area exceeds 50 square feet, must be sprinkled with powdered diamond (at least 2,000 gp worth). \n Typical glyphs shock for 1d4 points of electrical damage per level of the spellcaster, explode for a like amount of fire damage, paralyze, blind, deafen, and so forth. The DM may allow any harmful priest spell effect to be used as a glyph, provided the caster is of sufficient level to cast the spell. Successful saving throws either reduce effects by one-half or negate them, according to the glyph employed. Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled by magic and foiled by high-level thieves using their find-and-remove-traps skill. \n The DM may decide that the exact glyphs available to a priest depend on his religion, and he might make new glyphs available according to the magical research rules.' +}; + +pri3['Hold Animal'] = { + 'name': 'Hold Animal', + 'level': 'Level 3 Priest', + 'school': 'Enchantment/Charm', + 'sphere': 'Animal', + 'range': '80 yards', + 'duration': '[[2*[[@{level-priest}]] ]] rounds', + 'aoe': '1–4 animals in 40-foot cube', + 'components': 'V, S', + 'cast-time': '6', + 'saving-throw': 'Negate', + 'materials': '', + 'reference': 'PHB p. 268', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of this spell, the caster holds one to four animals rigid. Animals affected are normal or giant-sized mammals, birds, or rep-tiles, but not monsters such as centaurs, gorgons, harpies, naga, etc. Apes, bears, crocodiles, dogs, eagles, foxes, giant beavers, and similar animals are subject to this spell. The hold lasts for two rounds per caster level. The caster decides how many animals can be affected, but the greater the number, the better chance each has to successfully save against the spell. Each animal gets a saving throw: If only one is the subject of the spell, it has a penalty of –4 on its roll; if two are subject, each receives a penalty of –2 on its roll; if three are subject, each receives a penalty of –1 on its roll; and if four are subject, each gets an unmodified saving throw. \n A maximum body weight of 400 pounds (100 pounds for non-mammals) per animal per caster level can be affected. (Currently [[400*[[@{priest-level}]] ]]-pound mammals or [[100*[[@{priest-level}]] ]]-pound nonmammals) —for example, an 8th-level caster can affect up to four 3,200-pound mammals or a like number of 800-pound nonmammals, such as birds or reptiles.' +}; + +pri3['Locate Object'] = { + 'name': 'Locate Object', + 'level': 'Level 3 Priest', + 'school': 'Divination (Reversible)', + 'sphere': 'Divination', + 'range': '[[60+10*[[@{level-priest}]]]] yards', + 'duration': '8 hours.', + 'aoe': '1 object', + 'components': 'V, S, M', + 'cast-time': '1 turn', + 'saving-throw': 'None', + 'materials': 'A piece of lodestone', + 'reference': 'PHB p. 268', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell helps locate a known or familiar object. The priest casts the spell, slowly turns, and will sense when he is facing in the direction of the object to be located, provided the object is within range—for example, 90 yards for 3rd-level priests, 100 yards for 4th, 110 yards for 5th, etc. The spell locates such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Once the caster has fixed in his mind the items sought, the spell locates only that item. Attempting to find a specific item, such as a kingdom’s crown, requires an accurate mental image. If the image is not close enough to the actual item, the spell does not work; in short, desired but unique objects cannot be located by this spell unless they are known by the caster. The spell is blocked by lead.\n The reversal, *obscure object*, hides an object from location by spell, *crystal ball*, or similar means for eight hours. The caster must touch the object being concealed. \n Neither application of the spell affects living creatures.' +}; + +pri3['Magical Vestment'] = { + 'name': 'Magical Vestment', + 'level': 'Level 3 Priest', + 'school': 'Enchantment', + 'sphere': 'Protection', + 'range': '0', + 'duration': '[[5*[[@{level-priest}]] ]] rounds', + 'aoe': 'The caster', + 'components': 'V, S, M', + 'cast-time': '1 rd.', + 'saving-throw': 'None', + 'materials': 'The vestment to be enchanted and the priest’s holy symbol, which are not expended', + 'reference': 'PHB p. 269', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell enchants the caster’s vestment, providing protection at least the equivalent of chain mail (AC 5). The vestment gains a +1 enchantment for each three levels of the priest beyond 5th level, to a maximum of AC 1 at 17th level. (Currently +[[{[[floor(([[@{level-priest}]]-5)/3)]],4}kl1]] enchantment for a total of [[5-[[{[[floor(([[@{level-priest}]]-5)/3)]],4}kl1]] ]] AC). The magic lasts for five rounds per level of the caster, or until the caster loses consciousness. If the vest-ment is worn with other armors, only the best AC (either the armor or the vestment) is used; this protection is not cumulative with any other AC protection.' +}; + +pri3['Meld Into Stone'] = { + 'name': 'Meld Into Stone', + 'level': 'Level 3 Priest', + 'school': 'Alteration', + 'sphere': 'Elemental (Earth)', + 'range': '0', + 'duration': '[[8+1d8]] rounds', + 'aoe': 'The caster', + 'components': 'V, S, M', + 'cast-time': '6', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'PHB p. 269', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell enables the priest to meld his body and possessions into a single block of stone. The stone must be large enough to accommodate his body in all three dimensions. When the casting is complete, the priest and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted. \n While in the stone, the priest remains in contact, however tenuous, with the face of the stone through which he melded. The priest remains aware of the passage of time. Nothing that goes on outside the stone can be seen or heard, however. Minor physical damage to the stone does not harm the priest, but its partial destruction, if enough so that the caster no longer fits, expels the priest with 4d8 points of damage. The stone’s destruction expels the priest and slays him instantly, unless he rolls a successful saving throw vs. spell. \n The magic lasts for 1d8+8 rounds, with the variable part of the duration rolled secretly by the DM. At any time before the duration expires, the priest can step out of the stone through the stone surface he entered. If the duration runs out, or the effect is dispelled before the priest exits the stone, he is violently expelled and suffers 4d8 points of damage.\n The following spells harm the priest if cast upon the stone that he is occupying: *stone to flesh* expels the priest and inflicts 4d8 points of damage; *stone shape* causes 4d4 points of damage, but does not expel the priest; *transmute rock to mud* expels and slays him instantly unless he rolls a successful saving throw vs. spell; and *passwall* expels the priest without damage.' +}; + +pri3['Negative Plane Protection'] = { + 'name': 'Negative Plane Protection', + 'level': 'Level 3 Priest', + 'school': 'Abjuration', + 'sphere': 'Protection, Necromantic', + 'range': 'Touch', + 'duration': 'Special', + 'aoe': '1 creature', + 'components': 'V, S', + 'cast-time': '1 round', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'PHB p. 269', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell affords the caster or touched creature partial protection from undead monsters with Negative Energy plane connections (such as shadows, wights, wraiths, spectres, or vampires) and certain weapons and spells that drain energy levels. The *negative plane protection* spell opens a channel to the Positive Energy plane, possibly offsetting the effect of the negative energy attack. A protected creature struck by a negative energy attack is allowed a saving throw vs. death magic. If successful, the energies cancel with a bright flash of light and a thunderclap. The protected creature suffers only normal hit point damage from the attack and does not suffer any drain of experience or Strength, regardless of the number of levels the attack would have drained. An attacking undead creature suffers 2d6 points of damage from the positive energy; a draining wizard or weapon receives no damage.\n This protection is proof against only one such attack, dissipating immediately whether or not the saving throw was successful. If the saving throw is failed, the spell recipient suffers double the usual physical damage, in addition to the loss of experience or Strength that normally occurs. The protection lasts for one turn per level of the priest casting the spell, or until the protected creature is struck by a negative energy attack. This spell cannot be cast on the Negative Energy plane.' +}; + +pri3['Plant Growth'] = { + 'name': 'Plant Growth', + 'level': 'Level 3 Priest', + 'school': 'Alteration', + 'sphere': 'Plant', + 'range': '160 yards', + 'duration': 'Permanent', + 'aoe': 'Special', + 'components': 'V, S, M', + 'cast-time': '1 round', + 'saving-throw': 'Special', + 'materials': '', + 'reference': 'PHB p. 269', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'The *plant growth* spell enables the caster to choose either of two different uses. The first causes normal vegetation to grow, entwine, and entangle to form a thicket or jungle that creatures must hack or force a way through at a movement rate of 10 feet per round (or 20 feet per round for larger-than-man-sized creatures). Note that the area must have brush and trees in it in order for this spell to take effect. Briars, bushes, creepers, lianas, roots, saplings, thistles, thorn, trees, vines, and weeds become so thick and overgrown in the area of effect as to form a barrier. The area of effect is a square 20 feet on a side per level of experience of the caster, in any square or rectangular shape that the caster decides upon at the time of the spellcasting. (Currently [[20*[[@{level-priest}]]-foot square). Thus, an 8th-level caster can affect a maximum area of a 160-foot × 160-foot square, a 320-foot × 80-foot rectangle, a 640-foot × 40-foot rectangle, a 1,280-foot × 20-foot rectangle, etc. The spell’s effects persist in the area until it is cleared by labor, fire, or such magical means as a *dispel magic* spell.\n The second use of the spell affects a one-mile square area. The DM secretly makes a saving throw (based on the caster’s level) to see if the spell takes effect. If successful, the spell renders plants more vigorous, fruitful, and hardy, increasing yields by 20% to 50% ([1d4+1] × 10%), given a normal growing season. The spell does not prevent disaster in the form of floods, drought, fire, or insects, although even in these cases the plants survive better than expected. This effect lasts only for the life cycle of one season, the winter “death” marking the end of a life cycle even for the sturdiest of trees. In many farming communities, this spell is normally cast at planting time as part of the spring festivals.' +}; + +pri3['Prayer'] = { + 'name': 'Prayer', + 'level': 'Level 3 Priest', + 'school': 'Conjuration/Summoning', + 'sphere': 'Combat', + 'range': '0', + 'duration': '[[@{priest-level}]] rounds', + 'aoe': '60-foot. radius', + 'components': 'V, S, M', + 'cast-time': '6', + 'saving-throw': 'None', + 'materials': 'A silver holy symbol, prayer beads, or a similar device', + 'reference': 'PHB p. 270', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of the *prayer* spell, the priest brings special favor upon himself and his party and causes harm to his enemies. Those in the area at the instant the spell is completed are affected for the duration of the spell. When the spell is completed, all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the priest gain +1 bonuses, while those of the priest’s enemies suffer –1 penalties. Once the *prayer* spell is uttered, the priest can do other things, unlike a *chant*, which he must continue to make the spell effective. If another priest of the same religious persuasion (not merely the same alignment) is chanting when a prayer is cast, the effects combine to +2 and –2, as long as both are in effect at once.' +}; + +pri3['Protection From Fire'] = { + 'name': 'Protection From Fire', + 'level': 'Level 3 Priest', + 'school': 'Abjuration', + 'sphere': 'Protection, Elemental (Fire)', + 'range': 'Touch', + 'duration': 'Special', + 'aoe': '1 creature', + 'components': 'V, S, M', + 'cast-time': '6', + 'saving-throw': 'None', + 'materials': 'The caster’s holy symbol', + 'reference': 'PHB p. 270', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'The effect of a *protection from fire* spell differs according to whether the recipient of the magic is the caster or some other creature. In either case, the spell lasts no longer than one turn per caster level. (Currently [[@{level-priest}]] turns).\n If the spell is cast upon the caster, it confers complete invulnerability to: normal fires (torches, bonfires, oil fires, and the like); exposure to magical fires such as fiery dragon breath; spells such as *burning hands*, *fireball*, *fire seeds*, *fire storm*, *flame strike*, and *meteor swarm*; hell hound or pyrohydra breath, etc. The invulnerability lasts until the spell has absorbed 12 points of heat or fire damage per level of the caster, (Currently [[12*[[@{level-priest}]] ]] points of heat or fire damage), at which time the spell is negated. If the spell is cast upon another creature, it gives invulnerability to normal fire, gives a bonus of +4 to saving throw die rolls vs. fire attacks, and reduces damage sustained from magical fires by 50%.' +}; + +pri3['Pyrotechnics'] = { + 'name': 'Pyrotechnics', + 'level': 'Level 3 Priest', + 'school': 'Alteration', + 'sphere': 'Elemental (Fire)', + 'range': '160 yards', + 'duration': 'Special', + 'aoe': '10 or 100 x fire', + 'components': 'V, S, M', + 'cast-time': '6', + 'saving-throw': 'Special', + 'materials': 'One fire source within the area of effect which is immediately extinguished', + 'reference': 'PHB p. 270', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'A *pyrotechnics* spell draws on an existing fire source to produce either of two effects, at the option of the caster.\n&emps;First, it can produce a flashing and fiery burst of glowing, colored aerial fireworks that lasts one round. Creatures in, under, or within 120 feet of the area that have an unobstructed line of sight to the effect are blinded for [[1d4+1]] rounds unless they roll successful saving throws vs. spell. The fireworks fill a volume 10 times greater than the original fire source.\n Second, it can cause a thick, writhing stream of smoke to arise from the source and form a choking cloud that lasts for one round per experience level of the caster. (Currently [[@{level-priest}]] rounds). This covers a roughly hemispherical volume from the ground or floor up (or conforming to the shape of a confined area) that totally obscures vision beyond 2 feet. The smoke fills a volume 100 times that of the fire source.\n The spell uses one fire source within the area of effect, which is immediately extinguished. If an extremely large fire is used as the source, it is only partially extinguished by the casting. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source suffers [[1d4+[[@{level-priest}]] points of damage. This spell does not function under water.' +}; + +pri3['Remove Curse'] = { + 'name': 'Remove Curse', + 'level': 'Level 3 Priest', + 'school': 'Abjuration (Reversible)', + 'sphere': 'Protection', + 'range': 'Touch', + 'duration': 'Permanent', + 'aoe': 'Special', + 'components': 'V, S', + 'cast-time': '6', + 'saving-throw': 'Special', + 'materials': '', + 'reference': 'PHB p. 270', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'Upon casting this spell, the priest is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the *remove curse* spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more. A caster of 12th level or more can cure lycanthropy with this spell by casting it on the animal form. The were-creature receives a saving throw vs. spell and, if successful, the spell fails and the priest must gain a level before attempting the remedy on this creature again.\n The reverse of the spell is not permanent; the *bestow curse* spell lasts for one turn for every experience level of the priest using the spell. (Currently [[@{level-priest}]] turns). The curse can have one of the following effects (roll percentile dice): 50% of the time it reduces one ability of the victim to 3 (the DM randomly determines which ability); 25% of the time it lowers the victim’s attack and saving throw rolls by –4; 25% of the time it makes the victim 50% likely to drop whatever he is holding (or do nothing, in the case of creatures not using tools)—roll each round.\n It is possible for a priest to devise his own curse, and it should be similar in power to those given here. Consult your DM. The subject of a *bestow curse* spell must be touched. If the victim is touched, a saving throw is still applicable; if it is successful, the effect is negated. The bestowed curse cannot be dispelled.' +}; + +pri3['Remove Paralysis'] = { + 'name': 'Remove Paralysis', + 'level': 'Level 3 Priest', + 'school': 'Abjuration', + 'sphere': 'Protection', + 'range': '[[10*[[@{level-priest}]] yards', + 'duration': 'Permanent', + 'aoe': '[[1d4]] creatures in 20-foot cube', + 'components': 'V, S', + 'cast-time': '6', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'PHB p. 271', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By the use of this spell, the priest can free one or more creatures from the effects of any paralyzation or from related magic (such as a ghoul touch, or a *hold* or *slow* spell). If the spell is cast on one creature, the paralyzation is negated. If cast on two creatures, each receives another saving throw vs. the effect that afflicts it, with a +4 bonus. If cast on three or four creatures, each receives another saving throw with a +2 bonus. There must be no physical or magical barrier between the caster and the creatures to be affected, or the spell fails and is wasted.' +}; + +pri3['Snare'] = { + 'name': 'Snare', + 'level': 'Level 3 Priest', + 'school': 'Enchantment/Charm', + 'sphere': 'Plant', + 'range': 'Touch', + 'duration': 'Until triggered', + 'aoe': '[[24+2*[[@{level-priest}]] ]]-inch diameter', + 'components': 'V, S, M', + 'cast-time': '3 rounds', + 'saving-throw': 'None', + 'materials': 'A snake skin and a piece of sinew from a strong animal to weave into the cordlike object from which he will make the snare. Also the caster’s holy symbol is needed', + 'reference': 'PHB p. 271', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell enables the caster to make a snare that is 90% undetectable without magical aid. The snare can be made from any supple vine, a thong, or a rope. When the *snare* spell is cast upon it, the cordlike object blends with its surroundings. One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle (note that the head of a worm or snake could be thus ensnared).\n If a strong and supple tree is nearby, the snare can be fastened to it. The magic of the spell causes the tree to bend and then straighten when the loop is triggered, inflicting 1d6 points of damage to the creature trapped, and lifting it off the ground by the trapped member(s) (or strangling it if the head/neck triggered the snare). If no such sapling or tree is available, the cordlike object tightens upon the member(s), then wraps around the entire creature, causing no damage, but tightly binding it. Under water, the cord coils back upon its anchor point. The snare is magical, so for one hour it is breakable only by cloud giant or greater Strength (23); each hour thereafter, the snare material loses magic so as to become 1 point more breakable per hour—22 after two hours, 21 after three, 20 after four—until six full hours have elapsed. At that time, 18 Strength will break the bonds. After 12 hours have elapsed, the materials of the snare lose all magical properties and the loop opens, freeing anything it held. The snare can be cut with any magical weapon, or with any edged weapon wielded with at least a +2 attack bonus (from Strength, for example).' +}; + +pri3['Speak With Dead'] = { + 'name': 'Speak With Dead', + 'level': 'Level 3 Priest', + 'school': 'Necromancy', + 'sphere': 'Divination', + 'range': '1', + 'duration': 'Special', + 'aoe': '1 creature', + 'components': 'V, S, M', + 'cast-time': '1 turn', + 'saving-throw': 'Special', + 'materials': 'A holy symbol and burning incense', + 'reference': 'PHB p. 271', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'Upon casting a *speak with dead* spell, the priest is able to ask several questions of a dead creature in a set period of time and receive answers according to the knowledge of that creature. Of course, the priest must be able to converse in the language that the dead creature once used. The length of time the creature has been dead is a factor, since only higher level priests can converse with a long-dead creature. The number of questions that can be answered and the length of time in which the questions can be asked depend on the level of experience of the priest. Even if the casting is successful, such creatures are as evasive as possible when questioned. The dead tend to give extremely brief and limited answers, often cryptic, and to take questions literally. Furthermore, their knowledge is often limited to what they knew in life.\n A dead creature of different alignment or of higher level or Hit Dice than the caster’s level receives a saving throw vs. spell. A dead creature that successfully saves can refuse to answer questions, ending the spell. At the DM’s option, the casting of this spell on a given creature might be restricted to once per week.\n The priest needs a holy symbol and burning incense in order to cast this spell upon the body, remains, or a portion thereof. The remains are not expended. This spell does not function under water.\n\n**Caster’s Level**  **Max. Length**   **Time**    **No. of**\n**of Experience**  **of Time Dead** **Questioned** **Questions**\n1–6       1 week      1 round    2\n7–8       1 month      3 rounds     3\n9–12        1 year       1 turn     4\n13–15       10 years     2 turns     5\n16–20       100 years     3 turns     6\n21+        1,000 years    1 hour       7' +}; + +pri3['Spike Growth'] = { + 'name': 'Spike Growth', + 'level': 'Level 3 Priest', + 'school': 'Alteration, Enchantment', + 'sphere': 'Plant', + 'range': '60 yards', + 'duration': '[[3d4+[[@{level-priest}]] ]] turns', + 'aoe': '[[@{level-priest}]] 10-foot squares ', + 'components': 'V, S, M', + 'cast-time': '6', + 'saving-throw': 'None', + 'materials': 'The priest’s holy symbol and either seven sharp thorns or seven small twigs, each sharpened to a point.', + 'reference': 'PHB p. 271', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'Wherever any type of plant growth of moderate size or density is found, this spell can be used. The ground-covering vegetation or roots and rootlets in the area become very hard and sharply pointed. In effect, the ground cover, while appearing to be unchanged, acts as if the area were strewn with caltrops. In areas of bare ground or earthen pits, roots and rootlets act in the same way. For each 10 feet of movement through the area, the victim suffers 2d4 points of damage. He must also roll a saving throw vs. spell. If this saving throw is failed, the victim’s movement rate is reduced by 1⁄3 of its current total (but a creature’s movement rate can never be less than 1). This penalty lasts for 24 hours, after which the character’s normal movement rate is regained.\n Without the use of a spell such as *true seeing*, similar magical aids, or some other special means of detection (such as *detect traps* or *detect snares and pits*), an area affected by *spike growth* is absolutely undetectable as such until a victim enters the area and suffers damage. Even then, the creature cannot determine the extent of the perilous area unless some means of magical detection is used.' +}; + +pri3['Starshine'] = { + 'name': 'Starshine', + 'level': 'Level 3 Priest', + 'school': 'Evocation, Illusion/Phantasm', + 'sphere': 'Sun', + 'range': '[[10*[[@{level-priest}]] ]] yards', + 'duration': '[[@{level-priest}]] turns', + 'aoe': '[[@{level-priest}]] 10-foot squares', + 'components': 'V, S, M', + 'cast-time': '6', + 'saving-throw': 'None', + 'materials': 'Several stalks from an amaryllis plant (especially Hypoxis) and several holly berries', + 'reference': 'PHB p. 272', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'A *starshine* spell enables the caster to softly illuminate an area as if it were exposed to a clear night sky filled with stars. Regardless of the height of the open area in which the spell is cast, the area immediately beneath it is lit by starshine. Vision ranges are the same as those for a bright moonlit night—movement noted out to 100 yards; stationary creatures seen up to 50 yards; general identifications made at 30 yards; and recognition at 10 yards. The spell creates shadows and has no effect on infravision. The area of effect actually appears to be a night sky, but disbelief of the illusion merely enables the disbeliever to note that the “stars” are actually evoked lights. This spell does not function under water.' +}; + +pri3['Stone Shape'] = { + 'name': 'Stone Shape', + 'level': 'Level 3 Priest', + 'school': 'Alteration', + 'sphere': 'Elemental (Earth)', + 'range': 'Touch', + 'duration': 'Permanent', + 'aoe': '[[9+[[@{level-priest}]] ]] cubic feet', + 'components': 'V, S, M', + 'cast-time': '1 round', + 'saving-throw': 'None', + 'materials': 'Soft clay that must be worked into roughly the desired shape of the stone object, and then touched to the stone when the spell is uttered', + 'reference': 'PHB p. 272', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of this spell, the caster can form an existing piece of stone into any shape that suits his purposes. For example, he can make a stone weapon, a special trapdoor, or a crude idol. By the same token, it enables the spellcaster to shape a stone door, perhaps so as to escape imprisonment, providing the volume of stone involved is within the limits of the area of effect. While stone coffers can be thus formed, stone doors made, etc., the fineness of detail is not great. If the shaping has moving parts, there is a 30% chance they do not work.' +}; + +pri3['Summon Insects'] = { + 'name': 'Summon Insects', + 'level': 'Level 3 Priest', + 'school': 'Conjuration/Summoning', + 'sphere': 'Animal', + 'range': '30 yards', + 'duration': '[[@{level-priest}]] rounds', + 'aoe': '1 creature', + 'components': 'V, S, M', + 'cast-time': '1 rd.', + 'saving-throw': 'None', + 'materials': 'The caster’s holy symbol, a flower petal, and a bit of mud or wet clay', + 'reference': 'PHB p. 272', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'The *summon insects* spell attracts a cloud or swarm of normal insects to attack the foes of the caster. Flying insects appear 70% of the time, while crawling insects appear 30% of the time. The exact insects called are bees, biting flies, hornets, or wasps, if flying insects are indicated; biting ants or pinching beetles, if crawling insects are indicated. A cloud of the flying type, or a swarm of the crawling sort, appears after the spell is cast. This gathers at a point chosen by the caster, within the spell’s range, and attacks any single creature the caster points to.\n The attacked creature sustains 2 points of damage if it does nothing but attempt to flee or fend off the insects during the time it is attacked; it suffers 4 points of damage per round otherwise. If the insects are ignored, the victim fights with a –2 penalty to his attack roll and a +2 penalty to his Armor Class. If he attempts to cast a spell, an initiative roll should be made for the insects to see if their damage occurs before the spell is cast. If it does, the victim’s concentration is ruined and the spell is lost.\n The insects disperse and the spell ends if the victim enters thick smoke or hot flames. Besides being driven off by smoke or hot flames, the swarm might possibly be outrun, or evaded by plunging into a sufficient body of water. If evaded, the summoned insects can be sent against another opponent, but there will be at least a 1 round delay while they leave the former opponent and attack the new victim. Crawling insects can travel only about 10 feet per round (maximum speed over smooth ground) and flying insects travel 60 feet per round. The caster must concentrate to maintain the swarm; it dissipates if he moves or is disturbed.\n It is possible, in underground situations, that the caster might summon 1d4 giant ants by means of the spell, but the possibility is only 30% unless giant ants are nearby. This spell does not function under water.' +}; + +pri3['Tree'] = { + 'name': 'Tree', + 'level': 'Level 3 Priest', + 'school': 'Alteration', + 'sphere': 'Plant', + 'range': '0', + 'duration': '[[6+[[@{level-priest}]] ]] turns', + 'aoe': 'The caster', + 'components': 'V, S, M', + 'cast-time': '6', + 'saving-throw': 'None', + 'materials': 'The priest’s holy symbol and a twig from a tree', + 'reference': 'PHB p. 273', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of this spell, the caster is able to assume the form of a small living tree or shrub or that of a large dead tree trunk with only a few limbs. Although the closest inspection cannot reveal that this plant is actually a person, and for all normal tests he is, in fact, a tree or shrub, the caster is able to observe all that goes on around him just as if he were in normal form. The Armor Class and hit points of the plant are those of the caster. The caster can remove the spell at any time, instantly changing from plant to his normal form and having full capability for any action normally possible (including spellcasting). Note that all clothing and gear worn or carried change with the caster.' +}; + +pri3['Water Breathing'] = { + 'name': 'Water Breathing', + 'level': 'Level 3 Priest', + 'school': 'Alteration (Reversible)', + 'sphere': 'Elemental (Water, Air)', + 'range': 'Touch', + 'duration': '[[@{level-priest}]] hours', + 'aoe': '1 creature', + 'components': 'V, S', + 'cast-time': '6', + 'saving-throw': 'None', + 'materials': '', + 'reference': 'PHB p. 273', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'The recipient of a *water breathing* spell is able to breathe under water freely for the duration of the spell—i.e., one hour for each experience level of the caster. The priest can divide the base duration between multiple characters. Thus, an 8th-level priest can confer this ability to two characters for four hours, four for two hours, eight for one hour, etc., to a minimum of one half-hour per character.\n The reverse, *air breathing*, enables water-breathing creatures to survive comfortably in the atmosphere for an equal duration. Note that neither version prevents the recipient creature from breathing in its natural element.' +}; + +pri3['Water Walk'] = { + 'name': 'Water Walk', + 'level': 'Level 3 Priest', + 'school': 'Alteration', + 'sphere': 'Elemental (Water)', + 'range': '0', + 'duration': '[[1+[[@{level-priest}]] ]] turns', + 'aoe': 'Special', + 'components': 'V, S, M', + 'cast-time': '6', + 'saving-throw': 'None', + 'materials': 'A piece of cork and the priest’s holy symbol', + 'reference': 'PHB p. 273', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of this spell, the caster is able to empower one or more creatures to tread upon any liquid as if it were firm ground; this includes mud, quicksand, oil, running water, and snow. The recipient’s feet do not touch the surface of the liquid, but oval depressions of his appropriate foot size and 2 inches deep are left in the mud or snow. The recipient’s rate of movement remains normal. If cast under water, the recipient is borne toward the surface.\n For every level of the caster above the minimum required to cast the spell (5th level), he can affect another creature. Currently [[ [[@{level-priest}]]-4]] creatures.' +}; + const priestSpells = {}; priestSpells['pri1'] = pri1; priestSpells['pri2'] = pri2; +priestSpells['pri3'] = pri3; /* ---- Priest spells end ---- */ \ No newline at end of file diff --git a/AD&D 2E Revised/javascript/wizardSpells.js b/AD&D 2E Revised/javascript/wizardSpells.js index 9dc4aeb063..291e38a19d 100644 --- a/AD&D 2E Revised/javascript/wizardSpells.js +++ b/AD&D 2E Revised/javascript/wizardSpells.js @@ -180,7 +180,7 @@ wiz1['Color Spray'] = { wiz1['Comprehend Languages'] = { 'name': 'Comprehend Languages', 'level': 'Level 1 Wizard', - 'school': 'Alteration', + 'school': 'Alteration (Reversible)', 'range': 'Touch', 'duration': '[[5*[[@{level-wizard}]] ]] rounds', 'aoe': '1 speaking creature or written text', @@ -252,7 +252,7 @@ wiz1['Detect Undead'] = { wiz1['Enlarge'] = { 'name': 'Enlarge', 'level': 'Level 1 Wizard', - 'school': 'Alteration', + 'school': 'Alteration (Reversible)', 'range': '[[5*[[@{level-wizard}]] ]] yards', 'duration': '[[5*LEVEL#]] rounds', 'aoe': '1 creature or object', @@ -576,7 +576,7 @@ wiz1['Phantasmal Force'] = { wiz1['Protection From Evil'] = { 'name': 'Protection From Evil', 'level': 'Level 1 Wizard', - 'school': 'Abjuration', + 'school': 'Abjuration (Reversible)', 'range': 'Touch', 'duration': '[[2*[[@{level-wizard}]] ]] rounds', 'aoe': 'Creature touched', @@ -640,7 +640,7 @@ wiz1['Shocking Grasp'] = { 'materials': '', 'reference': 'PHB p. 178', 'damage': '[[1d8+[[@{level-wizard}]] ]]', - 'damage-type': 'Lightning', + 'damage-type': 'Electrical', 'healing': '', 'effect': 'When the wizard casts this spell, he develops a powerful electrical charge that gives a jolt to the creature touched. The spell remains in effect for one round per level of the caster ([[@{level-wizard}]] rounds) or until it is discharged by the caster touching another creature. The shocking grasp delivers 1d8 points of damage, plus 1 point per level of the wizard (for example, a 2nd-level wizard would discharge a shock causing 1d8+2 points of damage). While the wizard must come close enough to his opponent to lay a hand on the opponent’s body or upon an electrical conductor that touches the opponent’s body, a like touch from the opponent does not discharge the spell.' }; @@ -883,7 +883,7 @@ wiz2['Blur'] = { wiz2['Continual Light'] = { 'name': 'Continual Light', 'level': 'Level 2 Wizard', - 'school': 'Alteration', + 'school': 'Alteration (Reversible)', 'range': '60 yards', 'duration': 'Permanent', 'aoe': '60-foot radius', @@ -955,7 +955,7 @@ wiz2['Deeppockets'] = { wiz2['Detect Evil'] = { 'name': 'Detect Evil', 'level': 'Level 2 Wizard', - 'school': 'Divination', + 'school': 'Divination (Reversible)', 'range': '0', 'duration': '[[5*[[@{level-wizard}]] ]] rounds', 'aoe': '10 x 180 feet', @@ -1171,7 +1171,7 @@ wiz2['Irritation'] = { wiz2['Knock'] = { 'name': 'Knock', 'level': 'Level 2 Wizard', - 'school': 'Alteration', + 'school': 'Alteration (Reversible)', 'range': '60yards', 'duration': 'Special', 'aoe': '[[10*[[@{level-wizard}]] ]] feet', @@ -1189,7 +1189,7 @@ wiz2['Knock'] = { wiz2['Know Alignment'] = { 'name': 'Know Alignment', 'level': 'Level 2 Wizard', - 'school': 'Divination', + 'school': 'Divination (Reversible)', 'range': '10 yards', 'duration': '[[@{level-wizard}]] rounds', 'aoe': '1 creature or object per 2 rounds', @@ -1243,7 +1243,7 @@ wiz2['Levitate'] = { wiz2['Locate Object'] = { 'name': 'Locate Object', 'level': 'Level 2 Wizard', - 'school': 'Divination', + 'school': 'Divination (Reversible)', 'range': '0', 'duration': '[[@{level-wizard}]] rounds', 'aoe': '[[20*[[@{level-wizard}]] ]] yards', @@ -1938,7 +1938,7 @@ wiz3['Lightning Bolt'] = { 'materials': 'A bit of fur and an amber, crystal, or glass rod', 'reference': 'PHB p. 194', 'damage': '[[ [[{[[@{level-wizard}]],10}kl1]]d6]]', - 'damage-type': 'Lightning', + 'damage-type': 'Electrical', 'healing': '', 'effect': 'Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spellcaster (maximum of 10d6) to each creature within its area of effect. A successful saving throw vs. spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (for example, if a 40-foot bolt was started at 180 feet from the wizard, the far end of the bolt would reach 220 feet (180 + 40). The lightning bolt may set fire to combustibles, sunder wooden doors, splinter up to a half-foot thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze). Saving throws must be rolled for objects that withstand the full force of a stroke (see the *fireball* spell). If the damage caused to an interposing barrier shatters or breaks through it (i.e., the saving throw fails), the bolt continues. A bolt can breach 1 inch of wood or half an inch of stone per caster level, up to a maximum of 1 foot of wood or half a foot of stone. \n The lightning bolt’s area of effect is chosen by the spellcaster: either a forked bolt 10 feet wide and 40 feet long or a single bolt 5 feet wide and 80 feet long. If a bolt cannot reach its full length, because of an unyielding barrier (such as a stone wall), the lightning bolt rebounds from the barrier toward its caster, ending only when it reaches its full length. \n For example: An 80-foot-long stroke is begun at a range of 40 feet, but it hits a stone wall at 50 feet. The bolt travels 10 feet, hits the wall, and rebounds for 70 feet back toward its creator (who is only 50 feet from the wall, and so is caught in his own lightning bolt!). \n The DM might allow reflecting bolts. When this type of lightning bolt strikes a solid surface, the bolt reflects from the surface at an angle equal to the angle of incidence (like light off a mirror). A creature crossed more than once by the bolt must roll a saving throw for every time it is crossed, but it still suffers either full damage (if one saving throw is missed) or half damage (if all saving throws are made).' }; @@ -2144,7 +2144,7 @@ wiz3['Suggestion'] = { wiz3['Tongues'] = { 'name': 'Tongues', 'level': 'Level 3 Wizard', - 'school': 'Alteration', + 'school': 'Alteration (Reversible)', 'range': '0', 'duration': '[[@{level-wizard}]] rounds', 'aoe': '30-foot radius', @@ -2180,7 +2180,7 @@ wiz3['Vampiric Touch'] = { wiz3['Water Breathing'] = { 'name': 'Water Breathing', 'level': 'Level 3 Wizard', - 'school': 'Alteration', + 'school': 'Alteration (Reversible)', 'range': 'Touch', 'duration': '[[ [[@level-wizard}]]+1d4]] hours', 'aoe': 'Creature touched', diff --git a/AD&D 2E Revised/raw/2ESheet-raw.html b/AD&D 2E Revised/raw/2ESheet-raw.html index d3ee215336..06df803cd3 100644 --- a/AD&D 2E Revised/raw/2ESheet-raw.html +++ b/AD&D 2E Revised/raw/2ESheet-raw.html @@ -7625,7 +7625,36 @@ From 5c676c4090a2a60f83a5478e1e509a4bc312aa67 Mon Sep 17 00:00:00 2001 From: Peter Bjerg Mogensen Date: Thu, 21 Jan 2021 17:13:55 +0100 Subject: [PATCH 10/43] Added Choke for Maja --- AD&D 2E Revised/2ESheet.html | 21 +++++++++++++++++++++ AD&D 2E Revised/javascript/wizardSpells.js | 20 ++++++++++++++++++++ AD&D 2E Revised/raw/2ESheet-raw.html | 1 + 3 files changed, 42 insertions(+) diff --git a/AD&D 2E Revised/2ESheet.html b/AD&D 2E Revised/2ESheet.html index d7eb72dec6..9b986840b0 100644 --- a/AD&D 2E Revised/2ESheet.html +++ b/AD&D 2E Revised/2ESheet.html @@ -3802,6 +3802,7 @@ + @@ -18757,6 +18758,26 @@ wiz2['Blur'] = { 'effect': 'When a *blur* spell is cast, the wizard causes the outline of his form to become blurred, shifting and wavering. This distortion causes all missile and melee combat attacks against the caster to be made with –4 penalties on the first attempt and –2 penalties on all successive attacks. It also grants the wizard a +1 bonus to his saving throw for any direct magical attack. A *detect invisibility* spell will not counter this effect, but the 5th-level priest spell *true seeing* and similar magic will.' }; +//Find another place for this +wiz2['Choke'] = { + 'name': 'Choke', + 'level': 'Level 2 Wizard', + 'school': 'Necromancy, Conjuraion/Summoning', + 'range': '30 yards', + 'duration': '[[@{level-wizard}]] rounds', + 'aoe': 'One creature', + 'components': 'V, S, M', + 'cast-time': '2', + 'saving-throw': '½', + 'materials': 'A handkerchief or similarly-sized piece of cloth that has been tied in a knot', + 'reference': 'The Complete Wizard\'s Handbook p. 97', + 'damage': '[[1d4]]', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of *choke*, the caster causes a pair of ghostly hands to appear around the throat of a single victim. The victim must be a human, demihuman, or humanoid, and must be within 30 yards of the caster. The hands will choke and strangle the affected victim for the duration of the spell; each round, the victim suffers 1-4 hit points of damage from the choking hands. If the victim makes a successful saving throw, he suffers half- damage each round.\\n *Choke* can be negated by *dispel magic* or a similar spell; the victim makes all attack rolls at a -2 penalty while affected by *choke*.' +} +// End + wiz2['Continual Light'] = { 'name': 'Continual Light', 'level': 'Level 2 Wizard', diff --git a/AD&D 2E Revised/javascript/wizardSpells.js b/AD&D 2E Revised/javascript/wizardSpells.js index 291e38a19d..ba8cc20580 100644 --- a/AD&D 2E Revised/javascript/wizardSpells.js +++ b/AD&D 2E Revised/javascript/wizardSpells.js @@ -880,6 +880,26 @@ wiz2['Blur'] = { 'effect': 'When a *blur* spell is cast, the wizard causes the outline of his form to become blurred, shifting and wavering. This distortion causes all missile and melee combat attacks against the caster to be made with –4 penalties on the first attempt and –2 penalties on all successive attacks. It also grants the wizard a +1 bonus to his saving throw for any direct magical attack. A *detect invisibility* spell will not counter this effect, but the 5th-level priest spell *true seeing* and similar magic will.' }; +//Find another place for this +wiz2['Choke'] = { + 'name': 'Choke', + 'level': 'Level 2 Wizard', + 'school': 'Necromancy, Conjuraion/Summoning', + 'range': '30 yards', + 'duration': '[[@{level-wizard}]] rounds', + 'aoe': 'One creature', + 'components': 'V, S, M', + 'cast-time': '2', + 'saving-throw': '½', + 'materials': 'A handkerchief or similarly-sized piece of cloth that has been tied in a knot', + 'reference': 'The Complete Wizard\'s Handbook p. 97', + 'damage': '[[1d4]]', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of *choke*, the caster causes a pair of ghostly hands to appear around the throat of a single victim. The victim must be a human, demihuman, or humanoid, and must be within 30 yards of the caster. The hands will choke and strangle the affected victim for the duration of the spell; each round, the victim suffers 1-4 hit points of damage from the choking hands. If the victim makes a successful saving throw, he suffers half- damage each round.\\n *Choke* can be negated by *dispel magic* or a similar spell; the victim makes all attack rolls at a -2 penalty while affected by *choke*.' +} +// End + wiz2['Continual Light'] = { 'name': 'Continual Light', 'level': 'Level 2 Wizard', diff --git a/AD&D 2E Revised/raw/2ESheet-raw.html b/AD&D 2E Revised/raw/2ESheet-raw.html index 06df803cd3..467f219a24 100644 --- a/AD&D 2E Revised/raw/2ESheet-raw.html +++ b/AD&D 2E Revised/raw/2ESheet-raw.html @@ -3802,6 +3802,7 @@ + From 3dce9135280968ef544f70aad52007fcfc723baf Mon Sep 17 00:00:00 2001 From: Peter Bjerg Mogensen Date: Fri, 22 Jan 2021 08:57:01 +0100 Subject: [PATCH 11/43] - Updated Change log - Changed Plate mail name by removing "Regular" --- AD&D 2E Revised/2ESheet.html | 13 ++++++++----- AD&D 2E Revised/raw/2ESheet-raw.html | 13 ++++++++----- 2 files changed, 16 insertions(+), 10 deletions(-) diff --git a/AD&D 2E Revised/2ESheet.html b/AD&D 2E Revised/2ESheet.html index 9b986840b0..89a65141d4 100644 --- a/AD&D 2E Revised/2ESheet.html +++ b/AD&D 2E Revised/2ESheet.html @@ -11,11 +11,14 @@

  • Fixed Weapon-type vs. Armor-type. Now actually works for repeating rows!
  • +
    • Many attributes has been removed / changed / added. Please see the forum for the fill list
  • Change all references to "Blunt" weapons into "Bludgeoning" as it is the correct term
  • -
  • Added new spell section for wizard spells level 3 to 15. Spell auto fill coming later.
  • -
  • Added new spell section for priest spells level 3 to 7 and Quest. Spell auto fill coming later.
  • -
  • Added a field for a characters base ThAC0. Field is accessible by @{thac0-base}
  • -
  • Made Worn Equipment section collapsable.
  • +
  • Added new spell section for wizard spells level 3 to 15. Spell auto fill coming later. Suggested by Jonathan
  • +
  • Added new spell section for priest spells level 3 to 7 and Quest. Spell auto fill coming later. Suggested by Jonathan
  • +
  • Added spell auto fill for Wizard spells level 3
  • +
  • Added spell auto fill for Priest spells level 3
  • +
  • Added a field for a characters base ThAC0. Field is accessible by @{thac0-base}. Suggested by Richard @ Damery and BilBo 2
  • +
  • Made Worn Equipment section collapsable. Suggested by Chronische

@@ -1350,7 +1353,7 @@ | Leather, Hide,
& Padded | - Regular / Bronze
Plate Mail + Plate Mail /
Bronze Plate Mail | Ring
Mail | diff --git a/AD&D 2E Revised/raw/2ESheet-raw.html b/AD&D 2E Revised/raw/2ESheet-raw.html index 467f219a24..7e95eba40b 100644 --- a/AD&D 2E Revised/raw/2ESheet-raw.html +++ b/AD&D 2E Revised/raw/2ESheet-raw.html @@ -11,11 +11,14 @@

  • Fixed Weapon-type vs. Armor-type. Now actually works for repeating rows!
  • +
    • Many attributes has been removed / changed / added. Please see the forum for the fill list
  • Change all references to "Blunt" weapons into "Bludgeoning" as it is the correct term
  • -
  • Added new spell section for wizard spells level 3 to 15. Spell auto fill coming later.
  • -
  • Added new spell section for priest spells level 3 to 7 and Quest. Spell auto fill coming later.
  • -
  • Added a field for a characters base ThAC0. Field is accessible by @{thac0-base}
  • -
  • Made Worn Equipment section collapsable.
  • +
  • Added new spell section for wizard spells level 3 to 15. Spell auto fill coming later. Suggested by Jonathan
  • +
  • Added new spell section for priest spells level 3 to 7 and Quest. Spell auto fill coming later. Suggested by Jonathan
  • +
  • Added spell auto fill for Wizard spells level 3
  • +
  • Added spell auto fill for Priest spells level 3
  • +
  • Added a field for a characters base ThAC0. Field is accessible by @{thac0-base}. Suggested by Richard @ Damery and BilBo 2
  • +
  • Made Worn Equipment section collapsable. Suggested by Chronische

@@ -1350,7 +1353,7 @@ | Leather, Hide,
& Padded | - Regular / Bronze
Plate Mail + Plate Mail /
Bronze Plate Mail | Ring
Mail | From ceb926f9c842065e4b88a95dddf9b49f639f4b08 Mon Sep 17 00:00:00 2001 From: Peter Bjerg Mogensen Date: Fri, 22 Jan 2021 10:03:41 +0100 Subject: [PATCH 12/43] Inserted extra whitespace to make the separation a bit cleaner --- AD&D 2E Revised/2ESheet.html | 1 + AD&D 2E Revised/raw/2ESheet-raw.html | 1 + 2 files changed, 2 insertions(+) diff --git a/AD&D 2E Revised/2ESheet.html b/AD&D 2E Revised/2ESheet.html index 89a65141d4..3a8103193b 100644 --- a/AD&D 2E Revised/2ESheet.html +++ b/AD&D 2E Revised/2ESheet.html @@ -1335,6 +1335,7 @@

Base ThAC0 number or macro:


+

Select armor opponent is wearing for bonuses/penalties



diff --git a/AD&D 2E Revised/raw/2ESheet-raw.html b/AD&D 2E Revised/raw/2ESheet-raw.html index 7e95eba40b..70e5b25434 100644 --- a/AD&D 2E Revised/raw/2ESheet-raw.html +++ b/AD&D 2E Revised/raw/2ESheet-raw.html @@ -1335,6 +1335,7 @@

Base ThAC0 number or macro:


+

Select armor opponent is wearing for bonuses/penalties



From 46bc17a74324f534eb2fe39d17bae8739cc4b6ff Mon Sep 17 00:00:00 2001 From: Peter Bjerg Mogensen Date: Sat, 30 Jan 2021 15:42:34 +0100 Subject: [PATCH 13/43] Made base thac0 editable --- AD&D 2E Revised/raw/2ESheet-raw.html | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/AD&D 2E Revised/raw/2ESheet-raw.html b/AD&D 2E Revised/raw/2ESheet-raw.html index 70e5b25434..21571d2cd2 100644 --- a/AD&D 2E Revised/raw/2ESheet-raw.html +++ b/AD&D 2E Revised/raw/2ESheet-raw.html @@ -1333,7 +1333,7 @@

Related weapons / familiarity penalty:


-

Base ThAC0 number or macro:

+

Base ThAC0 number or macro:



From 81b82b0c0e6b9be0fd48131b490659427a00784b Mon Sep 17 00:00:00 2001 From: Peter Bjerg Mogensen Date: Sat, 30 Jan 2021 15:44:13 +0100 Subject: [PATCH 14/43] Made base thac0 editable --- AD&D 2E Revised/2ESheet.html | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/AD&D 2E Revised/2ESheet.html b/AD&D 2E Revised/2ESheet.html index 3a8103193b..4d4008357d 100644 --- a/AD&D 2E Revised/2ESheet.html +++ b/AD&D 2E Revised/2ESheet.html @@ -1333,7 +1333,7 @@

Related weapons / familiarity penalty:


-

Base ThAC0 number or macro:

+

Base ThAC0 number or macro:



From 92d701ab2c4daf27779ba46cac6be3fd6df817c3 Mon Sep 17 00:00:00 2001 From: Lockbox313 <8994813+Lockbox313@users.noreply.github.com> Date: Mon, 1 Feb 2021 14:51:18 +0000 Subject: [PATCH 15/43] Add files via upload --- RunequestGQS/RunequestGQS.css | 6 ++++-- RunequestGQS/RunequestGQS.html | 10 +++++----- 2 files changed, 9 insertions(+), 7 deletions(-) diff --git a/RunequestGQS/RunequestGQS.css b/RunequestGQS/RunequestGQS.css index 923d91b707..897d9f3e48 100644 --- a/RunequestGQS/RunequestGQS.css +++ b/RunequestGQS/RunequestGQS.css @@ -83,7 +83,7 @@ button[type=roll].sheet-turn_order { margin:0px; } -div.sheet-tab-content { display: none; } +div.sheet-tab-contentb { display: none; } input.sheet-tab1:checked ~ div.sheet-tab1, input.sheet-tab2:checked ~ div.sheet-tab2, @@ -1588,9 +1588,11 @@ div.repcontrol.editmode button.repcontrol_edit::before display: inline; } +/* .charsheet div.sheet-QSSheet{ display: inline; } +*/ /* .charsheet input.sheet-toggleQSSheet:checked ~ div.sheet-QSSheet { @@ -2464,7 +2466,7 @@ div.sheet-tab-contenta { display: none; } input.sheet-tab1a:checked ~ div.sheet-tab1a, input.sheet-tab2a:checked ~ div.sheet-tab2a, input.sheet-tab3a:checked ~ div.sheet-tab3a, -input.sheet-tab4a:checked ~ div.sheet-tab4a, +input.sheet-tab4a:checked ~ div.sheet-tab4a /* ,input.sheet-tab4:checked ~ div.sheet-tab4, input.sheet-tab5:checked ~ div.sheet-tab5, diff --git a/RunequestGQS/RunequestGQS.html b/RunequestGQS/RunequestGQS.html index e21d02683b..0d1859084d 100644 --- a/RunequestGQS/RunequestGQS.html +++ b/RunequestGQS/RunequestGQS.html @@ -1867,7 +1867,7 @@ THP 0/0 -
+
y
@@ -2083,7 +2083,7 @@ THP 0/0
-
+

@@ -2898,7 +2898,7 @@ THP 0/0
-
+

@@ -3232,7 +3232,7 @@ THP 0/0
-
+


@@ -3512,7 +3512,7 @@ THP 0/0
-
+

Fatigue ( %)   Enc ( -%)  
From 944094a799231096d0760c82cd2ceae63327fc16 Mon Sep 17 00:00:00 2001 From: Ulty Date: Mon, 1 Feb 2021 17:59:57 +0100 Subject: [PATCH 16/43] Chroniques Oubliees: version 4.04 --- ChroniquesOubliees/ReadMe.md | 6 +- ChroniquesOubliees/co.css | 44 +- ChroniquesOubliees/co.html | 2790 +++++++++++++++++++-------------- ChroniquesOubliees/sheet.json | 2 +- 4 files changed, 1679 insertions(+), 1163 deletions(-) diff --git a/ChroniquesOubliees/ReadMe.md b/ChroniquesOubliees/ReadMe.md index 2ac5266448..de59782a6e 100644 --- a/ChroniquesOubliees/ReadMe.md +++ b/ChroniquesOubliees/ReadMe.md @@ -11,9 +11,13 @@ Il est aussi possible d'utiliser cette fiche pour jouer avec l'ensemble de règl Le jeu complet, des suppléments et des téléchargements gratuits sont disponibles sur le site de l'éditeur [Black Book Editions](http://www.black-book-editions.fr/catalogue.php?id=13). # Version courante -4.03 [Screenshot](co_v3.jpg) +4.04 [Screenshot](co_v3.jpg) # Notes de version +## v4.04 (2020-02-01) +* Séparation des capacités en titre + texte +* Ajout d'un texte pour les voies + ## v4.03 (2020-11-27) * Possibilité de ne plus avoir le bonus de base en attaque égal au niveau diff --git a/ChroniquesOubliees/co.css b/ChroniquesOubliees/co.css index ec037439d5..30cf57f00a 100644 --- a/ChroniquesOubliees/co.css +++ b/ChroniquesOubliees/co.css @@ -332,7 +332,7 @@ table.sheet-tabsep{ } textarea.sheet-boxability { - width: 92%; + width: 100%; } span.sheet-boxability, @@ -346,6 +346,19 @@ div.sheet-boxability { padding: 5px; } +input[type="text"].sheet-titreability { + width: 90%; + font-size: x-small; + font-weight: bold; + margin-left:8px; +} + +input[type="text"].sheet-titreability2 { + width: 94%; + font-weight: bold; + margin-left: -3px; +} + .sheet-textfat{ font-weight: bold; color: #5C2E05; @@ -751,18 +764,19 @@ input[type="checkbox"].sheet-block-switch-arrow { left: 6px; margin: -10px; cursor: pointer; - z-index: 1; + z-index: 2; } input[type="checkbox"].sheet-block-switch-arrow + span::before { - margin-right: 4px; line-height: 14px; text-align: center; display: inline-block; vertical-align: middle; + position:relative; + margin-left: 2px; + margin-right: -14px; content: "►"; - width: 16px; - height: 16px; font-size: 12px; + z-index: 1; } input[type="checkbox"].sheet-block-switch-arrow:checked + span::before { content: "▼"; @@ -776,6 +790,26 @@ input[type="checkbox"].sheet-block-switch-arrow:checked + span::before { display: none; } +input[type="checkbox"].sheet-block-switch-b { + opacity: 0; + width: 16px; + height: 16px; + position: relative; + top: 5px; + left: 6px; + margin: -10px; + cursor: pointer; + z-index: 1; +} +.sheet-block-hidden-b, +.sheet-block-switch-b:checked ~ .sheet-block-show-b { + display: block; +} +.sheet-block-show-b, +.sheet-block-switch-b:checked ~ .sheet-block-hidden-b { + display: none; +} + /* Optional display -- Gears */ .sheet-options-flag { diff --git a/ChroniquesOubliees/co.html b/ChroniquesOubliees/co.html index 8f60d011a7..06dd4241c0 100644 --- a/ChroniquesOubliees/co.html +++ b/ChroniquesOubliees/co.html @@ -1,5 +1,5 @@
- + @@ -16,7 +16,7 @@
-
+
@@ -71,7 +71,7 @@
Logo des Terres d'Arran supprimé 
 à la demande de Black Book Edition
@@ -537,7 +537,7 @@
- + @@ -680,7 +680,7 @@
- +
Talent magique
@@ -698,1204 +698,1633 @@
- -
+ +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- CAPACITÉS DU PERSONNAGE - -
 Voie 1Voie 2Voie 3
R - - - - - -
1 - - - - - - - - -
2 - - - - - - - - -
3 - - - - - - - - -
4 - - - - - - - - -
5 - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Voie de prestige
R - - - - - -
1 - - - - - - - - -
2 - - - - - - - - -
3 - - - - - - - - -
4 - - - - - - - - -
5 - - - - - - - - -
-
- -
Plus de voies
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Voie 7Voie 8Voie 9
R - - - - - -
1 - - - - - - - - -
2 - - - - - - - - -
3 - - - - - - - - -
4 - - - - - - - - -
5 - - - - - - - - -
-
-
-
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- CAPACITÉS DU PERSONNAGE - -
 Voie 1Voie 2Voie 3
R - - - - - -
1 - - - - - - - - -
2 - - - - - - - - -
3 - - - - - - - - -
4 - - - - - - - - -
5 - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Voie de prestige
R - - - - - -
1 - - - - - - - - -
2 - - - - - - - - -
3 - - - - - - - - -
4 - - - - - - - - -
5 - - - - - - - - -
-
- -
Plus de voies
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Voie 7Voie 8Voie 9
R - - - - - -
1 - - - - - - - - -
2 - - - - - - - - -
3 - - - - - - - - -
4 - - - - - - - - -
5 - - - - - - - - -
-
-
-
- - -
- - + - - - + + + + - - - - - - - - - - - - - - - - - - - -
- FOMATIONS MARTIALES + CAPACITÉS DU PERSONNAGE + + Éditer +
- - Armures légères - - - Armes de paysan - - - -  Voie 1Voie 2Voie 3
- - Armures lourdes - - - Armes de guerre - - - -
- - Armes de jet - - - Armes de guerre lourdes - - - -
- - Armes de trait - - - Armes de duel - - - -
- - Armes de tir - - - Armes d'hast - - - -
-
- - - - - - - - - -
CompétencesMalusCarac.BonusDescription
-
- - - - - - - - - - + - - -
- - - + R + + + +
+ +
- + + + +
+ +
- - - - + - - - + + + +
+ +
-
- Jets de Capacité -
- - + - - - - - -
- 1 + + + + +
+ +
- + + + + + +
+ +
- Jet - - - - () - ++ - - Desc. - - + + + + + +
+ +
-
-
-
-
-
-
ÉQUIPEMENT : Consommables
-
- Bourse : - PP, - PO, - PA, - PC -
- -
-
- y -
- -  Qté - -
-
-  Effet : -
-
- - - -
ÉQUIPEMENT : Divers
-
-
- - - -
Notes
-
-
-
-
-
-
    -
  • Setting : - -
  • -
  • Points de chance : - -
  • -
  • Points de récupération : - -
  • -
  • Magie : -
      -
    • Points de mana : - -
    • -
    • Épuisement magique : - -
    • -
    -
  • -
  • Bonus d'attaque de base égal au niveau : - -
  • -
-
-
- Jets  - -
-
-
-
- - - - -
-
-
- - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - -
- - - - - - - - - - - - - - -
- - - - - - - - -
DEF - - PV - - - - - -
-
- - - -
RD
-
- - - -
- Armure -
- Bouclier -
- - - - - - - -
- PV restants  - -
- DM temp.  - -
-    - Jets  - -
-
-
- - - -
Capacités
-
-
- - - -
- - - - - - - + + + + + + + + + + + + + + + + + + + + + +
AttaquesToucherCrit.DMPortéeSpécial2 + + + + +
+ +
+
+ + + + +
+ +
+ + + + +
+ +
+
3 + + + + +
+ +
+
+ + + + +
+ +
+
+ + + + +
+ +
+
4 + + + + +
+ +
+
+ + + + +
+ +
+
+ + + + +
+ +
+
5 + + + + +
+ +
+
+ + + + +
+ +
+
+ + + + +
+ +
+
-
-
- y -
- - - - - - - - - - - - - - - - - - - -
- - - - - + - - - - - - + - - - - -
-
-
- - - - - - - - -
- - - - - - - - - -
-
-
-
-
-
- + + + + + + + - + - + - - - - - - - + - - - + - - + + + + + + + + + + + +
- Attaque de groupe : +  Voie de prestige
R + + + +
+ +
- - + + + + +
+ +
+
+ + + +
+ +
- + 1 + + + + +
+ +
- Attaque en puissance + + + + + +
+ +
- en attaque et + - - - d6 DM -
- - - Attaque assurée - - +5 en attaque et DM divisés par 2 + + + + + +
+ +
- - + 2 + + + + +
+ +
- Attaque risquée + + + + + +
+ +
- +2 en attaque au contact mais la DEF passe de à pour 1 tour + + + + + +
+ +
- + 3 + + + + +
+ +
- Attaque non léthale + + + + + +
+ +
- -2 en attaque si arme non adaptée + + + + + +
+ +
+
4 + + + + +
+ +
+
+ + + + +
+ +
+
+ + + + +
+ +
+
5 + + + + +
+ +
+
+ + + + +
+ +
+
+ + + + +
+ +
-
-
-
-
-
-
ÉQUIPEMENT : Consommables
-
- Bourse : - PP, - PO, - PA, - PC -
- +
+ +
Plus de voies
+
+ + + + + + + + + + + +
+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
 Voie 7Voie 8Voie 9
R + + + + + + +
+ +
+
+ + + +
+ +
+
1 + + + + +
+ +
+
+ + + + +
+ +
+
+ + + + +
+ +
+
2 + + + + +
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+
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3 + + + + +
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4 + + + + +
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+ + + + +
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+ + + + +
+ +
+
5 + + + + +
+ +
+
+ + + + +
+ +
+
+ + + + +
+ +
+
-
- y -
- -  Qté - +
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ CAPACITÉS DU PERSONNAGE + + Éditer + +
 Voie 1Voie 2Voie 3
R + +
+ +
+ +
+ +
+ +
+ +
1 + + +
+ +
+
+ + +
+ +
+
+ + +
+ +
+
2 + + +
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+ + +
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+ + +
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3 + + +
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4 + + +
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5 + + +
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+ + +
+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
 Voie de prestige
R + +
+ +
+ +
+ +
+ +
+ +
1 + + +
+ +
+
+ + +
+ +
+
+ + +
+ +
+
2 + + +
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+ + +
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3 + + +
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+
+ + +
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+
+ + +
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4 + + +
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+
+ + +
+ +
+
+ + +
+ +
+
5 + + +
+ +
+
+ + +
+ +
+
+ + +
+ +
+
+
+ +
Plus de voies
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
 Voie 7Voie 8Voie 9
R + +
+ +
+ +
+ +
+ +
+ +
1 + + +
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+
+ + +
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+
+ + +
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2 + + +
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5 + + +
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+ + +
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+
+
+
+
+ + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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+
+ + + + + + + + + +
CompétencesMalusCarac.BonusDescription
+
+ + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + +
+
+ Jets de Capacité +
+ + + + + + + + + +
+ + + + Jet + + + + () + ++ + + Desc. + + +
+
+
+
+
+
+
ÉQUIPEMENT : Consommables
+
+ Bourse : + PP, + PO, + PA, + PC +
+
-
-  Effet : +
+ y +
+ +  Qté + +
+
+  Effet : +
+
+ + + +
ÉQUIPEMENT : Divers
+
+
+ + + +
Notes
+
+
+
+
+
+
    +
  • Setting : + +
  • +
  • Points de chance : + +
  • +
  • Points de récupération : + +
  • +
  • Magie : +
      +
    • Points de mana : + +
    • +
    • Épuisement magique : + +
    • +
    +
  • +
  • Bonus d'attaque de base égal au niveau : + +
  • +
+
+
+ Jets  + +
+
+
+
+ + + + +
+
+
+ + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + +
+ + + + + + + + +
DEF + + PV + + + + + +
+
+ + + +
RD
+
+ + + +
+ Armure +
+ Bouclier +
+ + + + + + + +
+ PV restants  + +
+ DM temp.  + +
+    + Jets  + +
+
+
+ + + +
Capacités
+
+
+ + + +
+ + + + + + + + + +
AttaquesToucherCrit.DMPortéeSpécial
+
+
+ y +
+ + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + + + + + +
+
+
+ + + + + + + + +
+ + + + + + + + + +
+
+
+
- - + + + + + + + + + + + + + + + + + + + + + + +
ÉQUIPEMENT : Divers
+ Attaque de groupe : + + + +
+ + + Attaque en puissance + + en attaque et + + + + d6 DM +
+ + + Attaque assurée + + +5 en attaque et DM divisés par 2 +
+ + + + Attaque risquée + + +2 en attaque au contact mais la DEF passe de à pour 1 tour +
+ + + Attaque non léthale + + -2 en attaque si arme non adaptée +
+
+
+
+
+
+
ÉQUIPEMENT : Consommables
+
+ Bourse : + PP, + PO, + PA, + PC +
+ +
+
+ y +
+ +  Qté + +
+
+  Effet : +
+
+ + + +
ÉQUIPEMENT : Divers
+
+
+ + + +
Notes
+
-
- - - -
Notes
-
-
-
-
- - - -
Importer un block de statistiques
-
-
+
+
+ + + +
Importer un block de statistiques
+
+
+
@@ -2285,15 +2714,41 @@ if (verfdp < 4.03) { //bonus d'attaque différenciés setBaseAttacks(); } + if (verfdp < 4.04) { //titres de capacités + var a = []; + var voie; + var rang; + for (voie = 1; voie < 10; voie++) { + for (rang = 1; rang < 6; rang++) { + a.push('voie' + voie + '-' + rang); + a.push('v' + voie + 'r' + rang + 'titre'); + } + } + getAttrs(a, function(values) { + var s = {}; + for (voie = 1; voie < 10; voie++) { + for (rang = 1; rang < 6; rang++) { + var titre = 'v' + voie + 'r' + rang + 'titre'; + if (values[titre] !== '') continue; + var capa = 'voie' + voie + '-' + rang; + var r = extraireTitreCapacite(values[capa]); + if (r.titre === '') continue; + s[titre] = r.titre; + s[capa] = r.texte; + } + } + setAttrs(s); + }); + } setAttrs({ - version: 4.03 + version: 4.04 }); if (v.option_setting == 'arran') { //Quelques valeurs de départ selon la famille de profil par défaut getAttrs(['famille_par_defaut', 'famille', 'charisme', 'sagesse', 'niveau'], function(values) { if (values.famille_par_defaut == 1 && values.famille == 'aventurier') { var attr = { - fanille_par_defaut: 0, + famille_par_defaut: 0, DV: 8, mod_atkcac: 1, mod_atktir: 1, @@ -2325,6 +2780,29 @@ }); }); + function extraireTitreCapacite(capacite) { + var res = { + titre: capacite, + texte: '' + }; + capacite = (capacite + '').trim(); + if (capacite.length === 0) return res; + var i = capacite.indexOf('\n'); + if (i > 0 && i < 41) { + res.titre = capacite.substring(0, i).trim(); + if (i < capacite.length - 1) + res.texte = capacite.substring(i + 1); + return res; + } + if (capacite.length < 42) return res; + i = capacite.lastIndexOf(' ', 42); + if (i < 0) i = capacite.indexOf(' '); + if (i < 0) return res; + res.titre = capacite.substring(0, i); + if (i < capacite.length - 1) res.texte = capacite.substring(i + 1); + return res; + } + function appliqueModificateurs34(section) { getSectionIDs('repeating_' + section, function(idArray) { idArray.forEach(function(id) { @@ -3008,7 +3486,7 @@ typedegats: 'percant', modificateurs: '' }, { - keys: ['masse', 'marteau', 'fronde'], + keys: ['masse', 'massue', 'marteau', 'fronde'], typeattaque: 'Arme 1 main', typedegats: 'contondant', modificateurs: '' diff --git a/ChroniquesOubliees/sheet.json b/ChroniquesOubliees/sheet.json index e35fdbe9d6..ddf1bb2678 100644 --- a/ChroniquesOubliees/sheet.json +++ b/ChroniquesOubliees/sheet.json @@ -4,7 +4,7 @@ "authors": "Natha, Ulti", "roll20userid": "75857, 1794854", "preview": "co_v3.jpg", - "instructions": "Feuille de Personnage (avec jets) pour [Chroniques Oubliées Fantasy](http://www.black-book-editions.fr/catalogue.php?id=13). Chroniques Oubliées Fantasy est un jeu de rôle médiéval-fantastique complet basé sur le système d20/OGL 3.5. Feuille version 4.03 (27/11/2020). [Lisez-moi](https://github.com/Roll20/roll20-character-sheets/blob/master/ChroniquesOubliees/ReadMe.md). Maintenant compatible avec le setting des terres d'Arran (voir les options de fiche)", + "instructions": "Feuille de Personnage (avec jets) pour [Chroniques Oubliées Fantasy](http://www.black-book-editions.fr/catalogue.php?id=13). Chroniques Oubliées Fantasy est un jeu de rôle médiéval-fantastique complet basé sur le système d20/OGL 3.5. Feuille version 4.04 (01/02/2021). [Lisez-moi](https://github.com/Roll20/roll20-character-sheets/blob/master/ChroniquesOubliees/ReadMe.md). Maintenant compatible avec le setting des terres d'Arran (voir les options de fiche)", "useroptions": [ { "attribute": "option_pc", From 1de079032d9cf6dc27b340497ab40cddd935cd78 Mon Sep 17 00:00:00 2001 From: Michael Raichelson Date: Mon, 1 Feb 2021 12:22:42 -0600 Subject: [PATCH 17/43] Cyberpunk Red Tabbed: Updates/fixes * Add Precision Attack from the Solo Role to attack rolls automatically. * Fix the Evasion button in the Combat section to be based on DEX not REF. --- Cyberpunk Red Tabbed/cyberpunk-red-tabbed.html | 17 +++++------------ 1 file changed, 5 insertions(+), 12 deletions(-) diff --git a/Cyberpunk Red Tabbed/cyberpunk-red-tabbed.html b/Cyberpunk Red Tabbed/cyberpunk-red-tabbed.html index 59d59395d0..d86b9e5b83 100644 --- a/Cyberpunk Red Tabbed/cyberpunk-red-tabbed.html +++ b/Cyberpunk Red Tabbed/cyberpunk-red-tabbed.html @@ -2987,7 +2987,7 @@ @@ -3155,7 +3155,7 @@ class="autofirebutton" type="roll" name="roll_autofire" - value="&{template:attack}{{charactername=@{character_name}}}{{weapon=@{weaponname} (Autofire)}}{{specialrule=See full Autofire rules on p.173}}{{roll=[[1d10+@{skill_autofire}+@{stat_ref}+@{armor_penalty}+@{weaponmodifier}+@{finalmodifier}]]}}{{critroll=[[1d10]]}}" + value="&{template:attack}{{charactername=@{character_name}}}{{weapon=@{weaponname} (Autofire)}}{{specialrule=See full Autofire rules on p.173}}{{roll=[[1d10+@{skill_autofire}+@{stat_ref}+@{armor_penalty}+@{weaponmodifier}+@{role_solo_precisionattack_calc}+@{finalmodifier}]]}}{{critroll=[[1d10]]}}" > Autofire @@ -3168,14 +3168,14 @@ class="suppfirebutton" type="roll" name="roll_suppfire" - value="&{template:attack}{{charactername=@{character_name}}}{{weapon=@{weaponname} (Suppressing Fire)}}{{specialrule=Opponents need to make a Concentration check. (See p.174)}}{{roll=[[1d10+@{skill_autofire}+@{stat_ref}+@{armor_penalty}+@{weaponmodifier}+@{finalmodifier}]]}}{{critroll=[[1d10]]}}" + value="&{template:attack}{{charactername=@{character_name}}}{{weapon=@{weaponname} (Suppressing Fire)}}{{specialrule=Opponents need to make a Concentration check. (See p.174)}}{{roll=[[1d10+@{skill_autofire}+@{stat_ref}+@{armor_penalty}+@{weaponmodifier}+@{role_solo_precisionattack_calc}+@{finalmodifier}]]}}{{critroll=[[1d10]]}}" > Suppressing Fire @@ -3206,11 +3206,6 @@
-
@@ -3702,7 +3697,7 @@
Name
-
+
@@ -3932,8 +3927,6 @@
- -